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InGen Compound

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InGen Compound
Jurassicparkiii19
Built 1980s
Location Isla Sorna
Purpose Creating dinosaurs for Jurassic Park
Status Abandoned
”This is how you make dinosaurs?”
”No, this is how you play God.”
Amanda Kirby and Alan Grant(src)

The InGen compound is the name that is given inJurassic Park III to a massive complex of buildings thatInGen has built on Isla Sorna. As seen in the film, the buildings of the compound were once devoted to breedingand parenting Dinosaurs.

The InGen compound should not be confused with theWorker Village, which was designated to accommodate the InGen workers.

Contents

[show]

FilmEdit

In Jurassic Park III, the InGen Compound is located at a different location than the worker village from The Lost World: Jurassic Park, namely at the central western side of Isla Sorna. If the town was the brains of Isla Sorna then the Embryonics, Administration, and Laboratories Compound area would be the beating heart and InGen‘s factory floor. This facility was where dinosaurs were cloned, hatched, studied, and eventually observed in the incubation, testing, and dinosaur kennel areas before going to points unknown. Arranged like a factory floor setting, the Embryonics Administration gives the appearance of being akin to an assembly line for InGen’s dinosaurs for the Jurassic Park project.

AdministrationEdit

113

The entrance to the main facility can be found at the Embryonics Administration facility, adjacent to the breeding and hatching facility. Preceded by a heavily overgrown parking lot that contained the battered hulks of vehicles once utilized by InGen on the island, the landscaping around the front has been heavily overgrown after eight years of lacking human maintenance. The ferns that had adorned the now mold and vine encrusted InGen sign that was the centerpiece to the parking lot have grown wild, and the shrubbery that lined the front of the building now threatens to spill over it’s placement. Debris lays strewn across the parking lot, and the portico that graced the top of the entrance now sags ominously.

Painting

Inside the lobby, computers lay dormant and encrusted with mold over what was once a fine reception desk. The power here no longer works, as evidence by the lack of a dial tone when Amanda Kirby tried a phone that laid on the desk. Behind the desk was the InGen technologies logo, vines slowly creeping over it. Holes in the roof above had allowed puddles of water into the room, and vines hung from the ceiling of the room. Beyond this was a hallway that, presumably, led to other unseen areas of the Embryonics Administration center. This hallway also leads to the production facility, where the dinosaurs were produced. Located somewhere in an “S-curve” of the hallway is a quartet of vending machines that held snacks. At least one of the machines had a glass front, and another held plastic. There is also a water dispenser in the center of the row.

Production FloorEdit

05 700

A long, 3-story, rectangular structure served as the factory floor to the entire operation. The entire floor held a long parallel row of incubators, each holding nine eggs. These incubators were intersected by numerous gigantic, robotic arms that hung from the ceiling on a track, their exact function and how they operated can be only speculated. The incubators were flanked on the outside by rows of embryonic tubes, where InGen could visually watch the progression of the growth of their dinos, and where they could spot deformities that allowed for them to perfect their cloning process. The entire ground level could be watched over by a pair of catwalks that intersected at various points over the floor. By 2001, the entire floor had been layered in a a thick covering of dust, and the robotic arms were stalled and rusted. Some dinosaur eggs had fallen to the floor to lye with the leaves that cluttered there. The water inside embryonic tubes had turned green from the lack of proper oxygen flow, and any dinosaur embryos that had been inside have rotted. Some tubes had been broken open, and their contents now empty.

KennelsEdit

Jp3-009

Their precise location within the Compound is unknown, but most likely in the same facility as the production and Embryonics Administration, but this is where the juveniles dinosaurs would have been kept to grow until either their placement into Jurassic Park on Isla Nublar, or to places unknown. Having several rows of small cages that apparently would have been padded with hay, the young animals could be nourished with what seems to have been enlarged versions of the same type of water bottle that one would use to give hamsters water with, although this seems to be a feature of only the smaller cages.

Video Edit

Jurassic Park 3 (4 10) Movie CLIP - Raptor Ambush (2001) HD02:36

Jurassic Park 3 (4 10) Movie CLIP – Raptor Ambush (2001) HD

JPIII Lab Scene

Jurassic Park Adventures: SurvivorEdit

In the novella Jurassic Park Adventures: Survivor Eric Kirby seeks shelter in the Compound for the first weeks of his stay on the island.

Behind the ScenesEdit

During production of Jurassic Park III, exterior shots of the compound and interior shots of the Embryonics Administration lobby were filmed on the same back lot which stood for the Site B Village in The Lost World: Jurassic Park. In fact, the Operations Building set was merely re-dressed to create the facade and lobby of the Embryonics Administration building.

As of 2016, the set still exists on the Universal Studios Hollywood backlot, adjacent to the War of the Worldsand Whoville sets, although the entire structure has collapsed in upon itself.

GalleryEdit

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<InGen

Jurassic Park Wiki

InGen Compound

2,321PAGES ON
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EDIT TALK5

InGen Compound
Jurassicparkiii19
Built 1980s
Location Isla Sorna
Purpose Creating dinosaurs for Jurassic Park
Status Abandoned
”This is how you make dinosaurs?”
”No, this is how you play God.”
Amanda Kirby and Alan Grant(src)

The InGen compound is the name that is given inJurassic Park III to a massive complex of buildings thatInGen has built on Isla Sorna. As seen in the film, the buildings of the compound were once devoted to breedingand parenting Dinosaurs.

The InGen compound should not be confused with theWorker Village, which was designated to accommodate the InGen workers.

Contents

[show]

FilmEdit

In Jurassic Park III, the InGen Compound is located at a different location than the worker village from The Lost World: Jurassic Park, namely at the central western side of Isla Sorna. If the town was the brains of Isla Sorna then the Embryonics, Administration, and Laboratories Compound area would be the beating heart and InGen‘s factory floor. This facility was where dinosaurs were cloned, hatched, studied, and eventually observed in the incubation, testing, and dinosaur kennel areas before going to points unknown. Arranged like a factory floor setting, the Embryonics Administration gives the appearance of being akin to an assembly line for InGen’s dinosaurs for the Jurassic Park project.

AdministrationEdit

113

The entrance to the main facility can be found at the Embryonics Administration facility, adjacent to the breeding and hatching facility. Preceded by a heavily overgrown parking lot that contained the battered hulks of vehicles once utilized by InGen on the island, the landscaping around the front has been heavily overgrown after eight years of lacking human maintenance. The ferns that had adorned the now mold and vine encrusted InGen sign that was the centerpiece to the parking lot have grown wild, and the shrubbery that lined the front of the building now threatens to spill over it’s placement. Debris lays strewn across the parking lot, and the portico that graced the top of the entrance now sags ominously.

Painting

Inside the lobby, computers lay dormant and encrusted with mold over what was once a fine reception desk. The power here no longer works, as evidence by the lack of a dial tone when Amanda Kirby tried a phone that laid on the desk. Behind the desk was the InGen technologies logo, vines slowly creeping over it. Holes in the roof above had allowed puddles of water into the room, and vines hung from the ceiling of the room. Beyond this was a hallway that, presumably, led to other unseen areas of the Embryonics Administration center. This hallway also leads to the production facility, where the dinosaurs were produced. Located somewhere in an “S-curve” of the hallway is a quartet of vending machines that held snacks. At least one of the machines had a glass front, and another held plastic. There is also a water dispenser in the center of the row.

Production FloorEdit

05 700

A long, 3-story, rectangular structure served as the factory floor to the entire operation. The entire floor held a long parallel row of incubators, each holding nine eggs. These incubators were intersected by numerous gigantic, robotic arms that hung from the ceiling on a track, their exact function and how they operated can be only speculated. The incubators were flanked on the outside by rows of embryonic tubes, where InGen could visually watch the progression of the growth of their dinos, and where they could spot deformities that allowed for them to perfect their cloning process. The entire ground level could be watched over by a pair of catwalks that intersected at various points over the floor. By 2001, the entire floor had been layered in a a thick covering of dust, and the robotic arms were stalled and rusted. Some dinosaur eggs had fallen to the floor to lye with the leaves that cluttered there. The water inside embryonic tubes had turned green from the lack of proper oxygen flow, and any dinosaur embryos that had been inside have rotted. Some tubes had been broken open, and their contents now empty.

KennelsEdit

Jp3-009

Their precise location within the Compound is unknown, but most likely in the same facility as the production and Embryonics Administration, but this is where the juveniles dinosaurs would have been kept to grow until either their placement into Jurassic Park on Isla Nublar, or to places unknown. Having several rows of small cages that apparently would have been padded with hay, the young animals could be nourished with what seems to have been enlarged versions of the same type of water bottle that one would use to give hamsters water with, although this seems to be a feature of only the smaller cages.

Video Edit

Jurassic Park 3 (4 10) Movie CLIP - Raptor Ambush (2001) HD02:36

Jurassic Park 3 (4 10) Movie CLIP – Raptor Ambush (2001) HD

JPIII Lab Scene

Jurassic Park Adventures: SurvivorEdit

In the novella Jurassic Park Adventures: Survivor Eric Kirby seeks shelter in the Compound for the first weeks of his stay on the island.

Behind the ScenesEdit

During production of Jurassic Park III, exterior shots of the compound and interior shots of the Embryonics Administration lobby were filmed on the same back lot which stood for the Site B Village in The Lost World: Jurassic Park. In fact, the Operations Building set was merely re-dressed to create the facade and lobby of the Embryonics Administration building.

As of 2016, the set still exists on the Universal Studios Hollywood backlot, adjacent to the War of the Worldsand Whoville sets, although the entire structure has collapsed in upon itself.

GalleryEdit

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<InGen HEADQUARTERS

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InGen Headquarters

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InGen HQ Palo Alto

InGen Headquarters as depicted in the InGen Field Guide

 International Genetic Technologies, Inc. was based in a 200,000 square foot Corporate building on 100 Farallon Rd. Palo Alto, California. According to Jurassic Park, John Hammond had dozens of frozen dinosaur embryos stored in two separate vaults at InGen’s Corporate Headquarters back in California, and planned to use these to start from scratch, and build a new park, elsewhere in the world.

Contents

[show]

Location & Description (Novel & Film)Edit

The only ”Canon” photo known is depicted in the InGen Field Guide,[1] stating that InGen was based in Palo Alto, with another California corporate location in San Diego. The photo appears to be accurate to its novel description; a large corporate & laboratory building, approx. 200,000 sq. ft. in area. There are also several trees in front of the Headquarters.

Location & Description (Comics)Edit

Another version of the InGen Headquarters appears in the Topps comics, but it differs slightly from its counterpart; it seems to have the ”InGen” logo with an enlarged ”N” bottem spread throughout the top of the building, with the main lobby sharing the logo as well.

Staff & PersonelEdit

Parker is also considered the main receptionist as stated in Jurassic Park The Game.

Trivia Edit

Some assumed that the InGen Boardroom cutscene from The Lost World: Jurassic Park took place at the InGen HQ in Palo Alto. However, the film script says it took place in San Diego, California.[2]

References Edit

  1. InGen Field Guide, page 5.
  2. The Lost World Film Script, Scene 5: Board room.
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THE NETWORK

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Contribute

Atlas Mugged

4,350PAGES ON
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This page contains spoilers

Contents

[show]

Plot

As depicted at the end of episode 1, Rhys and Fiona activate a device that provides a map of Pandora as part of the Gortys Project. Rhys becomes startled (as the player knows, due to him seeing a ghostly vision of Handsome Jack) and runs off. The other three characters attempt to take a closer look at the map but end up inadvertently closing it. This seems to alert a nearby terminal that is requesting a retinal scan and Fiona is presented options. The computer only accepts specific scans and threatens to alert a General Pollux. Hearing a beeping sound, Pollux is found in a box somewhat resembling a coffin. The characters are unable to remove the body from the box and Sasha suggests removing the eye. Fiona accomplishes this with a spork. After the retina scan is complete, the computer plays a video log from Athena sent from the town of Old Haven, followed by a message from Pollux urging any viewer to release him from suspended animation. As the characters realize they have inadvertently killed him, Rhys falls off a railing and onto the floor, covering the characters in a blood bath (an event that Rhys disputes).

The scene briefly moves forward back to the Stranger holding Rhys and Fiona hostage, and we now see Rhys’ version of the events. After Handsome Jack appeared, Rhys follows him up the stairs and Jack becomes annoyed with Rhys’ talking. Jack is unable to rip Rhys’ throat out and doesn’t understand why. Rhys explains that he is only a hologram, the real Handsome Jack died years ago. The actual conversation is determined by the player. A second attempt to remove Rhys’ throat causes Rhys to back up and inadvertently fall backwards over a rail to the lower floor and hits his head with an impact that should have knocked him cold (and was not nearly as bloody as Fiona suggested). It also causes Handsome Jack to disappear.

Moonshots (missiles) are being sent from Hyperion to the bandit hideout where the characters are located and they escape in Felix’s nearby caravan. During the escape, the caravan is pursued by a Rakk Hive. With some deft maneuvering, Rhys is able to trick the Rakk Hive into taking a fatal moonshot, but he and Vaughn become separated from the girls and the story focuses on Rhys. Handsome Jack reappears in his holo form visible to Rhys only and Rhys attempts to either explain it to or hide it from Vaughn. After contact with Yvette on Helios, the characters find themselves face to face with Vasquez who orders them to dig their own graves at gunpoint. The conversation changes based on player input but eventually ends with Rhys and Vaughn escaping and being chased by Vasquez.

Who should show up but their pal Loader Bot (well, ”pal” depends on the choices the player made with Loader Bot in previous encounters). Rhys and Vaughn discuss whether to go to Old Haven or Hallow Point but the choice is left up to the player. Loader Bot flies them to the one chosen.

At this point, the scene briefly goes back to Fiona, Rhys and their captor. Bro, Bro, Bro, Bro bro bro, Bro, you know Bro? ”We do not talk like that!” Rhys complains.

If Rhys and Vaughn head straight to Old Haven, they find the facility nearly abandoned. Rhys looks around and finds three power boxes. Player has to figure out how to get them working. Once it’s done, several buildings rise up from the ground and players will see a large door that says Atlas on it. August shows up with thugs and has Rhys at gunpoint. Together they enter the building.

After a failed attempt to keep Rhys and Vaughn from flying out of the partially disabled caravan, Fiona and Sasha find themselves alone. They limp the caravan into a small town and find a shop owned by Scooter. After looking around (look for the loot box by the vending machine) Fiona runs into Scooter and needs to come up with a story to get Scooter to fix the caravan. After the player decides the conversation the player will get to decide on a replacement skin for the caravan costing between $0 (just fix it) to $1000. Fiona and Sasha leave the shop on foot and head towards Felix’s nearby house. After entering the house, the player will need to search the house and locate a safe. Remove the items including a black light and use the light to search the house again for clues. Locate the loose boards on the floor and remove them. A video message from Felix reveals that a powerful crime boss named Vallory has placed bounties on their heads, and his doublecross was really a failed attempt to spare the girls from her wrath. Remove the lock box that is hidden in the floor and go through the contents. There will be several items including an upgrade for Fiona’s gun. A couple of bounty hunters named Kroger and Finch break into the house and the player needs to decide how to handle it. After escaping the thugs, Fiona and Sasha grab their things and run, right into Athena, who is also seeking to collect the bounty.

If Rhys and Vaughn decided to go to Old Haven, Fiona hurls a stun grenade at Athena, incapacitating her long enough for the girls to head back to Scooter’s shop where they see the fixed/upgraded (depending on players choices) caravan. After realizing Athena was still after them, they (depending again on choice) force their way back into the shop with Athena protesting behind them. Players meet Springs who turns out to be Athena’s girlfriend. At this point Athena has removed her hood and hidden her shield and pretends that she knows nothing about an assassin nearby. Players get to decide whether to go along, or state that Athena IS the assassin. Athena warns them that there are worse people out there who could be looking for them. Fiona and Sasha leave and head toward the location of Rhys and Vaughn. They also have the option of taking Athena’s shield: doing so will incite no reaction at the time as Athena is unable to reveal her actions with Springs standing right next to her.

They arrive at the Atlas site and notice the devastation. Regardless of player comment, Fiona believes that Athena made the mess and that they may have just gotten lucky ‘back there’. Then they see the open door and walk inside where Rhys and Vaughn are being held at gunpoint by August and his thugs. After the player decides what to do, Vazquez shows up to the party.

If Rhys and Vaughn decided to go to Hollow Point, then Loader Bot battles Athena, forcing her to retreat. Fiona and Sasha find Rhys and Vaughn at Scooter’s, trying to convince the latter that they own the caravan. Upon spotting Fiona and Sasha, Rhys refers to them as their friends. Fiona can either confirm or deny it. Either way, the four leave for Old Haven (with Athena watching them from Scooter’s roof), and the events that would have occurred to Rhys and Vaughn had they gone to Old Haven in the first place play out, only with Fiona and Sasha present. This time, all four enter the Atlas building, only to be met by August and Vasquez.

Loader Bot is commanded to attack Vasquez (either by Vaughn or Rhys) and Vasquez shuts it down using a universal remote. Vasquez heads down a corridor with Rhys and the unseen holo of Handsome Jack and August takes Fiona down another. Both characters have their Gortys pieces with them that they found back in the Gortys lab. Sasha and Vaughn are left behind, guarded by the thugs.

Handsome Jack is trying to figure out how he knows Vasquez while Vasquez is yapping away about how he made it to the top and how Handsome Jack would always make time for him and punch him in the face (apparently a sign of affection?). Vasquez punches Rhys in the stomach as an example. The scene switches to Fiona and August and players control the conversation. If players ask why August is doing ‘this’, players will learn that August screwed Vallory by doing the vault key deal under her nose and now August has to convince Vallory that whatever the Gortys device leads them to, that it’s worth more than the Ten Million that August never got. He hopes that this will keep Vallory from killing him. Then August asks about Sasha.

Now players are switched back to Rhys where Vasquez is still yapping away. Suddenly Jack remembers and realizes that Vasquez used to be the bald headed man in the mail room who was getting hair implants. (Vazquez has a full head of hair in the game). Players get to choose whether or not to make fun of Vasquez and ask him about it. At the end of the corridor is a device that players will need to interact with. This puts up a shield, separating Vasquez and Rhys.

August walks Fiona to the end of their corridor where she will need to interact with the console as well. This also activates a shield and now she and Rhys are moved together on platforms and must connect the consoles together. They are reminded that their friends are still being held at gunpoint. After putting the consoles together, a round metal electronic ball is created and is floating inbetween them. As Rhys reaches for it, it becomes compromised and several security bots show up surrounding them as well as their party who are still inside the building. Fiona wants to use a stun grenade on the bots while Jack offers to use the electronics inside Rhys’ head to disable the bots if Rhys will let him have access. The player must choose and the resulting cinematic ends the episode.

In-Game Decisions

Fiona

Told Sasha to Help Fiona or Rhys?

  • Told Sasha to help Rhys – 78.4%
  • Told Sasha to help you – 21.6%

Customized the caravan?

  • Decided against customization – 10.9%
  • Selected the Maliwan brand – 49.9%
  • Selected the Jakobs brand –
  • Selected the Scooter Special –

Looked at Sasha’s gift from Felix?

  • Didn’t peek inside – 80.9%
  • Peeked inside – 19.1%

What bullet did you use on Finch?

  • Shot Finch with shock damage – 29.9%
  • Shot Finch with corrosive damage – 33.6%
  • Shot Finch with incendiary damage – 36.5%

Note: The last two are only available if Rhys and Vaughn go to Old Haven

Tell Janey that Athena is lying?

Take Athena’s shield?

Rhys

Told Vaughn about Handsome Jack

  • Told Vaughn – 81.3%
  • Kept Handsome Jack a secret – 18.7%

Old Haven or Hollow Point?

  • Chose to go to Hollow Point – 66.2%
  • Chose to go to Old Haven – 33.8%

Brofisted Vaughn?

  • Brofisted Vaughn – 90%
  • Did not brofist Vaughn – 10%

Trusted Fiona or Jack?

  • Trusted Fiona – 65%
  • Trusted Jack – 35%

Impacts

Deaths

  • General Pollux
  • Several Crimson Lance soldiers

Trivia

  • This episode was originally announced to have its release ”6 to 8” weeks after Zer0 Sum. However, the projected release date passed, and the episode was released nearly two months behind schedule. This is referenced with Marcus’s opening narration: ”Yes, yes, it’s been a while. Everyone knows.”
  • The title of this episode is a reference to Ayn Rand’s Novel, Atlas Shrugged.

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THE ECHO NETWORK

Catch-A-Ride is a vehicle creation system which can provide up to two Outrunners at one time, allowing versatile overland transportation. Catch-A-Ride terminals are scattered around Pandora in areas with well established roads or open, drivable expanses. Catch-A-Ride terminals use digistruct technology to create vehicles.

Contents[show]
Overview
Scooter will initiate contact early in the story and ask the Vault hunters to investigate and repair the Catch-a-Ride terminal at Fyrestone. Two missions are offered in sequence that must be completed in order for the Catch-A-Ride to function. These are:

Catch-A-Ride (mission)
Bone Head’s Theft
Using the Catch-a-Ride
Runners can be spawned at Catch-A-Ride terminals after completing the mission, Bone Head’s Theft. This is done by accessing the Catch-A-Ride, selecting either ”Vehicle 1” or ”Vehicle 2” and then selecting ”Spawn Vehicle”. The selection panel will also offer options to toggle between a Machine Gun or a Launcher for the Runner’s turret weapon as well as a selection of eight paint schemes.

If a Runner has been left somewhere, they can be instantly accessed from any Catch-A-Ride in the area. Rather than spawning a new Runner, a character can be teleported to an existing one by accessing the Catch-A-Ride, selecting a vehicle and using the ”Teleport to Driver Seat” or ”Teleport to Gunner Seat” option. Outrunners with no occupants will not be persistent if characters travel to another instance and their vanishing will mean having to spawn a new one for the new area.

Travel between instances normally must be achieved on foot. Once unlocked however, some of the gates from one instance to the next can be triggered by driving up to them in the Outrunner, without the need for the character to exit the vehicle. Typically gates with roads leading directly up to them can be accessed from the vehicle.

The Secret Armory of General Knoxx
Catch-A-Ride02
Catch-A-Ride south of T-Bone Junction
The Secret Armory of General Knoxx introduced three new vehicles, the Racer, the Monster and the Lancer. The classic Outrunner is not among the options, although players are at little disadvantage since the three new vehicles each outclass the Outrunner in at least two of the attributes of durability, mobility and firepower.

Most of the Catch-A-Ride stations in this DLC are red models pictured on the right, more consistent with Crimson Lance aesthetics than the Hyperion-yellow models seen in the original Borderlands areas. The Parched Fathoms terminals differ from their counterparts in that they supply three entirely different vehicles, rather than one with two turret options. The Catch-A-Ride interface’s armament selector becomes its means of selecting the vehicle type, therefore the turret armament for each of the three new vehicles have no modification options.

The paint schemes of these three vehicles follow the same eight-colour pattern for each vehicle. Even if a new vehicle type is selected to replace an old one, the same colour option will carry over to the new vehicle.

Each vehicle type can only be accessed after completing a certain mission. In order of appearance, they are:

Monster – Greasemonkey
Racer – Prison Break: Road Warrior
Lancer – OMG APC
Notes
If a vehicle is left somewhere and a player uses ”Spawn Vehicle” to recreate it at their current location, it will actually bring the existing vehicle to the Catch-A-Ride rather than generate a new one. This includes any battle damage the vehicle might be under the effects of.
Due to the previous point, in the event both vehicles are in use, the only way to hasten the natural recovery of a vehicle’s hit points is through the use of Roland’s Cauterize while a teammate is occupying the vehicle.
Although the ”use” prompt will appear, the Fyrestone Catch-A-Ride is in fact unusable until Bone Head’s Theft is completed.

DATABASE

FABIEN SANGLARD’S WEBSITE

JUNE 10TH, 2014

JURASSIC PARK: TRESPASSER CG SOURCE CODE REVIEW

Jurassic Park: Trespasser is an unique piece of software: It is a game that has managed to reach both infamous and cult status.

Released in October 1998 after a three years development cycle, it was unanimouslydestroyed by critics. But it did not fail by much and managed to grow an impressive mass of fans that wrote editors, released patches, reverse-engineered the assets, added features, produced new dinosaurs, levels and even started a remake. 20 years later, bloggers still write about it and the post-mortem by Richard Wyckoff is one of the most fascinating behind-the-scene tale I have ever read.

From a technology standing point, Trespasser engine is a milestone in the history of realtime CG: It demonstrated that physics and outdoor environments were indeed possible.

During my exploration, I found a special flavor of C++ that was representative of the game final result: Genius and Talent ultimately impaired by ambition and it’s resulting complexity.

Moon shot and high expectations

Jurassic Park: Trespasser was a moon shot. An attempt to make the impossible become reality powered by a lot of money and insanely talented developers/artists. But it happened during the late 90s which saw widespread adoption of Internet: Online magazine florished, developers were getting interviews, news and rumors circulated fast and high expectations resulted from customers (a phenomenon later exhacerbated during the development ofDaikatana).

The trailer demonstrated unprecedented interactivity and graphisms :


CD-Rom were also becoming common. Embedded in magazines they often contained videos and interview of developers. Here are Seamus Blackley (Lead Programmer) and Terry Izumi (Art Director) talking for Next Generation :


Many impressive ”screenshot” were exchanged on the internet :


Even the game box was quite appealing:

The printed press, usually more reserved was also praising the game:

Wired (March, 1997):

Jurassic Game Flouts Hyper-Real Physics

Game Master (December, 1998):

Next Generation (November, 1997) :

The list of features was crazy :

  • Bump-mapped dinosaur skin.
  • Outdoor environments with hundreds of trees.
  • Inverse kinematics (no predetermined animation).
  • Realtime shadows.
  • Physic engine.
  • Physic based sound engine.

Gamers were crazy too. But after the dissapointment brilliantly naratted by Research Indicates in ”Let’s play Trespasser”:

I decided I wanted to know how it worked.

Source Code: First contact

The source code has never been officially released but it is everywhere on the internet. I will obviously not provide a link to the source or even show code snippets but I think to provide a roadmap for historical value is acceptable and will probably help fellow code readers.

The solution is for Visual Studio 6.0 (development started on VS 4.1 but C++ support was not satisfactory: The team updated the dev tools as soon as a new version became available). It can be automatically converted to a modern version of Visual Studio (2008/2010/2012). Attempting to compile shows that the source code has heavily suffered from erosion: C++ has evolved a lot since 1998 and certain things are not permited anymore (like things that now require the typename keyword).

Before starting to open files and read, I ran a few metrics since cloc can give an idea of the volume of code to read:

    fabiensanglard$ cloc jp2_pc
    1596 text files.
    1555 unique files.                                          
     418 files ignored.

    http://cloc.sourceforge.net v 1.60  T=14.08 s (88.1 files/s, 40859.1 lines/s)
    -------------------------------------------------------------------------------
    Language                     files          blank        comment           code
    -------------------------------------------------------------------------------
    C++                            469          64881          86607         195287
    C/C++ Header                   762          32170          89234         105606
    C                                2            253            177            884
    DOS Batch                        7              5              0            174
    Teamcenter def                   1              0              0              8
    -------------------------------------------------------------------------------
    SUM:                          1241          97309         176018         301959
    -------------------------------------------------------------------------------

Standing alone, those numbers don’t mean much. But comparing them to others games (Quake,Doom,Duke3D,…) helps a lot:

 
    -------------------------------------------------------------------------------
    Game             Year         files         blank         comment          code
    -------------------------------------------------------------------------------
    Wolfenstein3D    1992           80           7223           7516          27311
    Doom             1993          149          10213          10234          39080
    Duke 3D          1996          182          18537          11364          77166
    Quake 1          1996          543          45550          38262         171065
    Quake 2          1997          399          37743          31735         163928 
    Trespasser       1998         1241          97309         176018         301959 
    Quake 3          1999          799          65988          93977         313311
    Doom  3          2004         1466         137589         164894         593899
    Doom iOS         2009          237          15080          24054          70766
    Wolfenstein iOS  2009          326          20403          20170          63609
    Doom  3 BFG      2012          977          92735         119965         363239
    -------------------------------------------------------------------------------

The volume of code is twice more than other titles released at the same time. The volume is very representative of the complexity of the engine and the collosal scope of features. What really stands out is the volume of comment: Trespasser code base is exceptionnaly well commented and that is usually an indication of high skills.

The solution contains 23 projects which clearly show the different subsystems but I suspect was done to make compile time bearable. Even on a modern machine a full built take close to 10mn. I would not be surprised if 1998 and its lack of precompiled header took an hour for a full build.

An interview of Seamus Blackley (Lead developer on Trespasser) shows that compile time was a problem back in the days:

   Qtrescom.org    : What fraction of the development time was spent waiting on the C++ compiler?

   Seamus Blackley : It felt like 103%

Details of each projects :

Projects Generates Notes:
AI Artificial Intelligence subsystem A lot of code unused since most traits had to be disabled.
AI Test JP2_PC.exe A standalone program allowing to test AI with graphics.
Audio Audio.lib The audio sub-system static library featuring the ”real time Foley”.
Bug Bugs.exe A project concentrating all compiler errors. Since the team switched from VS4 to VS4.1 to VS4.2 to VS6.0 it was usefull
CollisionEditor CollisionEditor.exe Sound effects editor to test the audio engine (very powerful at the time)
EntityDBase EntityDBase.lib Classes representing all objects in the game.
File File.lib Abstraction classes for File and Images, used to build the Groff archives.
File Test File Test for the file and image abstractions.
Game Game.lib Glue, triggers, Player, Gun classes.
GeomDBase GeomDBase.lib The 3D representation (Geometry) of all objects defined in EntityDBase.
GroffBuild GroffBuild.exe The tool in charge of gathering all game assets (3d,sounds,maps) in one GOFF file.
GroffExp GroffExp.dle The DLL loaded by 3DS Max that export all data to GOFF sections. This was originally outsourced to an other dev and is standalone.
GUIApp GUIApp.exe A wrapper around the game. The GUI allows to change the game values at runtime for testing. Like the console allowing to change the cvar in Quake engines.
Loader Loader.lib The library loading GOFF assets to RAM.
Math Math.lib The math library (features a fInvSqrt that is not as good as QuakeIII’s InvSqrt since it uses a lookup table but also uses Newton-Raphson).
Math Test MathTest.exe A few functions to test the speed of the math routines.
Physics Physics.lib The pelvis heavy, penalty force based Physic engine library.
PhysicsTest PhysicsTest.exe A sandbox level where physic can be tested.
PipeLineTest PipeLineTest.exe Testbed for the rendering pipeline
Processor Processor.dll Uses CPUID to detect 8086, 80286, 28386 or a 80486, Pentium, K6-3and K7, Detect Floating Point Unit and CPU speed. Loaded at runtime by System project in order to set automatically details level (based on CPU Mhz).
QuantizerTool QuantizerTool.exe Aborted project. Does nothing.
Render3D Render3D.lib The hybrid software/Direct3D renderer.
ScreenRenderDWI ScreenRenderDWI.lib Pentium, PentiumPro and K6_3D specific code ASM optimized code for scanline and cache rendering. Direct3D code.
Std Std.lib Extension of STL. An horrible mess of specific containers of containers of set of hashmap. Arg.
System System.lib Contains scheduler, Virtual Memory. Thread control. SetupForSelfModifyingCode (via modify the page tables associated with the application). Many things are not used.
trespass trespass.exe The game we played.
View View.lib Raster to window code. Blitter, DirectDraw, Direct3D, software palette viewers.
WaveTest WaveTest.exe Shell to test wave modeling.
WinShell WinShell.lib win32 windows creation and management library

The project names and the post-mortem are giving us a good idea of the production pipeline :

  1. Artist and game designer used 3D Studio Max.
  2. When a level was ready, it was exported (GroffExp).
  3. All assets were compiled into a resource file GROFF (GroffBuild).
  4. The engine worked on all subsystems and generated the game (trespass).
  5. Debugging and research was done with a secondary screen displaying GUIAPP, allowing to change the engine settings at runtime.

Renderer

The 3D Renderer is based on Depth Sorting Algorithm coupled with a quadtree sliced map to help remove as many polygons as possible. There is actually a comment in the code which indicate the implementation is taken straight from ”pages 673 to 675 in ”Computer Graphics: Principles and Practices by Foley, Van Dam et al”. Here are the pages (and I highly recommend you to buy the book):

The engine walks the map quadtree recursively, discarding as much geometry (terrain and objects) as possible via backface culling and frustum culling. The list of surviving polygon is then sorted by depth and the scene is sent to the rasterizer: Back to front in one batch as illustrated by the wikipedia drawing :


This method generates a visually correct scene but can potentially lead to overdraw that waste a lot of CPU cycles. A typical worse case scenario would be the player in front of mountains but inside a house :

The engine would first rasterize all the mountains in the back:

Only to overwrite every single pixel with the front objects such as walls, stairs and crates resulting in a terrible waste :

Even though the rasterizer was fast hand optimized ASM (even exploiting floating point SIMD from AMD processor K6), something had to be done in order to limit overdraw. The developers asked the 3DS Max designer to place ”occluders” on the map : Invisible surfaces that were used to create occluding volumes. Here they are in gray on the right image:

Those occluders were used to construct occluding volume and discard more primitives during the quadtree rundown. Each frame the quadtree was used to find all the occluders intersecting the view frustum. By connecting the player’s point of view through each occluder vertice, an occluding volume was created. Each primitive retrieved via the quadtree was hence tested not only against the view frustum but also against each occluding volume. This is a technique that reminded me a lot of shadow volumes.

This technique was instrumental when the player was inside a building but it also to important to limit overdraw in pure outdoor scenes. Items behind a hill could be discarded this way so occluders are also placed within hills and terrain curves :

This mechanism worked well but it could be problem if the designers placed them poorly. In the following scene, at first sight things looks fine but if we look closer we can see that occluder are ”sticking out”: Crossing that part would result in objects suddenly appearing:

A other occurence at the end of the first level :

Not to mention the problems related to generating the terrain on the fly based on wavelet: Sometimes occluders did not match the geometry :/ !

The engine also used two other big tricks to lower the poly count: The most famous was ”object caching”: While rendering objects, the distant ones would be rendered to a cache and drawn as sprite on a quad. This trick originally resulted in mixed results since the mesh would remain a sprite too close from the player and changed from 2D to 3D in a very noticeable way as see in the two next images :

The pixelating problems were partly corrected in a patch 1.1 (see comparative in this no so kind review). There were still issues related to depth correctness since the trick turned a volume turned into a plane but visual results were much more acceptable as seen on the right image (Trespasser v1.1):

An other less known trick to reduce the number of primitive to rasterize was to generate the terrain poly on the fly via wavelets. Wavelets can be used in order to generate lower detail version of a mesh. Depending on the distance of the terrain to draw, a specific Level Of Detail wavelet was selected. If you want to read deeper into this topic, here are two very good PDFs:

The renderer high level pipeline is a follow.

  • For each frame :
    1. Update the terrain and generate appropriate distance related LOD polygons using wavelet.
    2. Draw skybox (called backdrop).
    3. Walk the quadTree and find occluders within the view frustum, use them to build occlusion volume tetrahedron.
    4. Walk the quadTree to select all terrain polygons: Discard via backface culling, frustum culling and occlusion culling.
    5. Walk the quadTree to select all objects meshes: Discard via backface culling, frustum culling and occlusion culling. For distant objects, generate a proxy and render to a cache that is then rendered as a sprite.
    6. If shadow is enabled: Generate a shadowmap .
    7. Sort all polygons far to near using the Depth Sorting algorithm.
    8. Rasterize the full scene. Use bumpmapping and shadowmapping.

Here is the first scene with each steps. In this scene, overdraw is severely limited (the mountains polygon are generated but not rasterized, some overdraw occurs where crates and walls are in front of each others):

Note : The C++ polymorphism really was beautiful when shadow was enabled: An instance of the renderer pipeline templated with a depth only rasterizer generated the shadow map. That part of the code was extremely elegant.

The same scene viewed from above (notice the occluders placed within the mountains in the distance):

The rasterizer code was hard to read since it features a lot of ASM and ”old” AMD K6-2 3DNow! instructions but it was state of the art especially when bumpmapping T-Rex skin :

In the end, the renderer did no have the elegance of Quake II software renderer ”zero overdraw (video)” but thanks to a few tricks, it worked well enough.

The rest and the C++ box of chocolate

The rest of the engine looked interesting (I.A, Physics, ”real time Foley” Sound) and I would have loved to read and write more about it. Unfortunately the code is hard to read for me and the experimental/research/release date rush aspects of it felt very real. Once I figured the 3D renderer, my motivation vanished.

On top of time constraints and research aspects, I felt like the team was pushing C++ at a time it should’t have:

  • The code is full of cursing against Visual Studio bugs.
  • The code is full of cursing against slow generated code.
  • A full build took forever.

Trivia : The first things one should run on a new codebase are the following greps :

    find . -exec grep --with-filename --ignore-case fuck   {}   \; 2>/dev/null
    find . -exec grep --with-filename --ignore-case shit   {}   \; 2>/dev/null
    find . -exec grep --with-filename --ignore-case hack   {}   \; 2>/dev/null
    find . -exec grep --with-filename --ignore-case lame   {}   \; 2>/dev/null
    find . -exec grep --with-filename --ignore-case stupid {}   \; 2>/dev/null

I was not a game developer in the 90s but I wonder if C++ was a good choice (many did not recommend it) when the solid C with Watcom was available.

My second issue with C++ is that a C++ codebase it is like a box of chocolate: You never know what flavor you are going to get :

    I think C++ was pushed well beyond its complexity threshold and yet there are a lot of people programming it. But what you do is you
    force people to subset it. So almost every shop that I know of that uses C++ says, “Yes, we’re using C++ but we’re not doing 
    multiple-implementation inheritance and we’re not using operator overloading.” There are just a bunch of features that you’re not going
    to use because the complexity of the resulting code is too high. And I don’t think it’s good when you have to start doing that. You 
    lose this programmer portability where everyone can read everyone else’s code, which I think is such a good thing.

                                                                                                                     - Joshua Bloch (source)

Or more simply :

        

          With C++, it’s possible to make code that isn’t understandable by anyone, with C, this is very hard. 

                                                                                                                     — Mike Abrash (source)

In the case of Trespasser the subset selected was STL, smart pointers and extreme metaprogramming which is not a flavor I really enjoy. I will probably get back to it one day when I am more comfortable with it.

For now I will feel better thinking I am not alone. Really Really not alone 🙂 !

Closing up

In the end, the source code of Jurassic Park: Trespasser re-inforced the sense of a missed opportunity which Seamus Blackley summarized in his an interview with trecom.org:

   Q: Trespasser is unfortunately known for not bringing in the sales it deserved. If you could change one thing about the production what 
      would you do differently?

   A: I would have assigned the 25-year-old Seamus a strong producer, who would have bullied him to restrict the scope of innovation to 
      something manageable. I wanted to make this beautiful vision that I had for this amazing island become real, and I was too young 
      and stupid to realize that less is more.


Less is more. Enough said.

Recommended readings

   TreCom:    The physics system in Trespasser was your baby, how much work went into developing the setup achieved in the final product and 
              how much heart ache came from the realization that the hardware at the time simply did not support the complexity of some ideas 
              for  gameplay?

   SBlackley: Well, in order to make it fast enough, it had to be compromised in various ways. Today, there’s power to do analytic constraint 
              and such. In the 90s, it was tough. The real issue, honestly, was that it was too much for me to do physics and also be in charge,
              and I never figured out how to fix that. Back then, there were no books or libraries on game physics, it was all research, and 
              it was really, really hard.


Two excellent books are availables now :

Pot Pourri

All of Trescom.org

Comments

Fabien Sanglard @2014

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This article, St. Mary’s Hospital, has insufficient information and needs more content. You can assist The Last of Us Wiki by expanding this article as much as you can.

St. Mary’s Hospital is a fictional location depicted in The Last of Us, being found in Salt Lake City. It is currently the base of the Fireflies, having at least six floors and a parking lot.

Contents

[show]

Events of The Last of UsEdit

2013-2033Edit

Sometime after the outbreak, the hospital was used in an attempt to quarantine and isolate the infected. Some time afterwards, it was completely abandoned of infected and non-infected alike. The Fireflies later ran the hospital as their base of operations after abandoning the University of Eastern Colorado due to an outbreak of Infected overrunning the campus. It became their main base roughly 10 years before given by what is said in Marlene’s diary.

The Fireflies cleared out the nearby surroundings though did not clear the entire city. This is shown by how places such as tunnels and sewers still possess infected, suggesting the Fireflies are low on supplies or are unable to takeover the entire city. This means that only the Hospital is free of Infected presense.

The majority of elite Fireflies seem to be based here given by the strength of their equipment such as assault rifles and body armour over the more basic Boston Fireflies who only had pistols and hunting rifles.

April, 2034Edit

Sometime after the Boston battle, Marlene and the surviving Boston Fireflies all returned to the hospital by late March 2034.[1]

After Joel and Ellie found out the Fireflies abandoned the University of Eastern Colorado[2], they headed to Salt Lake City. When they got there, the two Fireflies discovered them and took them to the hospital, one knocking Joel out.

Marlene allowed Joel to recover in one on the hospital beds while she discussed with the head surgeon about Ellie’s condition. Despite learning Ellie would have to die to obtain a vaccine, Marlene gave them permission regardless.[3]

She returned to Joel’s room with the Firefly Ethan, where she informed Joel they had to do surgery on Ellie’s brain to get the vaccine. Marlene left an angered Joel to be marched out of the hospital. Desiring to save Ellie, Joel disarmed and killed Ethan then fought his way through the various floors to reach Ellie, resulting in several of the Fireflies (player determined) and Marlene getting killed. It is unknown what the Fireflies did with the hospital after this.

GalleryEdit

ReferencesEdit

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Firefly logo
When you’re lost in the darkness, look for the light.

— The Fireflies’ slogan

The Fireflies are a revolutionary militia group featured in The Last of Us. Led by Marlene, their goal is the return of all branches of US government in the wake of military oppression. They are fighting a losing war against FEDRA, whom they view as tyrants and oppressors of the people. The Fireflies are one of the few organized groups still searching for a vaccine for the cordyceps brain infection(CBI) and will do whatever it takes to accomplish it. The militia group is spread throughout the country, but their most recent main base is located at St. Mary’s Hospital in Salt Lake City. It should be noted that the Fireflies are not the only rebels fighting against the military, however; normal civilians from Quarantine Zones may rise up due to food shortages. When comparing the Fireflies to these unaffiliated rebels, the latter will typically possess greater numbers and are more brutal, but also less organized and more desperate.[1]

Contents

[show]

History of the OrganizationEdit

Pre-The Last of UsEdit

The Fireflies were founded sometime after the CBI outbreak in response to the US military’s martial law placed on the Quarantine Zones such as Los Angeles.[2] The group called for the return of all branches of government to end the military’s rule and staged several attacks within the Quarantine Zones. Support from the public increased when soldiers executed at least six Firefly members. The Fireflies were successful in overthrowing several Quarantine Zones such as the one in Pittsburgh, but their actions did not always have the desired results[3]. In most Quarantine Zone uprisings, rioting citizens have done more fighting than actual Firefly members. Disagreements between groups like these sometimes resulted in the citizens turning on their city’s Fireflies after the revolt was finished, fearing a rein of oppression by the Fireflies, rather than the Military. The Fireflies lost control and were executed or forced to flee with the citizens taking over, some adopting a ”survival of the fittest” philosophy instead of finding a cure.

For many years the Fireflies searched in vain for a cure to counter the CBI. Morale within the organization was falling as vaccination tests continued to fail and the military began to hunt them down. They eventually set up their main research laboratory at the University of Eastern Colorado, some time after a group of students either left or died out.[4] While there, they set up a guard post to maintain a log of who and what came in and to monitor the outskirts of the area as they set up their main research lab in the Science building.[5] At some point,Tommy visited the lab when he was a Firefly, still believing it to be the Fireflies main base even after leaving the group. It is mentioned in the Firefly’s Recorder that they did have some success in trials with a passive vaccine in 2028, but apparently nothing came of this in the long run.

A few years before the events of the main game, given the presence of a Bloater, the Fireflies relocated their base from the University of Eastern Colorado to St. Mary’s Hospital in Salt Lake City, as the safety of the science lab was becoming compromised by infected attacks. Furthermore, a Firefly scientist became infected when a lab monkey carrying the infection bit him. Choosing not to go with the others, who left so quick they abandoned most of their medical equipment, he committed suicide after lamenting about his time as a Firefly.[6]

Events of American DreamsEdit

In Boston in 2033, the Fireflies were engaged in a shootout with the Boston military just outside the zone. Ellieand Riley came across the fight where the militia group were losing and Riley used Winston’s smoke bombs to cover the group’s escape. The Fireflies later found the two girls in the shopping mall and saved them from a couple of infected but took the girls prisoner. Marlene, who was among the group, ordered the girls be kept alive after recognizing Ellie.

After finding a smuggler’s tunnel to hide in, Marlene later freed Ellie and Riley from their bindings. As Riley and Marlene argued over the former joining the group, the Fireflies were attacked by three armed smugglers. With minimal casualties, the Fireflies killed the smugglers and Marlene tested Riley’s commitment. Marlene later directed the girls back to the QZ, though not before telling Ellie about her mother.

Riley eventually was allowed to join the Fireflies after following a member into an alleyway. There, Marlene greeted her, asking what took so long. She gifted Riley her own Firefly pendant and a handgun.[7] The group in Boston initially planned to leave the city in the coming months after recruiting Riley but plans changed when three weeks before the events of The Last of Us, Marlene discovered that Ellie was immune to the disease after being bitten by an Infected and did not succumb to the fungus, unlike her friend Riley. This caused the group to reorganize so they could set up an operation to get Ellie out of the city as well, the girl becoming the group’s key objective.

Events of The Last of UsEdit

In the beginning of the game, the Fireflies are responsible for bombing a vehicle at a military checkpoint, which prompts Boston troops to lock down the streets. In preparation for getting the girl to their main lab, Marlene initially made a deal with a local smuggler named Robert to take Ellie to the rendezvous point at the Capitol Building outside the Boston QZ. The Fireflies made plans to quietly exit the city, but the military began to provoke them. The Fireflies became violent in response, and Robert himself was killed by Joel and Tess. After meeting with Marlene, they witness a squad of soldiers executing captured Fireflies. Later on, the pair agreed to take Ellie to the Capitol Building in return for their weapons that Robert had sold to the militia group, but the Fireflies they were to meet there had all been killed by the military, forcing them to flee. Unable to locate Ellie or the smugglers, the Fireflies were forced to conclude that their last hope for a cure was gone.

During the year, Marlene and a handful of the surviving Boston Fireflies retreated to Salt Lake City by March 23rd 2034. They reunited with comrades they hadn’t seen in years, but they all were saddened upon learning of the death of the extraction team.[8]

On April 28th, 2034, nearly a year after tasking Joel with Ellie, a Firefly patrol found the pair in the tunnels of the city on the way to the hospital. Ellie, having almost drowned, was being given CPR by Joel when the Fireflies knocked him out and revived her, then took them both to their main base. As Ellie had been taken away and prepped for surgery, the doctors told Marlene that they could not extract her fungus-infected brain without killing her. Marlene reluctantly gave the go-ahead, but when Joel heard of the operation, he killed his guard Ethan and proceeded to the operating room, killing or avoiding the Fireflies searching for him (player determined). The head surgeon was killed when he did not stand aside for Joel to get Ellie and the Fireflies vainly attempted to corner him in the pediatrics area. When Joel brought Ellie down to the parking garage, Marlene confronted him and attempted to convince Joel to hand over Ellie, as this is what Ellie would have wanted–to save humankind and create a vaccine. However, Joel, after making the decision that he would not lose Ellie, killed Marlene as he believed she would only come after them. It is unknown what became of the group after Marlene’s death.

Events of Factions MPEdit

In Factions, a group of Fireflies are attempting to steal a shipment from a group of Hunters, as securing the supplies will increase their chances of creating a cure for the CBI. The group stakes the camp out for 12 weeks, gaining as many survivors as they can while fighting groups of Hunters that attack them weekly. If the group succeeds in getting the shipment, they are one step closer to saving humanity. If not, the Hunters successfully repel and kill them, securing the supplies for themselves.

Known MembersEdit

  • Alex Raymond Vincent (000256)
  • Alex Rohner (000260)
  • Ben Glueck (000106)
  • Brent Pino (000317)
  • Bryony Stewart-Seume (000102)
  • Colby Reed (000232)
  • David Michael Vigil (000102)
  • Eddie Fuentes (000158)
  • Erik Griggs (000111)
  • Ethan (deceased)
  • Greg (deceased)
  • Hope Pino (000318)
  • Hui Wang (000197)
  • Joe Warren (deceased, infected; 000310)
  • Joseph Lenz (000113)
  • Josh Scheffler (000127)
  • Kari (alive/deceased)
  • Katerina Perch (000149)
  • Kazden Risk (000153)
  • Kerry
  • Lucas Rios (000295)
  • Marlene (leader; deceased)
  • Maryanne (alleged member)
  • Matthew White (000118)
  • Melanie
  • Melinda Davidson (000214)
  • Michael Kiper (000109)
  • Natalie Hoo (000202)
  • Nicole Hoo (000201)
  • Paul D. Braun (000153)
  • Peter Morizk (000263)
  • Philip Liu (000105)
  • Riley Abel (deceased; 000129)
  • Robert Righetti (000219)
  • Robin (deceased)
  • Ryan Oliverio (000194)
  • Sadie Pearle Hickman (000231)
  • Shiayo Jiang (000178)
  • Tania (deceased)
  • Tommy (formerly)
  • Travis Kristof (000283)
  • Trevor

StrengthEdit

The Fireflies serve as the final enemies encountered in The Last of Us, and are appropriately the best trained, well equipped, non-infected enemies encountered (next to the armored military). Most of the Fireflies at the end of the game wear body armor and helmets that help resist gunfire. Many Firefly soldiers at the end of the game also wield powerful, flashlight-equipped Assault Rifles that can drain Joel’s health in a single burst if the player is not careful and even El Diablos.[9] In the beginning levels of the game; the dead Fireflies in Boston are seen without any armor or heavy weaponry.[10]

This is ironic, as Marlene was in Boston with this group and, as the leader, one would have expected her to have high-powered weapons and elite guards, as opposed to the lightly-armed militia shown in Boston. However, the reason for their poor equipment may be that the Fireflies in Boston wanted to keep a low profile, or had difficulty transporting powerful weapons and body armor across the country.

The presence of body armor and high-powered weapons suggests that most of the members encountered atSt. Mary’s Hospital are actually elite Firefly soldiers, tasked with guarding their base of operations and overseeing the safety of the surgical team and Marlene, while the dead Fireflies seen in Boston were likely low-ranking rebels with inferior equipment. Evidently, the latter mostly failed in their attempts to fight The Military, as almost all of the city rebels are captured or dead. They are seen to only pose a threat to the military when they do hit-and-run attacks, whereas they to get slaughtered if they ever engage military troops in open combat. The Fireflies seem to know this; the Fireflies who bomb the checkpoint at the beginning of the game flee as soon as the guards open fire; those who stayed to resist were later captured and executed.

WeaponsEdit

GalleryEdit

TriviaEdit

  • Fireflies prefer to wear yellow or green clothing, similar to the glow of fireflies.
  • After the military, the Fireflies are the strongest faction in the post-apocalyptic America.
  • ”Look for the light” is commonly seen graffiti around Boston, presumably put there by Fireflies or sympathizers with them.
  • Their members wear Firefly pendants, which appear to fill the role of dog tags and can be collected by Joel.
    • The Bloater in UEC has a Firefly pendant that can be collected if killed. The pendant says: ”Joe Warren”.
  • Before the game’s release, Naughty Dog held 3 different contests to get the names of 8 winners from each contest on Firefly Pendants in the game. Contests were to make fan art, fan videos/trailers, and cosplay photos of the game.
  • Joel and Ellie both have at least one known close affiliates with the Fireflies. Ellie’s best friend Riley (who has a pendant in Ellie’s backpack), her guardian and mother-figure Marlene and Joel’s brother Tommy were Fireflies.
  • In the Pittsburgh chapter, after leaving the hotel and entering the courtyard, you can see what are presumably dead Fireflies with a note in the freezers of a sandwich shop.
  • The Fireflies also have or had scientists and medical experts working in labs, which proves that they are more than just a militia.
  • They are a playable Faction in the multiplayer mode, Factions MP. They appear in their typical yellow attire.

ReferencesEdit

Start a DiscussionDiscussions about Fireflies


  • The Vaccine Debate, and the ending. (spoilers)

    357 messages
    • Snivystorm wrote:This is a really long thread. Regardless, there are people worth saving; like Tommy’s community. Exactly. The fact that we … 2 months ago
    • So find myself thinking what Luke said in the Walking Dead: ”You spend so much time trying to survive, you forget to enjoy living” Which, in TL… 2 months ago

  • Firefly pendants

    2 messages
    • Can someone add the names on the FIrefly pendants that you find throughout the game to the Members section? Thanks. 3 years ago
    • Great work! Now, should we add their service numbers (The number on the tag under their name)? 3 years ago

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