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    Level Modding FAQ by Krijy

    Version: 1.5 | Updated: 09/07/05 | Search Guide | Bookmark Guide

    
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      \ \     \  _\ \ \_   \  _\ \  _\ \ \    \ \      ___    ______  ___     __ __
       \ \     \ \__ \  _\_ \ \   \ \__ \ \__  \ \    / _ \  / _   / / _ \   / //_/
        \_\     \___\ \_\\_\ \_\   \___\ \___\  \_\  / // / / /_/ / /  __/  /  _/
         __________________________________________ / // / / _   / /  /_   /  /_
          __     ____  __   __  ____  __           / // / / / / / / _  /  / _  /
          \ \    \  _\ \ \  \ \ \  _\ \ \         /____/ /_/ /_/ /_/ /_/ /_/ /_/
           \ \    \ \__ \ \ \ \  \ \__ \ \       ______________________________
            \ \    \  _\ \_\\_\   \  _\ \ \
             \ \___ \ \__  \ \     \ \__ \ \___
              \____\ \___\  \_\     \___\ \____\
               __________________________________
                         _   _    ______  ___    ___   _____  __  __  _____
                        / \_/ \  / __  / / _ \  / _ \ /_  _/ / / / / / ___/
                       /      / / / / / / // / / // /  / /  /  \/ / / /
                      / ___  / / / / / / // / / // /  / /  / /\  / / / __
                     / /  / / / /_/ / / // / / // / _/ /_ / / / / / /_/ /
                    /_/  /_/ /_____/ /____/ /____/ /____//_/ /_/ /_____/
                   ____________________________________________________
    
    
                             A hacking guide for Perfect Dark
                             Written by Krijy, Copyright 2005
    
                                  Version 1.5 - 07.09.05
    
    Perfect Dark, released in 2000, sported beautiful graphics and tons of replay
    value. It was the evolution of GoldenEye, a game that revolutionised the first-
    person-shooter genre, and built upon the same addictive and challenging 
    game play. At the time of writing this FAQ, it's been about five years since 
    Perfect Dark came out. The game has been played to death, and the prequel has 
    been forever in the making. In order to create more replay, and to bide the 
    time until Perfect Dark Zero is released, I have devised methods of modifying
    and creating new level setups. 
    
    Have you ever wanted to play multiplayer games in solo arenas? What about
    making new solo levels based on the already existing ones? All this and more is
    possible.
    
    This FAQ will teach you how to mix and match parts of the levels in the game,
    and in doing so create totally new levels!
    
                             <<< Perfect Dark is forever >>>
    
    _______________________________________________________________________________
    
                                    < Perfect Menu >
    _______________________________________________________________________________
    _________
    
    < Intro >
    _________
    
     > Perfect Dark level modding in general
    
     > Formats and codes used in this FAQ
    
     > Perfect Dark Hacking
    
     > Hacking with a version 3.0 cheating device
    
     > Hacking with a version 3.3 cheating device and PC link cable
        ~ Official N64 Gameshark Utilities
        ~ Perfect Trainer
        ~ Game Software Code Creator
    
     > Hacking with emulators on a PC
        ~ Viewing the N64 RAM memory on a PC
        ~ Hacking by comparing savestates
        ~ Hacking during game play
    
     > Support
    
    ___________
    
    < Special >
    ___________
    
    Part One - The Level Modifier
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
     > The Level List
    
     > The Global object list
    
     > The files that build up a level
    
     > Changing level files
        ~ Level list files chart
        ~ Level list codes chart
    
     > Loading a level via the Combat Simulator menu
        ~ Example of mix matching original multiplayer levels
        ~ Example of a multiplayer game in a solo only arena
        ~ Example of a solo mission loaded in multiplayer
        ~ Tri-operative and Quad-operative modes
    
     > Loading a level via the Solo Mission menu's
        ~ Example of a solo mission in an arena it's not supposed to be in
        ~ Moonjump codes
        ~ The amount of pads in a level
        ~ Loading solo levels via the Cinema menu
        ~ Skipping the intro logo's and menu's
    
     > Other level attributes
        ~ Level skies
        ~ Background Music
    
    Part Two - Modifying the objects in a level
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
     > Modifying objects
        ~ NTSC Object modifier codes
        ~ PAL Object modifier codes
    
     > Modifying weapons
        ~ NTSC Weapon modifier codes
        ~ PAL Weapon modifier codes
        ~ Multiplayer ammo codes
    
     > Modifying costumes
        ~ Body image modifier codes
        ~ Head image modifier codes
        ~ Arm image modifier codes
        ~ Gender modifying
        ~ Random enemy head modifying
    
     > Moving players into levels
        ~ The real time coordinates list
        ~ Finding your current coordinates
        ~ Moving a player with activators
        ~ The CI Training Ground Disabler
    
    Part Three - Advanced level modding
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
     > Multiplayer level modding
        ~ Making the level modifier code
        ~ Creating the enablers
        ~ Plotting the pads in the level
        ~ Creating the code
        ~ Testing the code
    
    _________
    
    < Outro >
    _________
    
     > Codes
    
        ~ Fully working multiplayer levels
           - Crash Site Caves / Crash Site Racing Ground
           - Carrington Villa Residence / Carrington Villa Rooftop
           - Skedar Ruins
        ~ Fully working solo missions
           - Crash Site in Carrington Villa
           - WAR! in Deep Sea
           - Pelagic II in Carrington Villa
        ~ Extra Codes
    
     > Resources
    
        ~ Global object list (values and names)
        ~ Global object list (addresses in ROM)
        ~ In-game object list (sorted by number)
        ~ In-game object list (sorted by level)
        ~ Costume list
        ~ Weapon type list
        ~ Ammo type list
        ~ Object type list
        ~ Text lists
        ~ BETA Text compilation
    
     > Version history
    
     > End credits
    
    
    _______________________________________________________________________________
    
                                      <<< Intro >>>
    _______________________________________________________________________________
    
    This FAQ is divided up into three parts. An intro part, special part and outro
    part. In the intro part I'll tell you about everything you need to know before
    you start hacking any level modding codes. I'll describe Perfect Dark hacking
    and tell you exactly how it's done.
    
    
     > Perfect Dark level modding in general
    
     > Formats and codes used in this FAQ
    
     > Perfect Dark Hacking
    
     > Hacking with a version 3.0 cheating device
    
     > Hacking with a version 3.3 cheating device and PC link cable
        ~ Official N64 Gameshark Utilities
        ~ Perfect Trainer
        ~ Game Software Code Creator
    
     > Hacking with emulators on a PC
        ~ Viewing the N64 RAM memory on a PC
        ~ Hacking by comparing savestates
        ~ Hacking during game play
    
     > Support
    
    
    _____________________________________
    
    Perfect Dark level modding in general
    _____________________________________
    
    Perfect Dark level modding shouldn't be confused with PC game modding. Unlike
    in PC first person shooters like Half-life, you can't totally create an
    entirely new level from scratch. In Perfect Dark you are stuck to using the
    same arenas that are already there (like Complex or the dataDyne Building). You
    can however load stuff that is supposed to be in one level, in a different
    level. Perfect Dark level modding consists of mix-matching objects and arenas
    from all the levels in the game. The best way to describe this to you is for me
    to give you an example. A great example that gives a totally new experience is
    found by loading Pelagic II's solo mission in Villa's solo arena:
    
    Pelagic II in Villa (Solo):
    NTSC               PAL
    8105D9B7 0021      8105D656 0021
    8009DFE9 0021      8009E589 0021
    81075582 0000      81075A52 0000
    81074602 0000      81074AAA 0000
    8107459A 0000      81074A42 0000
    8107FFA0 0018      810804E0 0018
    8107FFA2 016A      810804E2 016A
    8107FFA4 0169      810804E4 0169
    8108456A 003E      81084ABA 003E
    8107B178 0100      8107B648 0100
    8107B17A 0001      8107B64A 0001
    8106FF42 EB40      810702D2 EED0
    8107B858 036E      8107BD28 036E
    8107D904 0DA8      8107DDD4 0DA8
    8107D906 0266      8107DDD6 0266
    8107D90C 3F12      8107DDDC 3F12
    8107D90E A10D      8107DDDE A10D
    81062C5A 0029      8106293A 0029
    81062C5E 0029      8106293E 0029
    81062C62 0029      81062942 0029
    81062C66 0029      81062946 0029
    80084023 000X      80084563 000X
    
    This code will work a few seconds after the small Rareware logo at the bottom
    of the screen turns up. The aim of the mission is to kill as many Maians as
    possible! If you die simply press A a few times to restart. Don't press B at
    the objectives menu. The only value that you can change is the one for the last
    code on the list. This is the difficulty mod, so set this to 0 for Agent, 1 for
    Special Agent and 2 for Perfect Agent (which is extremely hard).
    
    As you can see, this code isn't exactly flawless. All the objects and guards
    from Pelagic II have been placed in Villa (Solo). The cut-scenes haven't been
    changed, and the objectives are a bit hard to do. On the upside the level is
    functional, and poses a challenge.
    
    Examples of more level modifiying codes can be found in the codes summary
    section, including Crash Site in multiplayer, WAR! in Deep Sea and many others.
    
    
    __________________________________
    
    Formats and codes used in this FAQ
    __________________________________
    
    The way we are going to change Perfect Dark is through cheating device codes
    that manipulate the temporary memory of the N64. The N64's temporary memory, or
    RAM as it's commonly called, is where Perfect Dark stores all the data it's
    currently using to keep the game running. Gameshark and Action Replay's change
    the values seen in the RAM, thus changing certain things in the game. Cheating
    devices are mainly used for trivial things like unlimited ammo, or
    invincibility (codes for which Perfect Dark already has inbuilt). We're going
    to be using cheating devices to do something much more cooler.
    
    This FAQ is written with American Gamesharks (NTSC), European Action Replays /
    Equalizers (PAL) and PC emulators in mind. Two PC emulators that support
    cheating device codes are Nemu and Project64, but there may be others I'm
    unaware of. When I show a code example I'll give both the NTSC version and PAL
    version. That means that whether you live in America or in Europe, you won't
    have any problems. I won't give examples for the Japanese version of Perfect
    Dark, but all the methods of hacking I show in this FAQ can be applied for that
    version too. If the NTSC and PAL version of the example I give work in both a
    cheating device and emulator, then I won't give any PC version of the example.
    If however the code is different between the two formats, I'll give both
    cheating device versions and both emulator versions. Remember that an emulator
    is only emulating Perfect Dark. This means that it might be emulating some
    parts of the game wrong, or emulating some parts over precisely. Cheating
    devices on the other hand might be doing stuff behind your back without you
    realising it. My point is that both formats commute with Perfect Dark
    differently, sometimes ending in slightly different codes. You won't have to
    worry about this too much, because you won't be making very many codes that
    differ between PC emulator and cheating device.
    
    If you have the NTSC version of Perfect Dark you should be aware that there are
    two versions! Version 1.0 and version 1.1. It's easy to tell which version you
    have if it's a rom, just load it into Project 64 and the name it gives the rom
    should have either 1.0 or 1.1 in it. If you have the game cartridge it's harder
    to tell which version you have. The fully working multiplayer level codes
    differ between version 1.0 and 1.1. On such code is Carrington Villa in
    multiplayer (which can be found in the Codes section). You will find six
    different versions of the enabler that gets Carrington Villa in multi working.
    The easiest way to find out which version of Perfect Dark you have is to test
    either one of the NTSC Gameshark enablers together with either Carrington Villa
    Residence or Rooftop.
    
    Before I go any further I must point out that I've never had any problems with
    Perfect Dark level modding, when it comes to wear and tear on my cheating
    device. The codes I provide in this FAQ should not blow your Gameshark up,
    break it, or cause it to burn a hole right through to the centre of the earth.
    The cheating devices for the Nintendo 64 are flimsy things, and break easily.
    The best way to avoid damaging your cheating device is to treat it like you
    would a fragile invaluable treasure. Turning the N64 off before removing the
    cartridge is also recommended. Don't put any strong magnets near it, or mobile
    phones that might cause disturbances. If your cheating device does happen to
    die (which it won't), don't come whining to me.
    
    Note to cheating device users:
    ------------------------------
    Some of the codes in this FAQ can get quite long. While activating and
    deactiving these codes in the codes menu of your cheating device, you may
    sometimes confuse it. When your cheating device gets confused it will still
    think the last code you activated is on. Any new codes that you may have
    activated won't be on. This problem can be solved by unselecting all the codes
    in the Perfect Dark codelist, and starting the game with no codes on. Once the
    game starts you can turn it off and restart it. Any codes that you activate
    next will work.
    
    There are different types of cheating device codes. The mains ones that are at
    your disposal are:
    
    80XXXXXX 00VV - Normal 8bit code that changes a set of double digits.
    
    81XXXXXX VVVV - 16bit code that changes two sets of double digits. The address
                    has to end in an even number.
    
    D0XXXXXX 00VV - 8bit activator. When the value at the address of the first line
    8XXXXXXX VVVV   is the same as the value specified in the code, the second line
                    is activated. This type of code is usually used together with
                    buttons. When you press a button, the second line will be
                    activated.
    
    D1XXXXXX VVVV - 16bit version of activator.
    8XXXXXXX VVVV
    
    89XXXXXX VVVV - Cheating device button activator. When the button is pressed
                    the code is activated.
    
    Some codes in this FAQ require a one player push-button activator. This
    activator is:
    NTSC               PAL
    D109C7E4 XXXX      D1099FB0 XXXX
    
    XX can be:
    0000 - No Buttons
    0100 - D-Pad Right
    0200 - D-Pad Lefft
    0400 - D-Pad Down
    0800 - D-Pad Up
    1000 - Start
    2000 - Z
    4000 - B
    8000 - A
    0001 - C-Right
    0002 - C-Lefft
    0004 - C-Down
    0008 - C-Up
    0010 - R
    0020 - L
    0030 - L+R
    
    You can combine the values to create different button sequences, like 0030 for
    L + R, or 8422 for A + D-down + L + C-left.
    
    The memory editor might look a bit alien if you don't know what you're looking
    for. To make things a bit easier to understand I'll explain some of the types
    of numbers that are easily recognisable. In the table below you can see the
    address (both NTSC and PAL), and the values at those addresses.
             _____________________________________________________________
            |  NTSC                                                 PAL   |
            |8007FEB0 - 2300 0000 345E 0000 756C 6567 0000 0000 - 800803F0|
            |8007FEC0 - 3E19 999A 0000 0000 3F80 0000 8007 FEB0 - 80080400|
            |_____________________________________________________________|
    
    On the first line, the very first value "23" is an 8bit value. The next value
    along is "345E". This is a 16bit value. The actual value line is split up into
    16bit value sections. 16bit values always start on even numbered addresses. The
    next value is "756C6567". This is a 32bit value. 32bit values always start on
    either 0, 4, 8 or C. On the second line you'll see a 32bit floating point
    value. These can either be positive or negative depending on the first value.
    If the value is 3 or 4 it's positive, and if it's B or C it's negative. The
    next value is also a floating point value. "3F800000" is the floating point
    value of 1. Likewise, "BF800000" is -1. The last value "8007FEB0" is a pointer.
    It points towards an address in the memory, and in this example is pointing
    towards the start of the first line. You might already know all this and take
    it for granted, but if you're a beginner it's invaluable information.
    
    
    ____________________
    
    Perfect Dark Hacking
    ____________________
    
    For those that may have tried before, Perfect Dark can be somewhat difficult to
    hack. The problem with Perfect Dark is that it uses the N64 RAM Expansion Pak.
    Perfect Dark can be loaded in two different settings, either without an
    Expansion Pak (Lo-resolution or lorez for short), or with an Expansion Pak
    (Hi-resolution or hirez for short). In lorez you can only play in multiplayer,
    and with a maximum of two players (played in tiny screens). In hirez you get
    access to the entire game. The Expansion Pak adds an additional 4MB of RAM onto
    the already existing 4MB, making it 8MB in total. All N64 cheating devices use
    part of the additional RAM in order to get their code generators working. What
    this means for Perfect Dark is that you can hack the game easily in lorez, but
    you can't hack the game in hirez!
    
    I've spent a considerable amount of time investigating how to get around the
    problem of hacking Perfect Dark in hirez. At first it was a seemingly
    impossible task, but using various methods, I (and other hackers) have
    conceived ways of getting around this problem. To hack Perfect Dark in hirez
    you are either going to need just a PC, or a Gameshark or Action Replay
    Professional version 3.3 with a PC link cable. You DON'T necessarily have to
    have a good PC. If you have neither of these then DON'T PANIC! It's entirely
    possible to hack level modifying codes with just a normal Gameshark or Action
    Replay / Equalizer version 3.0 cheating device.
    
    Being able to "hack" in hirez won't be a necessity in hacking Perfect Dark
    level mods. When I mention "hack" I mean being able to do search's, comparing
    and other kinds of stuff. As an example, to "hack" could mean doing a less than
    last / greater than last search in order to find an ammo modifier. I've done
    most of the "hacking" already, so you shouldn't have to do any hirez hacking.
    At most all you'll need to do is look at the memory editor (RAM). That's all.
    There won't be any long searching for this code, or comparing for that code.
    All of the codes will be made by looking at the memory and making codes that
    correspond to different addresses. 
    
    For one or two codes in this FAQ you will have to be able to hack in hirez. You
    can use the memory editor provided by the in-built code generator to hack most
    of the codes seen in this FAQ, but you probably won't even have to use that.
    I've already hacked most of the codes so all you need to do is write them down
    and run them, without ever having to do much hacking yourself.
    
    I'm going to explain how to hack Perfect Dark using three different methods.
    The first is with just a version 3.0 cheating device. The second is with a
    version 3.3 cheating device and with a PC link cable. The third is with just a
    PC, using emulators and other programs.
    
    
    __________________________________________
    
    Hacking with a version 3.0 cheating device
    __________________________________________
    
    The only way to hack Perfect Dark with a version 3.0 cheating device is by
    using the in-built code generator. You'll only be able to run the game in lorez
    mode while hacking, so you're pretty limited. I won't go into detail about how
    to use the code generator. The most important part is the memory editor, which
    will allow you to change values that are in the memory.
    
    To get Perfect Dark working with a version 3.0 cheating device you need to
    first load the cheating device up with a game that uses the factory default
    keycode (this could be Super Mario 64 or GoldenEye). At the menu select
    keycodes and choose the Zelda keycode. Choose a keycode you don't have the game
    for and you're screwed, so be careful and don't rush your way through this menu
    and make a fatal mistake (like I once did). Once the Zelda keycode is
    activated, turn off your N64 and put Perfect Dark in.
    
    To play in hirez you need a 50 line long enable code. The following code must
    be on at all times in hirez:
    NTSC AND PAL
    F1000204 27BD
    F1000206 FFE4
    F1000208 AFA8
    F100020A 0014
    F100020C AFA9
    F100020E 0018
    F1000210 3C1A
    F1000212 A075
    F1000214 375A
    F1000216 C000
    F1000218 3C08
    F100021A A07C
    F100021C 3508
    F100021E 5C00
    F1000220 241B
    F1000222 0180
    F1000224 8D09
    F1000226 0000
    F1000228 237B
    F100022A FFFF
    F100022C AF49
    F100022E 0000
    F1000230 2108
    F1000232 0004
    F1000234 1F60
    F1000236 FFFB
    F1000238 235A
    F100023A 0004
    F100023C 8FA9
    F100023E 0018
    F1000240 8FA8
    F1000242 0014
    F1000244 27BD
    F1000246 001C
    F1000248 3C1A
    F100024A A075
    F100024C 375A
    F100024E C000
    F1000250 0340
    F1000252 0008
    F1000254 0000
    F1000256 0000
    81000204 3C1A
    81000206 A075
    81000208 375A
    8100020A C000
    8100020C 0340
    8100020E 0008
    81000210 0000
    81000212 0000
    
    With this code on you'll be able to access most of the solo levels. Some levels
    won't work because they come into conflict with the enabler. The levels that
    won't work are the solo mission that takes place in Carrington Villa, and Area
    51 Infiltration. Additionally, the multiplayer level Skedar will freeze
    sometimes depending on where you start.
    
    The total amount of codes that you can active with a version 3.0 cheating
    device is about 128. Subtract the 50 line long enabler from that and you're
    left with 78. If you try to activate more than 78 lines of code in hirez the
    game will freeze. You don't need to have the enable code on in lorez.
    
    Even though you can only hack the game in lorez, you can gain access to the
    Perfect Menu with the cheat shown below. From the Perfect Menu you should be
    able to load any multiplayer level or solo level with the help of level mods.
    Solo levels are best loaded from the Cinema menu.
    
    Change the Small but Perfect Menu into the Perfect Menu:
    NTSC               PAL
    8107529A 5674      8107575E 5674
    8107529E 39D0      81075762 3DB4
    810752A2 69C0      81075766 72B8
    
    When you want to make multiplayer level mods, all of the normal multiplayer
    levels can be mixed and matched, but only a few of the solo arenas will work in
    lorez. The solo arenas that will work in lorez are:
    
    Crash Site
    Chicago
    G5 Building (Solo)
    Carrington Institute
    Air Base
    Skedar Ruins
    Investigation
    
    Any other solo arenas that aren't listed here won't work in lorez due to them
    being too large.
    
    
    ____________________________________________________________
    
    Hacking with a version 3.3 cheating device and PC link cable
    ____________________________________________________________
    
    Hacking with a version 3.3 cheating device is quite similar to hacking with a
    version 3.0, the difference is that you can connect the version 3.3 up to a
    computer via a PC link cable. If you don't have a PC link cable then you can
    only hack in lorez with the in-built code generator. Other than that, the
    version 3.3 Gameshark / Action Replay is a lot better and easier to use than
    the version 3.0. Getting Perfect Dark to work with a version 3.3 cheating
    device works exactly the same way as getting PD to work with a version 3.0, so
    look in the section above to find out how to get the game up and running.
    
    There are some Gamesharks Pros / Action Replay Pros version 3.3 that the PC
    link cable won't work with. Datel released a bunch of dud cheating devices with
    parts missing from them. It's easy to tell if you've got a dud cheating device.
    If the LED is missing (little white box in the front on the inside) and you see
    no numbers when you turn your cheating device on it's a dud (we hate you for
    this Datel). If you're buying a new cheating device make sure it has an LED.
    Your best bet is to buy a Gameshark Pro version 3.2. There aren't any duds of
    this version and it can be upgraded to a 3.3 (providing you don't have Windows
    XP Service Pack 2). A Gameshark Pro version 3.2 will also work in a PAL N64, so
    if you're a PAL user get one of these if you can't find anything else.
    
    Two differences between the 3.0 and 3.3 version when it comes to Perfect Dark
    is first the hirez enabler code, and secondly the amount of codes you can
    activate. Instead of having to use a 50 line long hirez enable code you simply
    need just one code. This code always starts with the value FF, which means it
    defines were in the memory the cheating device is going to store the data for
    the codes you've activated. You want to put this data in a part of the memory
    that Perfect Dark doesn't use. Finding a place to put this data is as easy as
    finding somewhere with lots of zeros. The next problem is finding out which
    levels put their data where. You need a spot of zeros which none of the levels
    put their data at. This can sometimes be rather tricky. The 50 line long
    enabler puts the codes you've activated in the same spot where Villa (Solo) and
    Infiltration puts level data (which is why the game crashes when you try to
    load one of these levels). I'm telling you all this because the official hirez
    enablers from Datel don't always get the job done. You may have to make your
    own enabler code that will work for a specific level.
    
    There are three enablers that can be found on the internet, but I'll only list
    two of them here and tell you their faults. You can only have one hirez enabler
    on at a time. The following investigations have been made by me with a PAL
    cheating device.
    
    Hirez Enabler 1:
    NTSC AND PAL
    FF000220 0000
    
    This enabler will allow you to play every single level in the game. It's fully
    compatible with all the levels but has a fatal flaw. You can only activate 10
    lines of code with this enabler on. Some level modifying codes require you to
    activate more than just 10 lines of code.
    
    Hirez Enabler 2:
    NTSC AND PAL
    FF75C000 0000
    
    This enabler will allow you to activate up to the maximum number of lines of
    code possible (+-250 lines). Unfortunately, it has the same compatibility as
    the 50 line long version 3.0 hirez enabler. You can't play in Villa (Solo) or
    Infiltration with this enabler on.
    
    Since these two enablers don't allow you to play in some levels, I made my own
    enabler. The following enabler should allow you to play in all levels, and
    activate up to +-250 lines of code.
    
    Krijy's Hirez Enabler:
    NTSC               PAL
    FF72C5A0 0000      FF730000 0000
    
    If for some reason you find a level that doesn't work with an enabler, and want
    to make your own Perfect Dark hirez enabler, than a place to look for zeroes is
    80700000 to 80750000. The zeroes in this area of the memory seldom get written
    to. 
    
    If you have problems with loading Perfect Dark in lorez then the following code
    should help:
    
    Lorez Enabler:
    NTSC AND PAL
    EE000000 0000
    
    If you have a PC link cable, you can hack Perfect Dark with the help of some
    useful programs on your PC. One thing you may want to note about a PC link
    before you use it is that it sometimes plays around with the cheating device.
    If you use the PC link, and then turn off you N64 and try to start it again,
    the cheating device might not start. This can be solved by plugging in the PC
    link again. Another annoying thing when using a PC link is that you may have to
    pull the cheating device out of the N64, and wait for a few seconds before it
    works again.
    
    Once you've got a PC link connected up you have to download a few helpful
    programs from the internet:
    
    Official N64 Gameshark Utilities:
    Homepage:      http://www.gscentral.com/
    Download link: http://www.gscentral.com/lib/downloads/n64gameshark_pro_v3_3.zip
    
    N64 Gameshark Utilities patch:
    Homepage:      http://www.gscentral.com/
    Download link: http://www.gscentral.com/lib/downloads/Patch_N64_Utils.exe
    
    Perfect Trainer:
    Homepage:      http://homepage.ntlworld.com/icemariouk/
    Download link: http://homepage.ntlworld.com/icemariouk/files/
                   Perfect.Trainer.v1.0b.rar
    
    Game Software Code Creator:
    Homepage:      http://www.cmgsccc.com/
    Download link: http://www.gscentral.com/lib/downloads/gscc2k2.zip
    
    
    Official N64 Gameshark Utilities (and patch):
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is the official Gameshark hacking utility that's meant to be used together
    with the PC link cable. It has several functions, like being able to hack
    games, upload and download codelists, take screenshots and upgrade your
    cheating device. Unfortunately, you can't hack Perfect Dark in hirez with it
    (but you can when you use Perfect Trainer, which I'll get back to shortly). If
    you have a cheating device with the normal Gameshark rom in it, the program
    won't be able to detect Perfect Dark in hirez mode. You can hack in lorez, but
    then again you might as well be using the in-built code generator. Other than
    that, the hacking part of the official utils allows you to do searches for
    values in a specific range. Using the hacking tools takes a painstakingly long
    time, even more so than just using the code generator.
    
    Where the official utils come in handy is the codelist abilities and the
    ability to upgrade. You can download the current codelist (which is all the
    codes on your cheating device), into a text file. This text file can be easily
    modified. It won't have a file extension so you'll have to open it in notepad.
    Once you've modified it and added all the codes you want, you have to use the
    compile function to compile the codes. Once the codes have been compiled, press
    upload to upload them to your cheating device. You don't have to go through the
    strenuous job of adding codes the normal way. Some of the codes in this FAQ are
    quite long, and using the update codelist method is the easiest way to add them
    to your codelist.
    
    The upgrade utility primarily allows you to upgrade your version 3.2 cheating
    device to a version 3.3. The official utils only accept the official upgrade
    rom, but by using the patch you can patch the program to accept other roms. The
    rom the utils use in the upgrade is the file called "ar3.enc".
    
    Note to PAL users:
    ------------------
    The Official N64 Gameshark utils will work with Action Replays, but as the name
    states, they are "Gameshark" utils and meant to be used together with the NTSC
    format. You shouldn't have any problems at all using the utils, that is until
    you upgrade the cheating device rom. When you upgrade it you will end up with a
    Gameshark, and not an Action Replay. There really isn't much difference, but if
    you choose to upgrade your codelist you'll end up with codes for the NTSC
    version of N64 games. ALWAYS download a version of your PAL codelist before
    upgrading, and don't choose to upgrade your codelist in any way when you
    upgrade. That was only the minor difference. The greater difference is that
    once you've upgraded to a Gameshark, your cheating device will run in 60hz mode
    instead of 50hz! Most TV's support 60hz mode, but if yours doesn't you won't be
    able to see much in the menus. Once you've entered a game it'll switch back to
    50hz mode, so no worries there.
    
    Note to Windows NT / 2000 or XP users:
    --------------------------------------
    The Official tools won't work by themselves. For security reasons the parallel
    port used by the link cable will be disabled! You need to use another program
    to get it working with the utils:
    
    Porttalk:
    http://www.beyondlogic.org/porttalk/porttalk22.zip
    
    Userport:
    http://www.embeddedtronics.com/public/Electronics/minidaq/userport/UserPort.zip
    
    GiveIO:
    http://www.bottledlight.com/tools/giveio.zip
    
    
    Perfect Trainer:
    ~~~~~~~~~~~~~~~~
    Perfect Trainer has been made by Icemario. It isn't a program, it's a cheating
    device rom. Once you've got the Official N64 Gameshark utils, and used the
    patch, you should be able to upgrade your cheating device with Perfect Trainer
    (it uses the Zelda keycode as default, so you won't have to keep swapping
    games). It allows the computer to be able to detect Perfect Dark while it runs
    in hirez. This means that when you've got Perfect Trainer installed, you will
    be able to hack Perfect Dark in hirez by using the hacking part of the Official
    Utilities. Perfect Trainer allows you to run Perfect Dark in hirez, but you
    can't really do more than that, and you can't activate any codes. Any codes you
    make have to be activated through a program on your PC. When you want to play
    with the codes you've created you need to upgrade your cheating device back to
    a Gameshark. To upgrade your cheating device to Perfect Trainer, first make a
    copy of the original "ar3.enc" file. Then take the "ar3.enc" file you get with
    Perfect Trainer and swap it with the original in the Official N64 Utils folder.
    Use the upgrade utility in the N64 Utils program to upgrade to Perfect Trainer.
    When it comes to level modding, Perfect Trainer is best used together with the
    Game Software Code Creator program.
    
    
    Game Software Code Creator:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This program allows you to hack games much in the same way the Official N64
    utils do. The most important part is that you can use the RAM editor, which
    will allow you to change values in the memory. Once you've installed Perfect
    Trainer you can access all 8MB of the memory. Codes can be a bit hard to
    activate, so you usually have to do them manually.
    
    Game Software Code Creator has a few extra options, none of which are really
    much useful other than one. The dump rom image button dumps a rom image of
    whichever N64 game you've loaded into your N64. The process can take a while
    depending on how big the rom is, and the format dumped in is "bin".
    
    Note to Windows NT / 2000 or XP users:
    --------------------------------------
    GSCC won't work by ifself. For security reasons the parallel port used by the
    link cable will be disabled! You need to use a driver called TotalIO to get it
    working:
    
    TotalIO:
    http://home.online.no/~jensts/Satellite/dvb2000/how_to_install_totalio.htm
    
    I have tested TotalIO with GSCC and it definately works with Windows XP
    Service Pack 2.
    
    
    ______________________________
    
    Hacking with emulators on a PC
    ______________________________
    
    Hacking Perfect Dark with a PC is the best way to hack in hirez. To get Perfect
    Dark running on a PC you need an emulator, and a rom image of Perfect Dark.
    Perfect Dark runs smoothly on most high end computers, if you mean to actually
    play the game on your PC. The game doesn't need to run smoothly in order for
    you to hack level modifier codes. As long as you can navigate through the
    menu's and move around levels, you can get away with having a pretty crap
    computer. You'll be doing most of the playing by using your cheating device.
    
    There are quite a few different emulators out there that run Perfect Dark, but
    I'm going to focus mainly on Project 64 and Nemu. I've found Project 64 to be
    the best emulator for Perfect Dark because it runs the game most accurately,
    and has an easy to use cheat code system. Nemu has some advanced hacking tools,
    and also allows you to use cheating device codes. The problem with Nemu is that
    it's hard to get PD running on it, and the way you enter cheating device codes
    is a complete bitch when it comes to codes longer than one line. Generally
    speaking, you want to use Project 64 to hack and test cheats, and Nemu to help
    you look at values in the memory.
    
    The fabled N64 ROM's could be found by searching the internet, or they might be
    found by using a P2P program. Neither of which is certain to give good results.
    
    I don't know the law in the country you're in, but in most countries as long as
    you own the original N64 game you're allowed to keep a copy of it. You'll be
    using the codes you make here to use with a cheating device, and your copy of
    the original Perfect Dark, in your N64. As mentioned in above, you can dump
    roms with Game Software Code Creator. Dumping PD with GSCC is beyond doubt the
    best rom copy that you can get, because it's a true copy of your Perfect Dark
    cartridge. One problem with making your own copies is that the bin files don't
    seem to run in Nemu. They will work fine in Project 64.
    
    If you have any problems getting Perfect Dark to run in Project 64 on your PC,
    you probably need to use a different plugin than the one provided. Plugins can
    be found at zophar.net
    
    Project 64 Homepage:
    http://www.pj64.net
    
    Nemu Homepage:
    http://www.nemu.com
    
    Zophar.net:
    http://www.zophar.net
    
    
    Viewing the N64 RAM memory on a PC:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    In Nemu it's simple to view the memory. Go to the plugins menu and select
    Debugger: Memory. A memory editor will pop up. You can navigate around by
    putting an address in the top left corner. Press Search to search for values.
    If you simply want to look at the memory editor any time during the game, Nemu
    is the fastest way to find what you're looking for.
    
    In Project 64 it's a bit harder to view the memory because there is no built in
    function to do this. To view the memory you have to look at savestates.
    Savestates are essentially snapshots of the memory taken at any time during
    game play. When you load a savestate you start off exactly from where you saved
    the savestate. Since savestates are snapshots of the memory they are 8Mb in
    size, the same size as the RAM. In order to view these savestates you need a
    hex editor program. The hex editor program shows you the hex values in the
    memory, just like when using the memory editor. 
    
    Project 64 saves savestates in its own ".pj" format. Before you can do anything
    you need to change the pj savestate. The pj format adds code to the start of
    the memory file, and it also byte flips the savestate. Byte flipping means that
    every byte is swapped around and jumbled up. When Project 64 runs a game it
    byte flips the rom image before processing it. When you make a savestate the
    memory remains byte flipped. To make the Project 64 savestate readable you need
    to delete the part at the beginning of the file that has been added and byte
    flip the file.
    
    The best hex editor to use is Hex Workshop version 3 or better:
    http://www.hexworkshop.com
    http://www.bpsoft.com/downloads/index.html
    
    To convert a Project 64 savestate to a more understandable form, open it in a
    hex editor. Once you've done that you need to delete the first 75C (in hex)
    8bit values. Highlight the beginning of the file and drag all the way down to
    address 0000075C. Do not delete the value 00701A3C. Next you need to byte flip
    the file. This can be done in Hex Workshop by going to the Tools menu, and then
    the Operations menu. Select byte flip and set the settings at 32bit unsigned
    and little endian type. Byte flip the entire file. You should now have a
    correct savestate in the normal byte order and with the correct addresses. To
    navigate the memory in Hex Workshop use the find and goto functions (ctrl+F)
    and (ctrl+G).
    
    
    Hacking by comparing savestates:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    One way to hack Perfect Dark with a PC is by comparing savestates. Before you
    can start comparing them they need to be correctly converted. Once you've byte
    flipped and corrected the savestates you can use them in several different
    hacking programs. In order to do a search for anything, you're going to need
    lots of different savestates to compare. Some of the programs that you can use
    are:
    
    Cheater64 v2.0 - for Project 64 savestates:
    http://www.gscentral.com/lib/downloads/cheater64.zip
    
    Savestate Cracker - for converted savestates:
    http://www.geocities.com/hopperw2000/SSC/SSC.html
    http://www.geocities.com/hopperw2000/SSC/SSC131.zip
    
    VTR Compare 0.99 Beta - for Nemu savestates:
    http://www.gscentral.com/lib/downloads/VTRCompare.zip
    
    Comparing savestates from a game works much the same was as using hacking tools
    and a PC link cable. The problem with both methods of hacking is that they take
    absolutely ages. Doing one search usually takes an hour, if you're lucky, and
    if you know more or less what you're looking for. While hacking by comparing
    savestates can give you precise results, it takes too long and is a bit
    tedious.
    
    
    Hacking during gameplay:
    ~~~~~~~~~~~~~~~~~~~~~~~~
    Hacking during game play works in the same way as using the in-built code
    generator in cheating devices. You don't have to worry about savestates, you
    hack what you want while playing the game. This is done on a PC by using a game
    hacking program on the emulator you're currently running the game in. The
    specific program I want to mention is called ArtMoney.
    
    ArtMoney:
    http://www.artmoney.ru
    http://www.artmoney.ru/artmoney708eng.exe
    
    ArtMoney takes a little bit of work to get working, but once you've got it
    working it's the best way of hacking Perfect Dark there is.
    
    To get ArtMoney working, run it at the same time as the emulator is running,
    and select the emulator from the select process menu. By default, ArtMoney will
    search the entire memory of your computer. The exact amount depends on how much
    RAM you have. When you run an emulator it uses 8Mb of your computers RAM. The
    emulator always uses the same 8Mb of RAM, so you have to set ArtMoney to search
    in just the 8Mb of RAM somewhere in your total RAM. Where the N64 RAM is put
    varies between different computers.
    
    In order to find where in your total RAM the emulator puts the N64 RAM, you
    need to do a search for a simple code. Go to multiplayer and start a single
    player game. Pick up a Falcon 2 because you're going to make an ammo mod. You
    start with 8 bullets so do an exact search for the value 8. You'll want to set
    the search type to integer 1 byte (whole numbers). Go back to the game, fire a
    bullet and do a sieve for 7. Repeat the process until you have 2 results left.
    Move them over to the list on the right and freeze the first one of them. Your
    Falcon 2 should have infinite ammo (no reloads). On my PC the address this code
    was at was 3D2477D8.
    
    The next thing you want to do is find out the cheating device version of this
    code. The address 3D2477D8 is within the 8Mb of RAM (from you total RAM) used
    for Perfect Dark via the emulator. With ArtMoney still running, pause the game
    and make a savestate. This savestate will have exactly the same values that
    ArtMoney is looking at. Open the savestate and delete the pj intro part (up to
    75C). DO NOT byte flip the file. The emulator you are using is running the game
    with the RAM byte flipped. When you use ArtMoneys in-built memory editor,
    you're looking at the byte flipped version of the memory! In ArtMoney,
    right-click the infinite ammo Falcon 2 code and choose memory editor. You want
    to find the exact same spot in the hex editor as the spot you are viewing with
    ArtMoneys memory editor. In ArtMoneys memory editor find a long string of
    values and do a search for them in the hex editor. In my case I did a search
    for CA60823C and ended up around 001B77EC. The infinite ammo code was at
    address 001B77D8, which is the byte flipped cheating device version.
    
    You should now have two addresses, the ArtMoney address and the byte flipped
    cheating device address. I had 3D2477D8 and 001B77D8. By chopping these two
    codes in two you'll see that the last four digits are the same. 3D24 is equal
    to 001B. By taking 3D24 and subtracting 001B you get 3D09. 3D09 equals 0000 and
    is the start of the N64's RAM. 3D09 + 80 = 3D89, giving you the end of the
    N64's RAM. Go to the options menu, and then the general menu. Select "Search in
    address range" and input the address that equals the start of the N64 RAM, and
    the end of it. For me it was 3D090000 to 3D890000. Once you've done this
    ArtMoney will only look for codes in the N64 RAM, and not any other programs
    you may be running on your PC.
    
    Changing a byte flipped cheating device address into a correct cheating device
    code is as easy as changing the last digit in the address. Based on converting
    a byte flipped address to a correct address, use the following table to change
    the last digit:
                      ___________________________________________
                      |                                         |
                      | 0 to 3     4 to 7     8 to B     C to F |
                      | 1 to 2     5 to 6     9 to A     D to E |
                      | 2 to 1     6 to 5     A to 9     E to D |
                      | 3 to 0     7 to 4     B to 8     F to C |
                      |_________________________________________|
    
    The byte flipped code 001B77D8 is converted to 001B77DB, and finally
    801B77DB 00XX.
    
    To give an example of how easy it can be to change an ArtMoney address into a
    cheating device code, I'll change the second code that I got while searching
    for Falcon 2 infinite ammo. 
    
     > The address I got was 3D247D4B. 
     > First divide the address in two, 3D24 and 7D4B. 
     > 3D24 - 3D09 (start of RAM) = 001B ==> 801B
     > 7D4B converted ==> 7D48
     > Final code is 801B7D48.
    
    ArtMoney has one or two minor problems. First is the rate at which the values
    of the codes are written to the RAM. When you freeze a value, you don't
    actually freeze it. The value gets continually written to the RAM. To give an
    example, activate just the second code obtained by searching for infinite ammo,
    and set it to 2. This code tries to freeze the ammo bar on the right-hand side
    of the screen into a 2 bullets left position. Reload and you will see the ammo
    bar blinking, it's trying to become 8, but keeps getting told its supposed to
    be 2 instead. Turn the code off in ArtMoney, convert it, and enter it into the
    code section of the emulator you are using. When you activate it you'll notice
    that the ammo bar is flashing a lot more rapidly. 2 is getting written to the
    address a lot more often. This problem can be solved by setting the freeze time
    to 1 in the additional options menu.
    
    The second problem is the amount of results that you get while doing searches
    for values you don't know. You're going to get a lot more than normal. Most of
    these extra results are constantly changing values that like to be both equal
    to last and different to last at the same time. Search a few more times than
    normal and you should get rid of them. Another problem with doing equal and
    different to searches is that sometimes you will end up with a long section of
    code that you can't get rid of. This code is usually the addresses of the
    textures on a character onscreen.
    
    ArtMoney can be hard to get working, and it does have some problems with
    getting codes working. On the upside you can easily port an ArtMoney address to
    a cheating device address, and hacking codes with ArtMoney is the fastest way
    there is to hack Perfect Dark in hirez.
    
    
    _______
    
    Support
    _______
    
    If you have any problems that you can't solve then the best place for support
    is the forums at gscentral.com. I visit the forums frequently. gscentral.com is
    also the best place for Perfect Dark codes. 
    
    http://www.gscentral.com
    
    If you can't get through to me at gscentral.com you can email me at:
    
    krijy@hotmail.com
    
    
    
    _______________________________________________________________________________
    
                                    <<< Special >>>
    _______________________________________________________________________________
    
    The special part of this FAQ describes all about the hacking process. It's
    divided into three main parts. The level modifier part teaches you how to make
    the first part of a level modding code. The modifying the objects in a level
    part explains how to change the objects, weapons and guards in a level. It also
    explains how to move players into a level, when they start outside of it.
    Advanced level modding describes how to make a fully working multiplayer level.
    
    Two important keywords you may want to note the difference between are:
    
    "Level" which describes the entire level, the arena, the players and the
            objects. The two types of level are a multiplayer level and a solo
            level (solo mission).
    "Arena" which describes the actual place the level takes place in. An example
            is the Carrington Institute arena which is used in both the CI Training
            Ground and Defense. An arena consists of background (walls and floors),
            and collision detection (so that a player knows where the walls are).
    
    
    _______________________________________________________________________________
    
                            < Part One - The Level Modifier >
    _______________________________________________________________________________
    
    
     > The Level List
    
     > The Global object list
    
     > The files that build up a level
    
     > Changing level files
        ~ Level list files chart
        ~ Level list codes chart
    
     > Loading a level via the Combat Simulator menu
        ~ Example of mix matching original multiplayer levels
        ~ Example of a multiplayer game in a solo only arena
        ~ Example of a solo mission loaded in multiplayer
        ~ Tri-operative and Quad-operative modes
    
     > Loading a level via the Solo Mission menu's
        ~ Example of a solo mission in an arena it's not supposed to be in
        ~ Moonjump codes
        ~ The amount of pads in a level
        ~ Loading solo levels via the Cinema menu
        ~ Skipping the intro logo's and menu's
    
     > Other level attributes
        ~ Level skies
        ~ Background Music
    
    
    An integral part of making new level setups is the level modifier. When I
    mention level modifier, I don't just mean a code that changes which level has
    been loaded. The level modifier codes that I am going to teach you to make,
    allow you to change the files that build up the levels themselves. Before I go
    into depth about this, I want you to try two examples. One is a multiplayer
    level, whilst the other is a solo level.
    
    Complex is Chicago:
    NTSC               PAL
    8107FF30 000A      81080470 000A
    8107FF32 017C      81080472 017C
    8107FF34 017B      81080474 017B
    
    As you may have guessed from the name, this three lined code turns Complex into
    Chicago. Simply start any type of multiplayer game in Complex to get it
    working. You'll notice that most items are in undesirable places, but other
    than that everything is working fine.
    
    Air Force One is in Crash Site:
    NTSC               PAL    
    81080320 0009      81080860 0009
    81080322 0156      81080862 0156
    81080324 0155      81080864 0155
    
    This code loads Air Force One: Anti-terrorism in Crash Site. To get it working
    simply choose the Air Force One level from the solo missions menu. One thing
    you'll notice with this code is that the intro cut-scene takes place in the sky
    above where the escape pod in Crash Site usually stands.
    
    These two codes should give you an idea of what you can do with the level
    modifier codes.
    
    
    ______________
    
    The Level List
    ______________
    
    All the levels in the game are on one list of values. The level list seen below
    has both multiplayer levels, solo levels, and some other values that aren't
    levels. These are the values used in what you would consider a normal level
    modifier, a code that modifies which level is loaded. The two level modifiers
    that we'll sometimes be using are the solo level mod and the multiplayer level
    mod.
    
    Standard Solo Level Modifier:
    NTSC              PAL
    8009DFE9 00XX     8009E589 00XX
    
    Standard Multiplayer Level Modifier:
    NTSC              PAL
    800ACB99 00XX     800AD139 00XX
    
    Below you can see the level value, level type, level code and level name. There
    are several different level types. Most are either solo levels or multiplayer
    levels. Nothing means that there isn't any level there at all. Empty means that
    there is a level there, but it's a BETA level that was never made. The level
    codenames are the same ones as used in GoldenEye, hence the GoldenEye keywords
    like azt or crad. Regardless of their codenames, Maian SOS (sev) has nothing to
    do with Severnaya.
    
    Level Value - Level Type - Level Code - Level Name
    
        00      - Random
        01      - Nothing
        02      - Nothing
        03      - Nothing
        04      - Nothing
        05      - Nothing
        06      - Nothing
        07      - Nothing
        08      - Nothing
        09      - Solo       - sev        - Maian SOS
        0A      - Nothing
        0B      - Nothing
        0C      - Nothing
        0D      - Nothing
        0E      - Nothing
        0F      - Nothing
        10      - Nothing
        11      - Nothing
        12      - Nothing
        13      - Nothing
        14      - Unknown    - silo
        15      - Nothing
        16      - Solo       - stat       - WAR!
        17      - Mp         - arec       - Ravine
        18      - Empty      - arch
        19      - Solo       - tra        - Escape
        1A      - Empty      - dest
        1B      - BETA       - sevb       - Retaking the Institute
        1C      - Solo       - azt        - Crash Site
        1D      - Solo       - pete       - Chicago
        1E      - Solo       - depo       - G5 Building (Solo)
        1F      - Mp         - ref        - Complex
        20      - Mp         - cryp       - G5 Building (Mp)
        21      - Solo       - dam        - Pelagic II
        22      - Solo       - ark        - Extraction
        23      - Empty      - run
        24      - Empty      - sevx
        25      - Mp         - jun        - Temple
        26      - Solo       - dish       - CI Training Ground
        27      - Solo       - cave       - Air Base
        28      - Empty      - cat
        29      - Mp         - crad       - Pipes
        2A      - Solo       - sho        - Skedar Ruins
        2B      - Empty      - sevx
        2C      - Solo       - eld        - Villa (Solo)
        2D      - Solo       - imp        - Defense
        2E      - Empty      - ash
        2F      - Solo       - lue        - Infiltration
        30      - Solo       - ame        - Defection
        31      - Solo       - rit        - Air Force One
        32      - Solo & Mp  - oat        - Skedar
        33      - Solo       - ear        - Investigation
        34      - Solo       - lee        - Attack Ship
        35      - Solo       - lip        - Rescue
        36      - Empty      - len
        37      - Solo       - wax        - Mr. Blondes Revenge
        38      - Solo       - pam        - Deep Sea
        39      - Mp         - mp1        - Base
        3A      - Empty      - mp2
        3B      - Mp         - mp3        - Area 52
        3C      - Mp         - mp4        - Warehouse
        3D      - Mp         - mp5        - Car Park
        3E      - Empty      - mp6
        3F      - Empty      - mp7
        40      - Empty      - mp8
        41      - Mp         - mp9        - Ruins
        42      - Mp         - mp10       - Sewers
        43      - Mp         - mp11       - Felicity
        44      - Mp         - mp12       - Fortress
        45      - Mp         - mp13       - Villa (Mp)
        46      - Empty      - mp14
        47      - Mp         - mp15       - Grid
        48      - Empty      - mp16
        49      - Empty      - mp17
        4A      - Empty      - mp18
        4B      - Empty      - mp19
        4C      - Empty      - mp20
        4D      - Empty      - uff
        4E      - Empty      - old
        4F      - Solo       - ate        - Duel
        50      - Empty      - lam
        51      - Nothing
        52      - Nothing
        53      - Nothing
        54      - Nothing
        55      - Nothing
        56      - Nothing
        57      - Nothing
        58      - Nothing
        59      - Nothing
        5A      - High resolution game intro (CI Training Ground)
        5B      - Controller Pak Menu
        5C      - End Credits
        5D      - Low resolution game intro (Small but Perfect Menu)
    
    There are four known BETA levels. The first is Retaking the Institute. This was
    supposed to take place in the Carrington Institute, and involved clearing the
    building of enemy agents. It was never finished in time for the release of the
    game. The second is a solo level set in the multiplayer arena called Skedar.
    It's empty, and all it has is player one with some weapons and ammo. The third
    also takes place in Skedar, but its setups have been deleted. At the E3 show in
    1999, a brief four second video of a solo level taking place in Skedar was
    shown. It involved running around shooting dataDyne shocktroopers and
    Mr. Blonde's, with some Maian friends helping you. This level could be either
    of the BETA solo levels that took place in Skedar (most likely the first one).
    The fourth BETA level is the multiplayer level Rooftop. Since it doesn't have
    any level text it's impossible to tell which value on the level list Rooftop
    was originally meant to be at. There are 21 empty levels, including what was
    originally Citadel in GoldenEye. There are also some remnants of GoldenEye
    levels left in the game. These can't be used in any way, but you can see part
    of certain briefings from GoldenEye in the memory editor.
    
    All the levels on the level list are pre-built levels consisting of several
    files. The level list is represented in the memory at:
    
    NTSC 8007FCB0 to 80080A10 - PAL 800801F0 to 80080F50
    
    It's the values on this list in the memory that you will be changing in order
    to create new levels. Before I explain the different files that build up a
    level, it's important to know where they come from. The files that build up a
    level, and their values, can be found on the global object list.
    
    
    ______________________
    
    The Global Object List
    ______________________
    
    The Global Object List is not actually found in the memory during game play. By
    using a hex editor on a ROM of Perfect Dark, you can find the actual names of
    all the values on the list. In the memory you can find a list of pointers that
    point to addresses in the ROM at NTSC 80082060 and PAL 800825A0. The global
    object list contains every object asset used in the game. It has level files
    used in levels, object files, costume files and weapon files. It also has some
    unidentified files that are rumoured to be animation files and dialog files.
    The entire list is 07DE in hex long, so I won't list the whole thing below. The
    entire list can be found in the resources section at the bottom of this FAQ.
    Some examples of the values on the global object list can be seen below:
    
    000C - bgdata/bg_ref.seg       - Complexes background file
    003D - ob/ob_mid.seg           - Unknown?
    004E - CmrblondeZ              - Mr. Blonde costume
    0070 - Pa51boardZ              - Area 51 Bulletin board with Maian pictures
    0083 - Pborg_crateZ            - BETA Cube with a circuit-like texture
    00D3 - PgoldeneyelogoZ         - BETA GoldenEye Logo
    010C - Ump_setupdamZ           - BETA GoldenEye Dam solo setup something
    011B - Ump_setuprefZ           - Complexes multiplayer setup file
    0136 - UsetupimpZ              - Defenses solo mission setup file
    017D - bgdata/bg_ref_padsZ     - Complexes pads (preset positions)
    017E - bgdata/bg_ref_tilesZ    - Complexes collision detection
    0199 - CconneryZ               - White Tuxedo
    01A0 - CheadmrblondeZ          - Mr. Blonde Head
    026C - Pmatrix_liftZ           - Grid lift
    0293 - AvilgrimM               - Dialogue from Villa?
    0358 - PchrpcgunZ              - Laptop Gun item
    0385 - GpcgunZ                 - Laptop Gun player
    03A0 - Am1_l1_aM               - Animation of some sort?
    04C7 - GpcgunlodZ              - Laptop Gun reloader
    0532 - Ghand_mrblondeZ         - Mr. Blonde arms
    05EE - LimpE                   - Defenses solo text
    05EF - LimpJ                   - Something to do with Defense
    05F0 - LimpP                   - Something to do with Defense
    05F1 - Limp_str_gZ             - Something to do with Defense
    05F2 - Limp_str_fZ             - Something to do with Defense
    05F3 - Limp_str_sZ             - Something to do with Defense
    05F4 - Limp_str_iZ             - Something to do with Defense
    0756 - Pttb_boxZ               - BETA Touch That Box, Box
    07DD - Asaucerexp1M            - Your guess is as good as mine
    
    These values are used in certain places in the memory, either directly or as
    part of a list like the level list. The values that we will be using in level
    modifier codes can be seen below:
    
    0001 - bgdata/bg_sev.seg
    0002 - bgdata/bg_silo.seg
    0003 - bgdata/bg_stat.seg
    0004 - bgdata/bg_arec.seg      - Ravine
    0005 - bgdata/bg_arch.seg
    0006 - bgdata/bg_tra.seg
    0007 - bgdata/bg_dest.seg
    0008 - bgdata/bg_sevb.seg
    0009 - bgdata/bg_azt.seg       - Crash Site
    000A - bgdata/bg_pete.seg      - Chicago
    000B - bgdata/bg_depo.seg      - G5 Building (Solo)
    000C - bgdata/bg_ref.seg       - Complex
    000D - bgdata/bg_cryp.seg      - G5 Building (MP)
    000E - bgdata/bg_dam.seg       - Pelagic II
    000F - bgdata/bg_ark.seg
    0010 - bgdata/bg_run.seg
    0011 - bgdata/bg_sevx.seg
    0012 - bgdata/bg_jun.seg       - Temple
    0013 - bgdata/bg_dish.seg      - CI Training
    0014 - bgdata/bg_cave.seg      - Air Base
    0015 - bgdata/bg_cat.seg
    0016 - bgdata/bg_crad.seg      - Pipes
    0017 - bgdata/bg_sho.seg       - Skedar Ruins
    0018 - bgdata/bg_eld.seg       - Villa
    0019 - bgdata/bg_imp.seg
    001A - bgdata/bg_ash.seg
    001B - bgdata/bg_lue.seg       - Area 51
    001C - bgdata/bg_ame.seg       - dataDyne Building
    001D - bgdata/bg_rit.seg       - Air Force One
    001E - bgdata/bg_oat.seg       - Skedar
    001F - bgdata/bg_ear.seg       - Investigation
    0020 - bgdata/bg_lee.seg       - Attack Ship
    0021 - bgdata/bg_lip.seg
    0022 - bgdata/bg_len.seg
    0023 - bgdata/bg_wax.seg
    0024 - bgdata/bg_pam.seg       - Deep Sea
    0025 - bgdata/bg_uff.seg
    0026 - bgdata/bg_old.seg
    0027 - bgdata/bg_ate.seg
    0028 - bgdata/bg_lam.seg
    0029 - bgdata/bg_mp1.seg       - Base
    002A - bgdata/bg_mp2.seg
    002B - bgdata/bg_mp3.seg       - Area 52
    002C - bgdata/bg_mp4.seg       - Warehouse
    002D - bgdata/bg_mp5.seg       - Car Park
    002E - bgdata/bg_mp6.seg
    002F - bgdata/bg_mp7.seg
    0030 - bgdata/bg_mp8.seg
    0031 - bgdata/bg_mp9.seg       - Ruins
    0032 - bgdata/bg_mp10.seg      - Sewers
    0033 - bgdata/bg_mp11.seg      - Felicity
    0034 - bgdata/bg_mp12.seg      - Fortress
    0035 - bgdata/bg_mp13.seg      - Villa
    0036 - bgdata/bg_mp14.seg
    0037 - bgdata/bg_mp15.seg      - Grid
    0038 - bgdata/bg_mp16.seg
    0039 - bgdata/bg_mp17.seg
    003A - bgdata/bg_mp18.seg
    003B - bgdata/bg_mp19.seg
    003C - bgdata/bg_mp20.seg
    0102 - Ump_setupameZ
    0103 - Ump_setuparchZ
    0104 - Ump_setuparecZ          - Ravine
    0105 - Ump_setuparkZ
    0106 - Ump_setupashZ
    0107 - Ump_setupaztZ
    0108 - Ump_setupcatZ
    0109 - Ump_setupcaveZ
    010A - Ump_setupcradZ          - Pipes
    010B - Ump_setupcrypZ          - G5 Building (MP)
    010C - Ump_setupdamZ           - BETA GoldenEye Dam solo setup something
    010D - Ump_setupdepoZ
    010E - Ump_setupdestZ
    010F - Ump_setupdishZ
    0110 - Ump_setupearZ
    0111 - Ump_setupeldZ
    0112 - Ump_setupimpZ
    0113 - Ump_setupjunZ           - Temple
    0114 - Ump_setupleeZ
    0115 - Ump_setuplenZ
    0116 - Ump_setuplipZ
    0117 - Ump_setuplueZ
    0118 - Ump_setupoatZ           - Skedar
    0119 - Ump_setuppamZ
    011A - Ump_setuppeteZ          - BETA GoldenEye Streets solo setup something
    011B - Ump_setuprefZ           - Complex
    011C - Ump_setupritZ
    011D - Ump_setuprunZ
    011E - Ump_setupsevZ
    011F - Ump_setupsevbZ          - Retaking the Institute
    0120 - Ump_setupsevxZ
    0121 - Ump_setupshoZ
    0122 - Ump_setupsiloZ
    0123 - Ump_setupstatZ
    0124 - Ump_setuptraZ
    0125 - Ump_setupwaxZ
    0126 - UsetupameZ              - Defection
    0127 - UsetuparchZ
    0128 - UsetuparecZ
    0129 - UsetuparkZ              - Extraction
    012A - UsetupashZ
    012B - UsetupaztZ              - Crash Site
    012C - UsetupcatZ
    012D - UsetupcaveZ             - Air Base
    012E - UsetupcradZ
    012F - UsetupcrypZ
    0130 - UsetupdamZ              - Pelagic II
    0131 - UsetupdepoZ             - G5 Building (Solo)
    0132 - UsetupdestZ
    0133 - UsetupdishZ             - CI Training
    0134 - UsetupearZ              - Investigation
    0135 - UsetupeldZ              - Villa (Solo)
    0136 - UsetupimpZ              - Defense
    0137 - UsetupjunZ
    0138 - UsetupleeZ              - Attack Ship
    0139 - UsetuplenZ
    013A - UsetuplipZ              - Rescue
    013B - UsetuplueZ              - Infiltration
    013C - UsetupoatZ              - Skedar
    013D - UsetuppamZ              - Deep Sea
    013E - UsetuppeteZ             - Chicago
    013F - UsetuprefZ
    0140 - UsetupritZ              - Air Force One
    0141 - UsetuprunZ
    0142 - UsetupsevZ              - Maian SOS
    0143 - UsetupsevbZ             - Retaking the Institute
    0144 - UsetupsevxZ
    0145 - UsetupsevxbZ
    0146 - UsetupshoZ              - Skedar Ruins
    0147 - UsetupsiloZ             - Unknown
    0148 - UsetupstatZ             - WAR!
    0149 - UsetuptraZ              - Escape
    014A - UsetupwaxZ              - Mr. Blondes Revenge
    014B - bgdata/bg_ame_padsZ     - Defection
    014C - bgdata/bg_ame_tilesZ    - dataDyne Building
    014D - bgdata/bg_arch_padsZ
    014E - bgdata/bg_arch_tilesZ
    014F - bgdata/bg_arec_padsZ    - Ravine
    0150 - bgdata/bg_arec_tilesZ   - Ravine
    0151 - bgdata/bg_ark_padsZ     - Extraction
    0152 - bgdata/bg_ark_tilesZ
    0153 - bgdata/bg_ash_padsZ
    0154 - bgdata/bg_ash_tilesZ
    0155 - bgdata/bg_azt_padsZ     - Crash Site
    0156 - bgdata/bg_azt_tilesZ    - Crash Site
    0157 - bgdata/bg_cat_padsZ
    0158 - bgdata/bg_cat_tilesZ
    0159 - bgdata/bg_cave_padsZ    - Air Base
    015A - bgdata/bg_cave_tilesZ   - Air Base
    015B - bgdata/bg_crad_padsZ    - Pipes
    015C - bgdata/bg_crad_tilesZ   - Pipes
    015D - bgdata/bg_cryp_padsZ    - G5 Building (MP)
    015E - bgdata/bg_cryp_tilesZ   - G5 Building (MP)
    015F - bgdata/bg_dam_padsZ     - Pelagic II
    0160 - bgdata/bg_dam_tilesZ    - Pelagic II
    0161 - bgdata/bg_depo_padsZ    - G5 Building (Solo)
    0162 - bgdata/bg_depo_tilesZ   - G5 Building (Solo)
    0163 - bgdata/bg_dest_padsZ
    0164 - bgdata/bg_dest_tilesZ
    0165 - bgdata/bg_dish_padsZ    - CI Training
    0166 - bgdata/bg_dish_tilesZ   - Carrington Institute
    0167 - bgdata/bg_ear_padsZ     - Investigation
    0168 - bgdata/bg_ear_tilesZ    - Investigation
    0169 - bgdata/bg_eld_padsZ     - Villa (Solo)
    016A - bgdata/bg_eld_tilesZ    - Villa (Solo)
    016B - bgdata/bg_imp_padsZ     - Defense
    016C - bgdata/bg_imp_tilesZ
    016D - bgdata/bg_jun_padsZ     - Temple
    016E - bgdata/bg_jun_tilesZ    - Temple
    016F - bgdata/bg_lee_padsZ     - Attack Ship
    0170 - bgdata/bg_lee_tilesZ    - Attack Ship
    0171 - bgdata/bg_len_padsZ
    0172 - bgdata/bg_len_tilesZ
    0173 - bgdata/bg_lip_padsZ     - Rescue
    0174 - bgdata/bg_lip_tilesZ
    0175 - bgdata/bg_lue_padsZ     - Infiltration
    0176 - bgdata/bg_lue_tilesZ    - Area 51
    0177 - bgdata/bg_oat_padsZ     - Skedar
    0178 - bgdata/bg_oat_tilesZ    - Skedar
    0179 - bgdata/bg_pam_padsZ     - Deep Sea
    017A - bgdata/bg_pam_tilesZ    - Deep Sea
    017B - bgdata/bg_pete_padsZ    - Chicago
    017C - bgdata/bg_pete_tilesZ   - Chicago
    017D - bgdata/bg_ref_padsZ     - Complex
    017E - bgdata/bg_ref_tilesZ    - Complex
    017F - bgdata/bg_rit_padsZ     - Air Force One
    0180 - bgdata/bg_rit_tilesZ    - Air Force One
    0181 - bgdata/bg_run_padsZ
    0182 - bgdata/bg_run_tilesZ
    0183 - bgdata/bg_sev_padsZ     - Maian SOS
    0184 - bgdata/bg_sev_tilesZ
    0185 - bgdata/bg_sevb_padsZ    - Retaking the Institute
    0186 - bgdata/bg_sevb_tilesZ
    0187 - bgdata/bg_sevx_padsZ
    0188 - bgdata/bg_sevx_tilesZ
    0189 - bgdata/bg_sho_padsZ     - Skedar Ruins
    018A - bgdata/bg_sho_tilesZ    - Skedar Ruins
    018B - bgdata/bg_silo_padsZ    - Unknown
    018C - bgdata/bg_silo_tilesZ   - Unknown
    018D - bgdata/bg_stat_padsZ    - WAR!
    018E - bgdata/bg_stat_tilesZ
    018F - bgdata/bg_tra_padsZ     - Escape
    0190 - bgdata/bg_tra_tilesZ
    0191 - bgdata/bg_wax_padsZ     - Mr. Blonde's Revenge
    0192 - bgdata/bg_wax_tilesZ
    01D1 - UsetupuffZ
    01D2 - Ump_setupuffZ
    01D3 - bgdata/bg_uff_padsZ
    01D4 - bgdata/bg_uff_tilesZ
    01D5 - UsetupoldZ
    01D6 - Ump_setupoldZ
    01D7 - bgdata/bg_old_padsZ
    01D8 - bgdata/bg_old_tilesZ
    01D9 - UsetupateZ              - Duel
    01DA - Ump_setupateZ
    01DB - bgdata/bg_ate_padsZ     - Duel
    01DC - bgdata/bg_ate_tilesZ
    01DD - UsetuplamZ
    01DE - Ump_setuplamZ
    01DF - bgdata/bg_lam_padsZ
    01E0 - bgdata/bg_lam_tilesZ
    01E1 - Usetupmp1Z
    01E2 - Ump_setupmp1Z           - Base
    01E3 - bgdata/bg_mp1_padsZ     - Base
    01E4 - bgdata/bg_mp1_tilesZ    - Base
    01E5 - Usetupmp2Z
    01E6 - Ump_setupmp2Z
    01E7 - bgdata/bg_mp2_padsZ
    01E8 - bgdata/bg_mp2_tilesZ
    01E9 - Usetupmp3Z
    01EA - Ump_setupmp3Z           - Area 52
    01EB - bgdata/bg_mp3_padsZ     - Area 52
    01EC - bgdata/bg_mp3_tilesZ    - Area 52
    01ED - Usetupmp4Z
    01EE - Ump_setupmp4Z           - Warehouse
    01EF - bgdata/bg_mp4_padsZ     - Warehouse
    01F0 - bgdata/bg_mp4_tilesZ    - Warehouse
    01F1 - Usetupmp5Z
    01F2 - Ump_setupmp5Z           - Car Park
    01F3 - bgdata/bg_mp5_padsZ     - Car Park
    01F4 - bgdata/bg_mp5_tilesZ    - Car Park
    01F5 - Usetupmp6Z
    01F6 - Ump_setupmp6Z
    01F7 - bgdata/bg_mp6_padsZ
    01F8 - bgdata/bg_mp6_tilesZ
    01F9 - Usetupmp7Z
    01FA - Ump_setupmp7Z
    01FB - bgdata/bg_mp7_padsZ
    01FC - bgdata/bg_mp7_tilesZ
    01FD - Usetupmp8Z
    01FE - Ump_setupmp8Z
    01FF - bgdata/bg_mp8_padsZ
    0200 - bgdata/bg_mp8_tilesZ
    0201 - Usetupmp9Z
    0202 - Ump_setupmp9Z           - Ruins
    0203 - bgdata/bg_mp9_padsZ     - Ruins
    0204 - bgdata/bg_mp9_tilesZ    - Ruins
    0205 - Usetupmp10Z
    0206 - Ump_setupmp10Z          - Sewers
    0207 - bgdata/bg_mp10_padsZ    - Sewers
    0208 - bgdata/bg_mp10_tilesZ   - Sewers
    0209 - Usetupmp11Z
    020A - Ump_setupmp11Z          - Felicity
    020B - bgdata/bg_mp11_padsZ    - Felicity
    020C - bgdata/bg_mp11_tilesZ   - Felicity
    020D - Usetupmp12Z
    020E - Ump_setupmp12Z          - Fortress
    020F - bgdata/bg_mp12_padsZ    - Fortress
    0210 - bgdata/bg_mp12_tilesZ   - Fortress
    0211 - Usetupmp13Z
    0212 - Ump_setupmp13Z          - Villa
    0213 - bgdata/bg_mp13_padsZ    - Villa
    0214 - bgdata/bg_mp13_tilesZ   - Villa
    0215 - Usetupmp14Z
    0216 - Ump_setupmp14Z
    0217 - bgdata/bg_mp14_padsZ
    0218 - bgdata/bg_mp14_tilesZ
    0219 - Usetupmp15Z
    021A - Ump_setupmp15Z          - Grid
    021B - bgdata/bg_mp15_padsZ    - Grid
    021C - bgdata/bg_mp15_tilesZ   - Grid
    021D - Usetupmp16Z
    021E - Ump_setupmp16Z
    021F - bgdata/bg_mp16_padsZ
    0220 - bgdata/bg_mp16_tilesZ
    0221 - Usetupmp17Z
    0222 - Ump_setupmp17Z
    0223 - bgdata/bg_mp17_padsZ
    0224 - bgdata/bg_mp17_tilesZ
    0225 - Usetupmp18Z
    0226 - Ump_setupmp18Z
    0227 - bgdata/bg_mp18_padsZ
    0228 - bgdata/bg_mp18_tilesZ
    0229 - Usetupmp19Z
    022A - Ump_setupmp19Z
    022B - bgdata/bg_mp19_padsZ
    022C - bgdata/bg_mp19_tilesZ
    022D - Usetupmp20Z
    022E - Ump_setupmp20Z
    022F - bgdata/bg_mp20_padsZ
    0230 - bgdata/bg_mp20_tilesZ
    
    You'll notice that a lot of these files don't have levels connected to them.
    The reason is that the files are empty! There isn't any information in them.
    Most of these empty values are used in the "empty" levels I mentioned earlier
    on in the level list.
    
    
    _______________________________
    
    The files that build up a level
    _______________________________
    
    There are 5 main files that build up a level, 1 known file that has minimal
    use, and 6 files that don't have any use. I'll take Chicago as an example. The
    codename for Chicago is pete:
    
    000A - bgdata/bg_pete.seg      - Background data (Wall and floor images)
    017C - bgdata/bg_pete_tilesZ   - Collision detection (Contact with the bgdata)
    017B - bgdata/bg_pete_padsZ    - Pads (preset positions)
    013E - UsetuppeteZ             - Solo mission setup
    011A - Ump_setuppeteZ          - Multiplayer setup (BETA GoldenEye Streets?)
    06DC - LpeteE                  - Solo mission text
    06DD - LpeteJ                  - Unknown / unused
    06DE - LpeteP                  - Unknown / unused
    06DF - Lpete_str_gZ            - Unknown / unused
    06E0 - Lpete_str_fZ            - Unknown / unused
    06E1 - Lpete_str_sZ            - Unknown / unused
    06E2 - Lpete_str_iZ            - Unknown / unused
    
    We are only going to be changing the first five of these values, the background
    data, collision detection, setups and pads.
    
    Bgdata:
    -------
    The background data is the file that contains information about the walls and
    floors that you can see in a level. This file is closely related to the
    collision detection file. 
    
    Tiles:
    ------
    The tiles file is also known as the collision detection file. It contains
    information that tells the player when they have walked into a wall, or are
    standing on a floor. In addition it defines where there are ladders that you
    can climb up. It has to be used at the same time as its corresponding
    background data file. A background data and collision detection file used
    together are known as an arena.
    
    There are 31 different arenas. The 31st is the Default arena, which is used in
    all the "empty" levels that have no distinctive walls or floors. The Default
    arena is simply a big square floor, and was no doubt used as a testing area at
    some point during the making of Perfect Dark. Some arenas are so big that they
    are used in several different levels. Most notable are Area 51 and the dataDyne
    Building.
    
    Pads:
    -----
    The pads are positions defined in relation to the arena they are supposed to be
    in. Think of a pad as a beer mat lying somewhere in an arena. On the beer mat
    you put a pint of beer (an object). There are many different kinds of pads.
    Some simply have coordinates that define a position, others define both
    position and which direction the object put there is pointing in. Some door
    pads reshape an object to fit a door, other pads might be hanging is midair.
    The amount of pads vary from arena to arena, with Complex having only E2 pads,
    and Area 51 having 568 (that's 1384 in decimal!). Pads should be loaded in the
    arenas they are meant to be in, but that doesn't mean they're bound to that
    arena. You could load the pads from Area 51 in Complex, but most of the pads
    would be outside the arena or hanging in midair.
    
    Solo setup and Mp_setup:
    ------------------------
    The setup files put objects in the pads of the arenas they are meant to be
    played in. The solo setup puts doors, enemies and objects in the pads of a solo
    level. It also defines objectives and player one's status. Mp_setup files,
    better known as multiplayer setup files, put ammocrates and weapons in pads.
    They also put respawn points, bases and hills in pads. A base or hill will
    highlight the room a pad is in (and put the case on that pad).
    
    A lot of the "empty" setups have something in them. These can't be loaded or
    used in any way, so I haven't found out much about them. To give an example, in
    multiplayer levels like Sewers, its solo setup contains three lifts. Some of
    the mp_setup files contain "remnants" of GoldenEye in them. If you try to load
    them the game will freeze, but you will be able to see parts of their
    briefings.
    
    L"codename"E:
    -------------
    This is solo mission text. You won't be changing this, but it's nice to know
    it's there.
    
    
    ____________________
    
    Changing level files
    ____________________
    
    In order to change the levels, you simply need to swap their level files
    around. Below you can see an example of what Chicago looks like represented in
    the memory:
             _____________________________________________________________
            |  NTSC                                                 PAL   |
            |8007FEB0 - 0000 0000 3F80 0000 001D 02FF 6464 0000 - 800803F0|
            |8007FEC0 - 000A 017C 017B 013E 011A 0000 3F80 0000 - 80080400|
            |8007FED0 - 3F80 0000 42C8 0000 0000 00FF 0000 00FF - 80080410|
            |8007FEE0 - 3E19 999A FFFF 0190 0000 0000 3F80 0000 - 80080420|
            |_____________________________________________________________|
    
    001D is the level value from the level list. The fist 16bit value on the second
    line is the background data (000A). After that comes the collision detection
    (017C), the pads (017B), the solo setup (013E) and the mp_setup (011A). In this
    instance, since Chicago doesn't have a multiplayer setup, the value 011A is an
    empty file.
    
    To modify Chicago you simply need to change a few values (NTSC code example):
    8107FEC0 00XX - Background data mod
    8107FEC2 0XXX - Collision Detection mod
    8107FEC4 0XXX - Pads mod
    8107FEC6 0XXX - Solo setup mod
    8107FEC8 0XXX - Multiplayer setup mod
    
    I'll take another example, this one shows which files Extraction uses:
             _____________________________________________________________
            |  NTSC                                                 PAL   |
            |8007FFC0 - 3E19 999A FFFF 0190 0000 0000 3F80 0000 - 80080500|
            |8007FFD0 - 0022 02FF 6464 0000 001C 014C 0151 0129 - 80080510|
            |8007FFE0 - 0105 0000 3F80 0000 3F80 0000 42C8 0000 - 80080520|
            |8007FFF0 - 0000 00FF 0000 00FF 3E19 999A FFFF 0190 - 80080530|
            |_____________________________________________________________|
    
    8107FFD8 00XX - Background data mod
    8107FFDA 0XXX - Collision Detection mod
    8107FFDC 0XXX - Pads mod
    8107FFDE 0XXX - Solo setup mod
    8107FFE0 0XXX - Multiplayer setup mod
    
    Notice which background data and collision detection files are used here:
    001C - bgdata/bg_ame.seg       - dataDyne Building
    014C - bgdata/bg_ame_tilesZ    - dataDyne Building
    0151 - bgdata/bg_ark_padsZ     - Extraction
    0129 - UsetuparkZ              - Extraction
    0105 - Ump_setuparkZ
    
    "ame" is also the codename for Defection, but the bgdata and tiles are used in
    Defection, Extraction and Mr.Blonde's Revenge. The bgdata and tile files with
    codename "ark" (000F, 0152) are unused and empty files. Ump_setuparkZ is also
    empty.
    
    
    Level list files chart:
    ~~~~~~~~~~~~~~~~~~~~~~~
    To make things easier to understand, I've made a list which shows the values
    from all the levels on the level list, in the order that they are shown in the
    memory (at NTSC 8007FCB0 to 80080A10 or PAL 800801F0 to 80080F50). The ones
    with blank level names are levels that are empty and consist only of empty
    files. The codename doesn't always apply for all bgdata and tiles, like Maian
    SOS which uses Area 51's bgdata and tiles. The unknown BETA level 14 uses
    Skedar's bgdata, tiles and pads, but the setup files are empty. The pads and
    setups in Retaking the Institute are empty too, so there's nothing BETA to be
    found there either.
    
     Level  Bgdata  Tiles  Pads  Setup  Mp_setup  Codename  Level Name
    
      09     001B   0176   0183   0142   011E      sev      Maian SOS
      14     001E   0178   0177   0147   0122      silo     Unknown
      16     0017   018E   018D   0148   0123      stat     WAR!
      17     0004   0150   014F   0128   0104      arec     Ravine
      18     0005   014E   014D   0127   0103      arch
      19     001B   0176   018F   0149   0124      tra      Escape
      1A     0007   0164   0163   0132   010E      dest
      1B     0013   0166   0185   0143   011F      sevb     Retaking the Institute
      1C     0009   0156   0155   012B   0107      azt      Crash Site
      1D     000A   017C   017B   013E   011A      pete     Chicago
      1E     000B   0162   0161   0131   010D      depo     G5 Building (Solo)
      1F     000C   017E   017D   013F   011B      ref      Complex
      20     000D   015E   015D   012F   010B      cryp     G5 Building (Mp)
      21     000E   0160   015F   0130   010C      dam      Pelagic II
      22     001C   014C   0151   0129   0105      ark      Extraction
      23     0010   0182   0181   0141   011D      run
      24     0011   0188   0187   0144   0120      sevx
      25     0012   016E   016D   0137   0113      jun      Temple
      26     0013   0166   0165   0133   010F      dish     CI Training
      27     0014   015A   0159   012D   0109      cave     Air Base
      28     0015   0158   0157   012C   0108      cat
      29     0016   015C   015B   012E   010A      crad     Pipes
      2A     0017   018A   0189   0146   0121      sho      Skedar Ruins
      2B     0011   0188   0187   0144   0120      sevx
      2C     0018   016A   0169   0135   0111      eld      Villa (Solo)
      2D     0013   0166   016B   0136   0112      imp      Defense
      2E     001A   0154   0153   012A   0106      ash
      2F     001B   0176   0175   013B   0117      lue      Infiltration
      30     001C   014C   014B   0126   0102      ame      Defection
      31     001D   0180   017F   0140   011C      rit      Air Force One
      32     001E   0178   0177   013C   0118      oat      Skedar
      33     001F   0168   0167   0134   0110      ear      Investigation
      34     0020   0170   016F   0138   0114      lee      Attack Ship
      35     001B   0176   0173   013A   0116      lip      Rescue
      36     0022   0172   0171   0139   0115      len
      37     001C   014C   014B   014A   0125      wax      Mr.Blondes Revenge
      38     0024   017A   0179   013D   0119      pam      Deep Sea
      4D     0025   01D4   01D3   01D1   01D2      uff
      4E     0026   01D8   01D7   01D5   01D6      old
      4F     0013   0166   01DB   01D9   01DA      ate      Duel
      50     0028   01E0   01DF   01DD   01DE      lam
      39     0029   01E4   01E3   01E1   01E2      mp1      Base
      3A     002A   01E8   01E7   01E5   01E6      mp2
      3B     002B   01EC   01EB   01E9   01EA      mp3      Area 52
      3C     002C   01F0   01EF   01ED   01EE      mp4      Warehouse
      3D     002D   01F4   01F3   01F1   01F2      mp5      Car Park
      3E     002E   01F8   01F7   01F5   01F6      mp6
      3F     002F   01FC   01FB   01F9   01FA      mp7
      40     0030   0200   01FF   01FD   01FE      mp8
      41     0031   0204   0203   0201   0202      mp9      Ruins
      42     0032   0208   0207   0205   0206      mp10     Sewers
      43     0033   020C   020B   0209   020A      mp11     Felicity
      44     0034   0210   020F   020D   020E      mp12     Fortress
      45     0035   0214   0213   0211   0212      mp13     Villa (Mp)
      46     0036   0218   0217   0215   0216      mp14
      47     0037   021C   021B   0219   021A      mp15     Grid
      48     0038   0220   021F   021D   021E      mp16
      49     0039   0224   0223   0221   0222      mp17
      4A     003A   0228   0227   0225   0226      mp18
      4B     003B   022C   022B   0229   022A      mp19
      4C     003C   0230   022F   022D   022E      mp20
    
    
    Level list code charts:
    ~~~~~~~~~~~~~~~~~~~~~~~
    Normally, to find the level modifier code you want, you would have to track
    down the level you want to change on the level list, represented in the memory
    (at NTSC 8007FCB0 to 80080A10 or PAL 800801F0 to 80080F50). To make things a
    lot easier I've compiled the following code lists in both NTSC and PAL. Use the
    codes together with the values in the tables seen above.
    
    NTSC Level List Codes:
    ----------------------
    Value - Bgdata   - Tiles    - Pads     - Setup    - Mp_setup - Name
    
      09    8107FCC8   8107FCCA   8107FCCC   8107FCCE   8107FCD0   Maian SOS
      14    8107FD00   8107FD02   8107FD04   8107FD06   8107FD08   Unknown
      16    8107FD38   8107FD3A   8107FD3C   8107FD3E   8107FD40   WAR!
      17    8107FD70   8107FD72   8107FD74   8107FD76   8107FD78   Ravine
      18    8107FDA8   8107FDAA   8107FDAC   8107FDAE   8107FDB0
      19    8107FDE0   8107FDE2   8107FDE4   8107FDE6   8107FDE8   Escape
      1A    8107FE18   8107FE1A   8107FE1C   8107FE1E   8107FE20
      1B    8107FE50   8107FE52   8107FE54   8107FE56   8107FE58   Retaking the CI
      1C    8107FE88   8107FE8A   8107FE8C   8107FE8E   8107FE90   Crash Site
      1D    8107FEC0   8107FEC2   8107FEC4   8107FEC6   8107FEC8   Chicago
      1E    8107FEF8   8107FEFA   8107FEFC   8107FEFE   8107FF00   G5 Build. (Solo)
      1F    8107FF30   8107FF32   8107FF34   8107FF36   8107FF38   Complex
      20    8107FF68   8107FF6A   8107FF6C   8107FF6E   8107FF70   G5 Building (Mp)
      21    8107FFA0   8107FFA2   8107FFA4   8107FFA6   8107FFA8   Pelagic II
      22    8107FFD8   8107FFDA   8107FFDC   8107FFDE   8107FFE0   Extraction
      23    81080010   81080012   81080014   81080016   81080018
      24    81080048   8108004A   8108004C   8108004E   81080050
      25    81080080   81080082   81080084   81080086   81080088   Temple
      26    810800B8   810800BA   810800BC   810800BE   810800C0   CI Training
      27    810800F0   810800F2   810800F4   810800F6   810800F8   Air Base
      28    81080128   8108012A   8108012C   8108012E   81080130
      29    81080160   81080162   81080164   81080166   81080168   Pipes
      2A    81080198   8108019A   8108019C   8108019E   810801A0   Skedar Ruins
      2B    810801D0   810801D2   810801D4   810801D6   810801D8
      2C    81080208   8108020A   8108020C   8108020E   81080210   Villa (Solo)
      2D    81080240   81080242   81080244   81080246   81080248   Defense
      2E    81080278   8108027A   8108027C   8108027E   81080280
      2F    810802B0   810802B2   810802B4   810802B6   810802B8   Infiltration
      30    810802E8   810802EA   810802EC   810802EE   810802F0   Defection
      31    81080320   81080322   81080324   81080326   81080328   Air Force One
      32    81080358   8108035A   8108035C   8108035E   81080360   Skedar
      33    81080390   81080392   81080394   81080396   81080398   Investigation
      34    810803C8   810803CA   810803CC   810803CE   810803D0   Attack Ship
      35    81080400   81080402   81080404   81080406   81080408   Rescue
      36    81080438   8108043A   8108043C   8108043E   81080440
      37    81080470   81080472   81080474   81080476   81080478   Mr.Blondes Rev.
      38    810804A8   810804AA   810804AC   810804AE   810804B0   Deep Sea
      4D    810804E0   810804E2   810804E4   810804E6   810804E8
      4E    81080518   8108051A   8108051C   8108051E   81080520
      4F    81080550   81080552   81080554   81080556   81080558   Duel
      50    81080588   8108058A   8108058C   8108058E   81080590
      39    810805C0   810805C2   810805C4   810805C6   810805C8   Base
      3A    810805F8   810805FA   810805FC   810805FE   81080600
      3B    81080630   81080632   81080634   81080636   81080638   Area 52
      3C    81080668   8108066A   8108066C   8108066E   81080670   Warehouse
      3D    810806A0   810806A2   810806A4   810806A6   810806A8   Car Park
      3E    810806D8   810806DA   810806DC   810806DE   810806E0
      3F    81080710   81080712   81080714   81080716   81080718
      40    81080748   8108074A   8108074C   8108074E   81080750
      41    81080780   81080782   81080784   81080786   81080788   Ruins
      42    810807B8   810807BA   810807BC   810807BE   810807C0   Sewers
      43    810807F0   810807F2   810807F4   810807F6   810807F8   Felicity
      44    81080828   8108082A   8108082C   8108082E   81080830   Fortress
      45    81080860   81080862   81080864   81080866   81080868   Villa (Mp)
      46    81080898   8108089A   8108089C   8108089E   810808A0
      47    810808D0   810808D2   810808D4   810808D6   810808D8   Grid
      48    81080908   8108090A   8108090C   8108090E   81080910
      49    81080940   81080942   81080944   81080946   81080948
      4A    81080978   8108097A   8108097C   8108097E   81080980
      4B    810809B0   810809B2   810809B4   810809B6   810809B8
      4C    810809E8   810809EA   810809EC   810809EE   810809F0
    
    PAL Level List Codes:
    ---------------------
    Value - Bgdata   - Tiles    - Pads     - Setup    - Mp_setup - Name
    
      09    81080208   8108020A   8108020C   8108020E   81080210   Maian SOS
      14    81080240   81080242   81080244   81080246   81080248   Unknown
      16    81080278   8108027A   8108027C   8108027E   81080280   WAR!
      17    810802B0   810802B2   810802B4   810802B6   810802B8   Ravine
      18    810802E8   810802EA   810802EC   810802EE   810802F0
      19    81080320   81080322   81080324   81080326   81080328   Escape
      1A    81080358   8108035A   8108035C   8108035E   81080360
      1B    81080390   81080392   81080394   81080396   81080398   Retaking the CI
      1C    810803C8   810803CA   810803CC   810803CE   810803D0   Crash Site
      1D    81080400   81080402   81080404   81080406   81080408   Chicago
      1E    81080438   8108043A   8108043C   8108043E   81080440   G5 Build. (Solo)
      1F    81080470   81080472   81080474   81080476   81080478   Complex
      20    810804A8   810804AA   810804AC   810804AE   810804B0   G5 Building (Mp)
      21    810804E0   810804E2   810804E4   810804E6   810804E8   Pelagic II
      22    81080518   8108051A   8108051C   8108051E   81080520   Extraction
      23    81080550   81080552   81080554   81080556   81080558
      24    81080588   8108058A   8108058C   8108058E   81080590
      25    810805C0   810805C2   810805C4   810805C6   810805C8   Temple
      26    810805F8   810805FA   810805FC   810805FE   81080600   CI Training
      27    81080630   81080632   81080634   81080636   81080638   Air Base
      28    81080668   8108066A   8108066C   8108066E   81080670
      29    810806A0   810806A2   810806A4   810806A6   810806A8   Pipes
      2A    810806D8   810806DA   810806DC   810806DE   810806E0   Skedar Ruins
      2B    81080710   81080712   81080714   81080716   81080718
      2C    81080748   8108074A   8108074C   8108074E   81080750   Villa (Solo)
      2D    81080780   81080782   81080784   81080786   81080788   Defense
      2E    810807B8   810807BA   810807BC   810807BE   810807C0
      2F    810807F0   810807F2   810807F4   810807F6   810807F8   Infiltration
      30    81080828   8108082A   8108082C   8108082E   81080830   Defection
      31    81080860   81080862   81080864   81080866   81080868   Air Force One
      32    81080898   8108089A   8108089C   8108089E   810808A0   Skedar
      33    810808D0   810808D2   810808D4   810808D6   810808D8   Investigation
      34    81080908   8108090A   8108090C   8108090E   81080910   Attack Ship
      35    81080940   81080942   81080944   81080946   81080948   Rescue
      36    81080978   8108097A   8108097C   8108097E   81080980
      37    810809B0   810809B2   810809B4   810809B6   810809B8   Mr.Blondes Rev.
      38    810809E8   810809EA   810809EC   810809EE   810809F0   Deep Sea
      4D    81080A20   81080A22   81080A24   81080A26   81080A28
      4E    81080A58   81080A5A   81080A5C   81080A5E   81080A60
      4F    81080A90   81080A92   81080A94   81080A96   81080A98   Duel
      50    81080AC8   81080ACA   81080ACC   81080ACE   81080AD0
      39    81080B00   81080B02   81080B04   81080B06   81080B08   Base
      3A    81080B38   81080B3A   81080B3C   81080B3E   81080B40
      3B    81080B70   81080B72   81080B74   81080B76   81080B78   Area 52
      3C    81080BA8   81080BAA   81080BAC   81080BAE   81080BB0   Warehouse
      3D    81080BE0   81080BE2   81080BE4   81080BE6   81080BE8   Car Park
      3E    81080C18   81080C1A   81080C1C   81080C1E   81080C20
      3F    81080C50   81080C52   81080C54   81080C56   81080C58
      40    81080C88   81080C8A   81080C8C   81080C8E   81080C90
      41    81080CC0   81080CC2   81080CC4   81080CC6   81080CC8   Ruins
      42    81080CF8   81080CFA   81080CFC   81080CFE   81080D00   Sewers
      43    81080D30   81080D32   81080D34   81080D36   81080D38   Felicity
      44    81080D68   81080D6A   81080D6C   81080D6E   81080D70   Fortress
      45    81080DA0   81080DA2   81080DA4   81080DA6   81080DA8   Villa (Mp)
      46    81080DD8   81080DDA   81080DDC   81080DDE   81080DE0
      47    81080E10   81080E12   81080E14   81080E16   81080E18   Grid
      48    81080E48   81080E4A   81080E4C   81080E4E   81080E50
      49    81080E80   81080E82   81080E84   81080E86   81080E88
      4A    81080EB8   81080EBA   81080EBC   81080EBE   81080EC0
      4B    81080EF0   81080EF2   81080EF4   81080EF6   81080EF8
      4C    81080F28   81080F2A   81080F2C   81080F2E   81080F30
    
    
    _____________________________________________
    
    Loading a level via the Combat Simulator menu
    _____________________________________________
    
    When loading a level via the combat simulator menu, you'll be loading levels in
    multiplayer mode. Multiplayer mode more or less means that any players will be
    the players chosen from the player menu's, the pause menu system will be like
    that from multiplayer, and you can set lots of different things (like one-hit
    kills, or fast motion). You probably know all this from before, but the reason
    I'm telling you is because you can load a solo level via the Combat Simulator
    menu.
    
    Remember those two different setups mentioned earlier? When you load a level
    via the Combat Simulator menu, the file set at the mp_setup slot will be
    loaded. Multiplayer mode uses only four files, the bgdata, tiles, pads and
    mp_setup. You can mix and match files from the original multiplayer levels
    easily. To load solo levels, and levels that can't be selected from the level
    menu, you have to use the standard multiplayer level mod:
    
    NTSC               PAL
    800ACB99 00XX      800AD139 00XX
    
    To select the modified level from the arena list, instead of always forcing the
    game to play in the same level, use the following code. This code changes which
    level is loaded when you choose Random from the arena menu:
    
    NTSC               PAL
    80084BF9 00XX      80085149 00XX
    
    
    Example of mix matching original multiplayer levels (PAL example):
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Villa Bgdata mod:   81080DA0 002C - Warehouse bgdata
    Villa Tiles mod:    81080DA2 01F0 - Warehouse tiles
    Villa Pads mod:     81080DA4 01EF - Warehouse pads
    Villa Mp_setup mod: 81080DA8 01E2 - Base mp_setup
    
    The codes change Villa, so to play in this level simply select Villa. You'll
    notice that the actual level is Warehouse, with Warehouse's positions, but the
    sky is Villa's. The mp_setup is Base's, so it has lots of metal crates, five
    doors and two lifts. All of these objects are put in positions that correspond
    to Base's pads. As a result, most of the objects are out of place.
    
    Villa is Warehouse with Base's mp_setup:
    NTSC               PAL
    81080860 002C      81080DA0 002C
    81080862 01F0      81080DA2 01F0
    81080864 01EF      81080DA4 01EF
    81080868 01E2      81080DA8 01E2 
    
    
    Example of a multiplayer game in a solo only arena:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is probably what you'll be doing most, making previously solo only arenas
    playable in multiplayer. The problem with solo only levels is that they don't
    have mp_setup files (or rather, they do have mp_setup files, but they're either
    empty or GoldenEye leftovers). The solution is rather simple. Simply use an
    mp_setup file from a multiplayer level that has a working mp_setup file.
    Remember the "Complex is Chicago" code I showed you earlier?
    
    NTSC               PAL
    8107FF30 000A      81080470 000A - Complex bgdata mod
    8107FF32 017C      81080472 017C - Complex tiles mod
    8107FF34 017B      81080474 017B - Complex pads mod
    
    All this code does is change the look and positions of Complex into Chicago.
    Complexes mp_setup remains unchanged, so you play in Chicago with Complexes
    mp_setup.
    
    Base is the Carrington Institute with Skedar's mp_setup:
    NTSC               PAL
    810805C0 0013      81080B00 0013
    810805C2 0166      81080B02 0166
    810805C4 0165      81080B04 0165
    810805C8 0118      81080B08 0118
    
    This is a version of the Carrington Institute in multiplayer. It's a Base mod
    so choose Base from the menu. It uses Skedar's mp_setup. The weapons can be
    found in the hangar, and the ammo can be found in the firing range. If you use
    other mp_setups the weapons and ammo will appear elsewhere. The following
    mp_setups are the best ones to use:
    
    011B - Complex
    0118 - Skedar
    010B - G5 Building (Mp)
    0212 - Villa
    
    If you remove the last code in the example above, Base's mp_setup will be
    loaded. This mp_setup is great for the Carrington Institute because it has two
    lifts in it. 
    
    In the example above you may have noticed that the level looks kind of flushed
    out. That's because the shadowing is missing. This is most obvious in the
    firing range, by looking at the walls along the left and right (they're usually
    blacked out). If you look around you will actually see that some walls are
    darker than others. These patches are actually Base's shadowing. The files that
    build up a level aren't the only things connected to a level. There's also
    shadowing, fog, backdrop and sky. The problem can easily be solved by loading
    the Carrington Institute in a level it's meant to be loaded in:
    
    The Carrington Institute (Defense version) in multiplayer with Base's setup:
    NTSC               PAL
    800ACB99 002D      800AD139 002D
    81080210 0212      81080788 0212
    
    The shadowing will work with this version of the code. The sky should also be
    blue and sunny, and it takes less lines of code to achieve the same results.
    The floor reflection in the main hall also works.
    
    
    Example of a solo mission loaded in multiplayer:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Loading a solo mission via the Combat Simulator gives you a wealth of options
    you can't choose from normally via the Solo Mission menu. The easiest way to
    make this type of level mod is to simply swap the solo and mp_setup files
    around, and don't change the background data or collision detection. You want
    to have the shadowing loaded in the right level, or the game tends to freeze.
    
    WAR! loaded via the Combat Simulator:
    NTSC               PAL
    800ACB99 0016      800AD139 0016
    8107FD40 0148      81080280 0148
    
    To get this seriously cool code working, simply press start at the Combat
    Simulator Advanced menu. Don't be too hasty, there are a few things you have to
    set before entering the level. First and foremost you'll want to turn on teams
    and select Cyan. If you don't, the Maians at the start of the level will mince
    you with their Callistoes (the Skedar's team colour is yellow). Secondly, you
    won't be playing as a Maian soldier. You'll be playing as player one, so load
    your own multiplayer player from the menu. Lastly you can set certain stuff
    like slow-motion or fast movement.
    
    Once the game starts, you'll take control of your player and probably feel
    large because you usually play this level with a short Maian. The objectives
    interface isn't activated, so you won't be getting any "Objective 1 Completed"
    messages. If you die you'll respawn at the start of the level. By default the
    game loads the level in Agent mode. Last but not least, the game will freeze
    when it tries to load the level complete menu.
    
    Level Difficulty Mod:
    NTSC               PAL
    80084023 000X      80084563 000X
    
    Use this code to set the level difficulty. The values are:
    00 - Agent (It's set at this by default)
    01 - Special Agent
    02 - Perfect Agent
    
    Level Complete Fix:
    NTSC               PAL
    8009D08B 0001      8009D5EB 0001 - Agent
    8009D08F 0001      8009D5EF 0001 - Special Agent
    8009D013 0001      8009D5F3 0001 - Perfect Agent
    
    Use this code to stop the game from freezing when the level is completed. If
    you're playing in Agent mode then use the first code. If you're playing in
    Special Agent mode then use the first and second code. For Perfect Agent mode
    use all three codes. If the above code doesn't work, use this code instead:
    
    Alternate Level Complete Fix:
    NTSC               PAL
    D1067E56 XX00      D1067B36 XX00
    800AC7F6 0190      800ACD96 0190
    
    This code contains the objectives complete modifier and the Briefcase score
    modifier. To get it working you need to have Hold the Briefcase on as a
    scenario, and Team Score must not be set to unlimited. The game ends the moment
    you complete all the objectives, so you can't watch the outro cut-scene. The
    objective values for WAR! are:
    
    02 - Objective one complete (Agent)
    06 - Objective one and two complete (Special Agent) 
    0E - Objective one, two and three complete (Perfect Agent)
    
    Some solo missions have objectives that simply won't work when you load the
    mission via the Combat Simulator menu. A good example is in Defense. The
    buttons that activate the droneguns don't work. You simply can't press them, so
    you can't activate them. When it comes to these kind of objectives, the best
    thing to do is to hack individual codes that fix the problems. Since that can
    be a hard and lengthy procedure, the second best thing to do is use the
    objectives completed mod, and simply skip the objective.
    
    Objectives completed (or failed) modifier:
    NTSC               PAL
    81067E56 XX00      81067B36 XX00
    
    The values for the objectives completed mod vary depending on which level is
    loaded, and how many objectives there are. If completing objective 1 had the
    value 02, and completing objective 1 and 2 had the value 04, you could make
    the following code:
    
    D1067E56 0200
    81067E56 0400
    
    This code uses an activator. When objective 1 is complete, objective 1 and 2
    will become complete.
    
    Note of importance:
    Depending on the compatibility of your cheating device, only certain levels
    will work. It's well known that with a version 3.0 Gameshark or Action Replay,
    you can't play in Villa (Solo) or Infiltration. The version 3.3 Professional
    cheating devices have better compatibility. For the best compatibility use an
    emulator on a PC. Not all levels can be loaded via the Combat Simulator menu
    when using a version 3.0 cheating device. Of those levels that can be loaded
    and work with version 3.0, stick to playing with only one player. WAR! is a
    relatively easy level to load, and the example I've given above works in all
    versions. If you try and add a second player (Co-operative mode) and have a
    version 3.0, the game will freeze. If you have anything better than 3.0 then
    two players should work fine. On a PC you can activate up to four players, for
    Tri-operative and Quad-operative modes.
    
    
    Tri-operative and Quad-operative modes:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Sounds exciting doesn't it? The ability to play solo levels with up to four
    people. There are two problems with this. The first is that most levels won't
    work, and the second is that the game lags. In normal co-operative mode the
    game lags quite a bit, but add two more players and the enemies will be running
    around you in circles before you even see them. To get Tri-operative or
    Quad-operative modes working, simply follow the same procedure as loading a
    solo mission via the Combat Simulator menu. 
    
    WAR! loaded via the Combat Simulator (Complete, Perfect Agent version):
    NTSC               PAL
    800ACB99 0016      800AD139 0016
    8107FD40 0148      81080280 0148
    80084023 0002      80084563 0002
    8009D08B 0001      8009D5EB 0001
    8009D08F 0001      8009D5EF 0001
    8009D013 0001      8009D5F3 0001
    
    The amount of players depends on how many have pressed start. Unfortunately,
    player three and four are stuck inside each other, so you'll have to either
    kill one of them, or move them (see Part 2).
    
    
    ___________________________________________
    
    Loading a level via the solo mission menu's
    ___________________________________________
    
    Loading levels via the solo menu's really only allows you to play solo
    missions. You can't load multiplayer setups or multiplayer games via the solo
    mission menu's. The solo mission menu's are the one player Solo Mission menu,
    Co-operative menu, Counter-operative menu and the Cinema menu. Loading a level
    from the Cinema menu allows you to skip the solo mission briefing.
    
    When you load a level via the solo mission menu's, the game uses 11 different
    files. Four of these are the files that build up a level: bgdata, tiles, pads
    and solo setup. The game loads the file set at the solo setup value. The
    remaining 7 files are the level text and 6 other files that are connected to a
    missions solo setup. You can't change these files (with the exception of the
    text), so you can only load solo setups in the levels they are meant to be in.
    You can't swap levels around so that, to give an example, you change Chicago
    into Pelagic II. You can't do this because you can't change Chicago's other
    solo mission files. This means that when using the solo mission menu's, you'll
    only be able to change the bgdata, tiles and pads. Try and change anything else
    and you risk the game freezing.
    
    000A - bgdata/bg_pete.seg      - Background data (Wall and floor images)
    017C - bgdata/bg_pete_tilesZ   - Collision detection (Contact with the bgdata)
    017B - bgdata/bg_pete_padsZ    - Pads (preset positions)
    013E - UsetuppeteZ             - Solo mission setup
    06DC - LpeteE                  - Solo mission text
    06DD - LpeteJ                  - Unknown / unused
    06DE - LpeteP                  - Unknown / unused
    06DF - Lpete_str_gZ            - Unknown / unused
    06E0 - Lpete_str_fZ            - Unknown / unused
    06E1 - Lpete_str_sZ            - Unknown / unused
    06E2 - Lpete_str_iZ            - Unknown / unused
    
    Standard Solo Level Modifier:
    NTSC              PAL
    8009DFE9 00XX     8009E589 00XX
    
    
    Example of a solo mission in an arena it's not supposed to be in:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Putting a solo mission in an arena it's not supposed to be in can produce some
    really cool solo levels. The process involves putting all the objects and
    guards from a solo setup, into a different arena than normal. Not all
    combinations work, and not all combinations are easy to get to work. Choosing
    which setup to put in which arena defines what kind of level it will be like.
    You can load WAR!s setup in almost any arena, giving you a solo mission that
    involves respawning enemies and targets you have to kill. Alternatively, you
    can load Crash Site's setup into most arenas, giving you a level with lots of
    guards walking around. The following example loads Area 51's arena in Crash
    Site. Select Crash Site from the solo mission menu to get it working.
    
    Crash Site in Area 51:
    NTSC               PAL
    8107FE88 001B      810803C8 001B
    8107FE8A 0176      810803CA 0176
    8107FE8C 0175      810803CC 0175
    
    The first thing you'll notice is the cut-scene. It takes place above the arena.
    It does this because the cut-scene is taking place in the exact same place as
    the cut-scene normally would in Crash Site's arena. Unfortunately you can't
    change this, and you will start at exactly the same coordinates as normal. This
    is usually outside the level, meaning that when the game starts, player one
    falls to the ground and dies (in the example you fall down and land in the
    level). This can be solved by either changing player ones coordinates
    temporarily, or by moonjumping.
    
    Other things you may notice is the sheer amount of objects in odd places, and
    that some of the objectives have become unachievable. You will also see that
    some of the attributes of the level have been transferred over. What I'm
    talking about is like in the example, it's snowing everywhere, and some of the
    rooms are shrouded in darkness like the caves from Crash Site. This can either
    be for the better or worst.
    
    
    Moonjump codes:
    ~~~~~~~~~~~~~~~
    In order to get around a level there are two ways. Both involve using
    activators, which means having to press a button. The first way is by moving
    player ones coordinates. I'll describe how to do this in Part 2. The second way
    to get around, or to move player one into a level, is by moonjumping.
    Moonjumping is perfect for when you want to test arena and setup combinations,
    because you usually start outside the level. Simply press B to move upwards,
    while you are falling. You have to find something to fall off, but you can
    usually find a "hotspot" that allows you to moonjump from a flat floor.
    Switching to controller style 1.1 makes things a lot easier to control. There
    are four different moonjump codes. Which one you use is decided by the arena
    you are in (with one or two exceptions). Most solo arenas use the first
    moonjump code provided, Villa (Solo) and Infiltration differ (Maian SOS differs
    too, but I can't remember which moonjump it uses). All multiplayer arenas use
    the multiplayer moonjump. You can activate all four moonjump codes at the same
    time without any side effects, so the easiest thing to do is just activate them
    all.
    
    Solo only arena Moonjump:
    NTSC               PAL
    D009C7E4 0040      D1099FB0 4000
    81206720 40F2      81202000 40F2
    D009C7E4 0040      D1099FB0 4000
    802066D3 0000      80201FB3 0000
    
    Multiplayer arena Moonjump:
    NTSC               PAL
    D009C7E4 0040      D1099FB0 4000
    811BB720 40F2      811B7000 40F2
    D009C7E4 0040      D1099FB0 4000
    801BB6D3 0000      801B6FB3 0000
    
    Villa (Solo) Moonjump:
    NTSC               PAL
    D009C7E4 0040      D1099FB0 4000
    811ED720 40F2      811E9000 40F2
    D009C7E4 0040      D1099FB0 4000
    801ED6D3 0000      801E8FB3 0000
    
    Infiltration Moonjump:
    NTSC               PAL
    D009C7E4 0040      D1099FB0 4000
    811D4720 40F2      811D0000 40F2
    D009C7E4 0040      D1099FB0 4000
    801D46D3 0000      801CFFB3 0000
    
    
    The amount of pads in a level:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The amount of pads there is in a level has a lot to do with whether a setup can
    be loaded in a different level or not. If the setup is trying to place an
    object on a pad that doesn't exist, the game is likely to freeze. To give an
    example, Complex has E2 pads and Area 51 has 568. The solo setup for Maian SOS
    has lots of objects and guards it puts in 568 different places. Let's say that
    the UFO is put at pad number 52E. When you load Maian SOS's setup in Complex
    with Complexes pads, the UFO is still put at pad number 52E. Complex only has
    E2 pads, pad number 52E doesn't exist! There's about an 80% chance that the
    game will freeze. The more objects and guards that are put in pads that don't
    exist, the higher this percentage becomes.
    
    Does this mean that you can't load Maian SOS's setup in Complex? The answer
    would be no. The setup for Maian SOS is incompatible with the pads from
    Complex, but not with the pads from Area 51. You can load Complex with Area
    51's pads, and Maian SOS's setup and it won't freeze. Consequently, none of the
    pads from Area 51 are put in the same position as the arena Complex, so the
    arena will be empty.
    
    To make things easier to work out I've compiled the following list:
    
    Number:  Level used in:          Total number of pads (in hex):
    
      0183     Maian SOS               568
      018D     WAR!                    152
      014F     Ravine                  EF
      018F     Escape                  568
      0185     Retaking the Institute  0
      0155     Crash Site              1DF
      017B     Chicago                 126
      0161     G5 Building (Solo)      103
      017D     Complex                 E2
      015D     G5 Building (MP)        D1
      015F     Pelagic II              225
      0151     Extraction              25F
      016D     Temple                  C0
      0165     Carrington Institute    28A
      0159     Air Base                1FA
      015B     Pipes                   105
      0189     Skedar Ruins            152
      0169     Villa (Solo)            23A
      016B     Defense                 28A
      0175     Infiltration            568
      014B     Defection               260
      017F     Air Force One           172
      0177     Skedar                  106
      0167     Investigation           280
      016F     Attack Ship             1F6
      0173     Rescue                  568
      0191     Mr. Blonde's Revenge    0
      0179     Deep Sea                29C
      01DB     Duel                    28A
      01E3     Base                    F7
      01EB     Area 52                 11D
      01EF     Warehouse               190
      01F3     Car Park                134
      0203     Ruins                   BA
      0207     Sewers                  BA
      020B     Felicity                F3
      020F     Fortress                202
      0213     Villa                   DB
      021B     Grid                    DA
    
    Some pad files are identical to one another. Infiltration, Rescue, Escape and
    Maian SOS all share Area 51's pads. Swapping the pads from Rescue with the ones
    from Maian SOS won't change anything. The same goes for Defense, Duel and the
    CI Training Ground. Retaking the Institute doesn't have any pads. Most of
    Defections pads are different than Extractions pads. Mr. Blondes Revenge uses
    Defections pads.
    
    
    Loading solo levels via the Cinema menu:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Some solo levels freeze at the objectives and briefing menu when you try to
    load them. Other levels you may want to start after a mid-level cut-scene. This
    can be done by loading the level via the Cinema menu. No briefings will be
    shown, so the game won't freeze. In order to stop the game from ending the
    level the moment you start you need the following code:
    
    "Happening" Modifier:
    NTSC               PAL
    8009A493 000X      8009A9E3 000X
    
    The "happening" modifier shows the value 0000 when the game wants something to
    happen, and 0001 when it doesn't want anything to happen. Set it at 0000 and
    the level won't end when the cut-scene finishes. Set it at 0001 and you can't
    activate any of the cut-scenes.
    
    
    Skipping the intro logo's and menu's:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you really can't get past the logo's without the game freezing, or you want
    to test levels quickly, there is a way to skip the intro logo's. In truth, you
    don't just skip the logo's and menu's, you skip everything else as well!
    Loading levels like this is the best way to see if a combination of level files
    will work or not, and it's also a lot easier than having to watch all the
    logo's, and go through all the menu's before finally getting the chance to test
    a level.
    
    Go straight to a solo mission upon starting the game:
    NTSC               PAL
    8105D9B6 00XX      8105D656 00XX
    8009DFE9 00XX      8009E589 00XX
    81075582 0000      81075A52 0000
    81074602 0000      81074AAA 0000
    8107459A 0000      81074A42 0000
    
    XX stands for a value from the level list. The other codes are menu modifiers
    that stop you from selecting anything from the menu's that pop up. The only way
    to freeze the game is by pressing B at the objectives menu when you restart.
    You should be able to play the level over and over.
    
    
    ______________________
    
    Other level attributes
    ______________________
    
    The files that build up a level are not the only things that are connected to a
    level. A level also has a sky, shadowing, fog, and if it's a solo level,
    background music (lights are part of the background data, when loaded in solo).
    You can't change these very easily, so if you want to make a level with a
    specific sky or fog type, you have to modify that level. If you want to play
    solo arenas in multiplayer, you need the shadowing for those levels as well. To
    get this you have to modify the levels the solo arenas are originally used in.
    Some levels allow you to see farther, and some levels reduce how far you can
    see by blacking out walls in the distance. Levels with fog in like Crash Site
    allow you to see far into the distance. One thing to note is that when you load
    a level in solo mode, any backdrops will appear. What I mean as in backdrop is
    the sun from the Carrington Institute, the planet from Attack Ship and the moon
    from the dataDyne Building. These backdrops will disappear when you load the
    level in multiplayer mode. When you make level mods for lorez you've got to
    make sure you modify an already working level, and hope that that levels
    shadowing doesn't mess things up.
    
    
    Level Skies:
    ~~~~~~~~~~~~
    There are different types of level skies. Multiplayer usually has a black sky
    with coloured clouds, while solo usually has a nicer looking sky with a
    backdrop. Some levels that are large have fog, but it isn't used as much as in
    GoldenEye. One level to take note of is BETA level 2B, which has really heavy
    fogging and you can’t see farther than a few meters ahead of you.
    
    Level  Codename  Level Name          Sky Description
    
     09     sev      Maian SOS           Area 51 backdrop
     14     silo     Skedar              Red dark cloudy sky
     16     stat     WAR!                Multicoloured sky with three suns
     17     arec     Ravine              Orange dark cloudy sky
     18     arch     BETA                Black sky
     19     tra      Escape              Area 51 backdrop
     1A     dest     BETA                Blue sky with white clouds, waterline
     1B     sevb     Retaking the Inst.  Blue sky with sun
     1C     azt      Crash Site          Red sky with orange clouds and some fog
     1D     pete     Chicago             Orange dark cloudy sky
     1E     depo     G5 Building (Solo)  Black sky
     1F     ref      Complex             Grey dark cloudy sky
     20     cryp     G5 Building (Mp)    Cyan dark cloudy sky
     21     dam      Pelagic II          Blue sky with white clouds and some fog
     22     ark      Extraction          Starlight sky, moon backdrop
     23     run      BETA                Black sky
     24     sevx     BETA                Grey dark cloudy sky
     25     jun      Temple              Blue sky with white clouds
     26     dish     CI Training         Blue sky with sun
     27     cave     Air Base            Dark blue sky with white clouds
     28     cat      BETA                Blue sky
     29     crad     Pipes               Cyan dark cloudy sky
     2A     sho      Skedar Ruins        Multicoloured sky with three suns
     2B     sevx     BETA                Red dark cloudy sky, heavy fogging
     2C     eld      Villa               Blue sky with sun
     2D     imp      Defense             Blue sky with sun
     2E     ash      BETA                Black sky
     2F     lue      Infiltration        Area 51 backdrop
     30     ame      Defection           Starlight sky, moon backdrop
     31     rit      Air Force One       Dark blue sky with white clouds, waterline
     32     oat      Skedar              Red dark cloudy sky
     33     ear      Investigation       Black sky
     34     lee      Attack Ship         Starlight sky, Skedar homeworld planet
     35     lip      Rescue              Area 51 backdrop
     36     len      BETA                Green sky
     37     wax      Mr.Blondes Revenge  Starlight sky, moon backdrop
     38     pam      Deep Sea            Black sky
     4D     uff      BETA                Black sky
     4E     old      BETA                Starlight sky (Messed up visualisation)
     4F     ate      Duel                Blue sky with sun
     50     lam      BETA                Black sky
     39     mp1      Base                Green dark cloudy sky
     3A     mp2      BETA                Grey dark cloudy sky
     3B     mp3      Area 52             Cyan dark cloudy sky
     3C     mp4      Warehouse           Grey dark cloudy sky
     3D     mp5      Car Park            Green dark cloudy sky
     3E     mp6      BETA                Black sky
     3F     mp7      BETA                Black sky
     40     mp8      BETA                Black sky
     41     mp9      Ruins               Green dark cloudy sky
     42     mp10     Sewers              Grey dark cloudy sky
     43     mp11     Felicity            Green dark cloudy sky
     44     mp12     Fortress            Cyan dark cloudy sky
     45     mp13     Villa               Blue sky with white clouds
     46     mp14     BETA                Black sky
     47     mp15     Grid                Black sky
     48     mp16     BETA                Black sky
     49     mp17     BETA                Green dark cloudy sky
     4A     mp18     BETA                Black sky
     4B     mp19     BETA                Black sky
     4C     mp20     BETA                Blue sky with white clouds
    
    What can the level skies tell us about the BETA levels? Most BETA levels have
    black sky, but some have coloured skies, and even a little bit of shadowing and
    fog. Some of the level skies look like they've been left over from GoldenEye.
    Most notably is level 1A which has a cloudy sky and a waterline. In GoldenEye,
    1A is Frigates level. The level 2B is the level that Surface 2 is in, and that
    has heavy fog like the one in Perfect Dark has too. It's still hard to tell
    which level was meant to be Rooftop, but it can't have been any of the BETA
    levels with a black sky. Rooftop must have had a sky to look up at, because
    like the name states, it takes place on a rooftop.
    
    
    Background Music:
    ~~~~~~~~~~~~~~~~~
    Multiplayer allows you to select soundtracks from the soundtrack menu. You can
    either select the soundtrack you want from the menu, or use a music modifier to
    listen to any of the soundtracks from the entire game:
    
    Multiplayer Music Modifier:
    NTSC               PAL
    800AA5FB 00XX      800AAB9B 00XX
    
    Soundtracks:
    00 - Random
    3A - Dark Combat
    3B - Skedar Mystery
    3C - The BETA Soundtrack (starts like Deep sea but changes)
    3D - CI Operative
    3E - dataDyne Action
    3F - Maian Tears
    40 - Alien Conflict
    0D - Carrington Institute
    09 - Defection
    10 - Defection X
    12 - Investigation
    13 - Investigation X
    02 - Extraction
    11 - Extraction X
    0C - Villa
    27 - Villa X
    0E - Chicago
    28 - Chicago X
    0F - G5 Building
    29 - G5 Building X
    14 - Infiltration
    2A - Infiltration X
    16 - Rescue
    32 - Rescue X
    06 - Escape
    33 - Escape X
    17 - Air Base
    34 - Air Base X
    18 - Air Force One
    35 - Air Force One X
    1D - Crash Site
    1E - Crash Site X
    1C - Pelagic II
    36 - Pelagic II X
    07 - Deep Sea
    37 - Deep Sea X
    04 - Defense
    24 - Defense X
    1F - Attack Ship (Doesn't work in lorez)
    20 - Attack Ship X
    21 - Skedar Ruins
    38 - Skedar Ruins X
    58 - End Credits
    03 - Pause Menu
    0A - Death music from Solo
    1B - Mission Status Unknown
    47 - Mission Failed
    48 - Combat Simulator Menu
    49 - Mission Success
    59 - Perfect Menu
    64 - The Last Boss music (Doesn't work in lorez)
    65 - Training 
    67 - Combat Simulator Game Complete
    
    Cut-Scene Music:
    0B - Sound effects from Defection intro
    22 - Defection intro without sound effects
    23 - Defection outro
    25 - Investigatin intro
    26 - Investigation outro
    2D - Extraction intro
    2C - Extraction outro
    30 - Villa intro version one
    43 - Villa intro version two
    44 - Villa intro version three
    1A - Jumpship sounds from Villa intro
    63 - Villa outro
    2F - Chicago intro
    2B - Chicago outro
    2E - G5 Building intro
    46 - G5 Building Special
    45 - G5 Building outro
    31 - Infiltration intro
    53 - Infiltration outro
    51 - Rescue intro
    42 - Rescue outro
    41 - Escape intro
    50 - Escape Special
    55 - Escape outro
    76 - Escape outro (Short version)
    72 - UFO from Escape outro
    4B - Air Base intro
    39 - Air Base intro (Last part only)
    60 - Air Base outro
    4E - Air Force One intro
    5B - Air Force One Special
    5D - Air Force One outro
    4A - Confrontation intro
    57 - Confrontation outro
    54 - Pelagic II intro
    5C - Pelagic II outro
    52 - Deep Sea intro
    4D - Deep Sea Special
    5A - Deep Sea outro
    56 - Defense intro
    61 - Defense outro 
    4C - Attack Ship intro
    4F - Attack Ship outro
    5E - Skedar Ruins intro
    62 - Skedar Ruins outro
    6C - Joanna using PC cut-scene
    
    Background Sound Effects from Solo missions:
    05 - Experiments from Investigation
    08 - Traffic from the dataDyne Building
    66 - Wind with strange beats from Crash Site
    68 - The sound of the sea from Pelagic II and Villa
    69 - Wind from Air Base
    6A - Traffic from Chicago and the G5 Building
    6D - Frogs and Grasshoppers from Infiltration
    6E - Ceten Screams from Deep Sea
    6F - Hum from Air Force One 
    70 - Hum from Attack Ship
    71 - Wind from Skedar Ruins and WAR!
    73 - Area 51 employee commandments from Rescue
    74 - Area 51 employee commandments from Escape and Maian SOS
    
    Short Sound Effects:
    01 - Rareware logo
    15 - BETA Combat Simulator death soundtrack
    19 - Combat Simulator death
    5F - A simple tone (Bloop)
    6B - Perfect Dark Logo music
    75 - BETA A few plongs which sound like the Mario theme
    
    
    A simple music modifier for solo levels (like the one for multiplayer seen
    above) does exist, but it doesn't work as expected. Solo levels have two
    soundtracks, a foreground and background soundtrack (in addition to an X
    soundtrack). The solo music modifier randomly selects which of the foreground
    and background soundtracks to choose from. The result is that you sometimes end
    up with two soundtracks playing at the same time. Instead of a code that
    modifies the soundtrack played in all solo levels, you need to make codes that
    work in single levels.
    
    The solo level soundtrack list is located at NTSC 80084500 and PAL 80084A50. To
    make things easier I've made a table which can be seen below:
    
      ____________________________________________________________________________
      | NTSC:       LV:   FG:   BG:   Xs:     PAL:        Level name:            |
      |                                                                          |
      | 80084500 -  0026  000D  FFFF  0024  - 80084A50 -> CI Training Ground     |
      | 80084508 -  0030  0009  0008  0010  - 80084A58 -> Defection              |
      | 80084510 -  0033  0012  0005  0013  - 80084A60 -> Investigation          |
      | 80084518 -  0022  0002  0008  0011  - 80084A68 -> Extraction             |
      | 80084520 -  002C  000C  0068  0027  - 80084A70 -> Carrington Villa       |
      | 80084528 -  001D  000E  006A  0028  - 80084A78 -> Chicago                |
      | 80084530 -  001E  000F  006A  0029  - 80084A80 -> G5 Building            |
      | 80084538 -  002F  0014  006D  002A  - 80084A88 -> Infiltration           |
      | 80084540 -  0035  0016  0073  0032  - 80084A90 -> Rescue                 |
      | 80084548 -  0019  0006  0074  0033  - 80084A98 -> Escape                 |
      | 80084550 -  0027  0017  0069  0034  - 80084AA0 -> Air Base               |
      | 80084558 -  0031  0018  006F  0035  - 80084AA8 -> Air Force One          |
      | 80084560 -  001C  001D  0066  001E  - 80084AB0 -> Crash Site             |
      | 80084568 -  0021  001C  0068  0036  - 80084AB8 -> Pelagic II             |
      | 80084570 -  0038  0007  006E  0037  - 80084AC0 -> Deep Sea               |
      | 80084578 -  002D  0004  FFFF  0024  - 80084AC8 -> Defense                |
      | 80084580 -  0034  001F  0070  0020  - 80084AD0 -> Attack Ship            |
      | 80084588 -  002A  0021  0071  0038  - 80084AD8 -> Skedar Ruins           |
      | 80084590 -  0037  003A  0008  003A  - 80084AE0 -> Mr. Blondes Revenge    |
      | 80084598 -  0009  003F  0074  003F  - 80084AE8 -> Maian SOS              |
      | 800845A0 -  001B  003D  FFFF  003D  - 80084AF0 -> Retaking the Institute |
      | 800845A8 -  0016  0040  0071  0040  - 80084AF8 -> WAR!                   |
      | 800845B0 -  004F  0058  FFFF  0058  - 80084B00 -> Duel                   |
      | 800845B8 -  005C  0040  FFFF  0040  - 80084B08 -> Scrolling PD Logo      |
      |__________________________________________________________________________|
    
    In the first column of values you can see the level number. These numbers are
    the same as the ones on the level list and don't need to be changed. The second
    row holds the foreground soundtrack modifier (FG), and the third holds the
    background soundtrack modifier (BG). The last row is the X soundtrack modifier.
    
    The foreground soundtrack is the normal soundtrack you listen to. The
    background soundtrack is the background effects that you can hear in most
    levels. To give an example, it could be wind from levels like Skedar Ruins, or
    traffic buzz from levels like Defection and Extraction. The X soundtrack is the
    upbeat version of the normal foreground music. It's normally activated some
    time during the level (it isn't activated in Investigation, Pelagic II or Crash
    Site).
    
    To make the code of your choice, simply use the table above to assign the
    correct values to the correct address. To give an example, if you wanted to
    make a code that changes Crash Sites foreground music into Alien Conflict, it
    would be:
    
    NTSC               PAL
    81084562 0040      81084AB2 0040
    
    Changing the soundtrack in a solo level goes a long way to changing the overall
    feel of the level, and makes it feel more different than if you just let the
    original soundtrack play.
    
    
    _______________________________________________________________________________
    
                    < Part Two - Modifying the objects in a level >
    _______________________________________________________________________________
    
     > Modifying objects
        ~ NTSC Object modifier codes
        ~ PAL Object modifier codes
    
     > Modifying weapons
        ~ NTSC Weapon modifier codes
        ~ PAL Weapon modifier codes
        ~ Multiplayer ammo codes
    
     > Modifying costumes
        ~ Body image modifier codes
        ~ Head image modifier codes
        ~ Arm image modifier codes
        ~ Gender modifying
        ~ Random enemy head modifying
    
     > Moving players into levels
        ~ The real time coordinates list
        ~ Finding your current coordinates
        ~ Moving a player with activators
        ~ The CI Training Ground Disabler
    
    _________________
    
    Modifying objects
    _________________
    
    When you modify an object using the following codes, you modify all instances
    of that object in the game. Wherever it appears in the game it will have been
    changed. To give an example, if you were to change the metal crate image into a
    UFO, you would get UFO's in Complex and Ravine (which both have metal crates).
    These codes only allow you to change an objects image and size. The object
    image is modified using the object image values on the global object list.
    
    Below you will see two lists of codes, one for PAL and one for NTSC. This list
    is taken from NTSC 8007B070 and PAL 8007B540, and builds up the in-game object
    list (see the resources section). You will find codes that modify an objects
    image next to that object, and it's image value from the global object list. To
    make an object modification simply find the object you want to change, and the
    object you want to change it to. Use the code from the object you want to
    change, and the image value of the object you want to change it to (try not to
    mix the PAL and NTSC lists up, they look identical). Here's an example:
    
    Change Shield into BETA Body Armour:
    NTSC               PAL
    8107B810 0564      8107BCE0 0564
    
    To modify an objects size, simply add 2 to the image modifier address. Most
    objects have either 0199 or 1000 as their object size.
    
    Make Shield (or the object it has been turned into) Bigger:
    NTSC               PAL
    8107B812 1000      8107BCE2 1000
    
    It is also possible to "delete" an object. To delete an object you set it's
    image to one that has no collision detection (0100 - Tv Screen), and set it's
    size to 0001. You can't see it or touch it, but it's still there. Here's an
    example:
    
    "Delete" Metal Crates (Blue Tint):
    NTSC               PAL
    8107B178 0100      8107B648 0100
    8107B17A 0001      8107B64A 0001
    
    This code was used in the Pelagic II in Villa code. It "deletes" most instances
    of the metal crates, but where they are put on pads that resize the object you
    will see white rectangles.
    
    Not all objects can be changed. Some object modifications simply freeze the
    game for no apparent reason. Most codes work though, it's only the odd ones out
    that don't like to work. Also, some codes like to work on a PC but not in a
    cheating device, or vice-versa.
    
    A few object image values can't be found in the object image lists below. These
    are BETA ones like the GoldenEye logo:
    00D3 - BETA GoldenEye Logo
    0761 - BETA GoldenEye Research Tape
    0773 - BETA Briefcase
    
    
    NTSC Object modifier codes:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Object  Object  Object
    Number Modifier Value  Object Name
    
    0000 - 8107B070 01C6 - Investigation Ceiling dronegun
    0001 - 8107B078 01CA - Crash Site Green Drone Gun
    0002 - 8107B080 0100 - Tv Screen
    0003 - 8107B088 0083 - BETA Borg Crate
    0004 - 8107B090 0101 - Pane of glass
    0005 - 8107B098 005D - Metal Crate
    0006 - 8107B0A0 005D - Metal Crate
    0007 - 8107B0A8 005D - Metal Crate
    0008 - 8107B0B0 005D - Metal Crate
    0009 - 8107B0B8 005D - Metal Crate
    000A - 8107B0C0 005D - Metal Crate
    000B - 8107B0C8 005D - Metal Crate
    000C - 8107B0D0 005D - Metal Crate
    000D - 8107B0D8 005D - Metal Crate
    000E - 8107B0E0 005D - Metal Crate
    000F - 8107B0E8 005D - Metal Crate
    0010 - 8107B0F0 0089 - BETA Door
    0011 - 8107B0F8 0086 - Briefcase
    0012 - 8107B100 0087 - Chicago Tracer bug
    0013 - 8107B108 0088 - Data Uplink
    0014 - 8107B110 00DD - Nintendo Logo
    0015 - 8107B118 00BE - Metal Panel
    0016 - 8107B120 00CB - BETA Flag from GoldenEye
    0017 - 8107B128 00DC - Area 51 Control Panel / Button
    0018 - 8107B130 00BF - BETA GoldenEye Terminal
    0019 - 8107B138 0065 - Area 51 Square Door (Top part)
    001A - 8107B140 0062 - Area 51 Square Door (Bottom part)
    001B - 8107B148 006D - Area 51 Door (Left)
    001C - 8107B150 006E - Area 51 Door (Right)
    001D - 8107B158 006F - Area 51 Door
    001E - 8107B160 0063 - Area 51 Door with glass window
    001F - 8107B168 0064 - Area 51 Brown door
    0020 - 8107B170 005D - Metal Crate
    0021 - 8107B178 005E - Metal Crate (Blue tint)
    0022 - 8107B180 005F - Metal Crate (Brown tint)
    0023 - 8107B188 0060 - Area 51 Hole-in-wall frame
    0024 - 8107B190 006A - Area 51 Wall you blow up (With X on)
    0025 - 8107B198 0061 - Area 51 Hole-in-wall frame
    0026 - 8107B1A0 006B - Area 51 Wall you blow up (Laboratory side)
    0027 - 8107B1A8 006C - Area 51 Hole-in-wall frame (Before blown up)
    0028 - 8107B1B0 007B - BETA Villa Door
    0029 - 8107B1B8 007C - Villa Wooden door
    002A - 8107B1C0 007D - BETA Villa Wooden slide door
    002B - 8107B1C8 0067 - Area 51 Hanger lift
    002C - 8107B1D0 0066 - Area 51 Small lift from hanger
    002D - 8107B1D8 0068 - Area 51 Storage lift 1
    002E - 8107B1E0 0069 - Area 51 Storgae lift 2
    002F - 8107B1E8 0078 - Villa Wine Bottle (Green)
    0030 - 8107B1F0 0079 - Villa Wine Bottle (Red)
    0031 - 8107B1F8 007A - Villa Wine Bottle (Red, not JUNG brand)
    0032 - 8107B200 007E - Villa Windmill propellar
    0033 - 8107B208 00D6 - Area 51 Elvis on hoverbed
    0034 - 8107B210 00D9 - BETA Multicoloured box
    0035 - 8107B218 0082 - Deep Sea Door (Right)
    0036 - 8107B220 0081 - Deep Sea Door (Left)
    0037 - 8107B228 00A8 - dataDyne Building Lift
    0038 - 8107B230 0092 - dataDyne Building Roof fan
    0039 - 8107B238 0093 - dataDyne Building Wall fan
    003A - 8107B240 00D5 - Hoverbike
    003B - 8107B248 00A9 - dataDyne Building Office door
    003C - 8107B250 00AA - Pot plant (Rubber plant)
    003D - 8107B258 00AC - Pot plant (Spider plant)
    003E - 8107B260 00AB - Pot plant (Spike plant)
    003F - 8107B268 00B5 - dataDyne Building Window glass
    0040 - 8107B270 00AE - dataDyne Building Sofa
    0041 - 8107B278 00AD - dataDyne Building Armchair
    0042 - 8107B280 00B1 - dataDyne Building Service door
    0043 - 8107B288 00B4 - dataDyne Building Grating door
    0044 - 8107B290 00A7 - dataDyne Building Lift door
    0045 - 8107B298 00B3 - dataDyne Building Vertical blind
    0046 - 8107B2A0 0091 - dataDyne Building Desk
    0047 - 8107B2A8 008F - dataDyne Building Desk chair
    0048 - 8107B2B0 00E0 - Changing N logo
    0049 - 8107B2B8 00DE - Changing N logo 2
    004A - 8107B2C0 00DF - Changing N logo 3
    004B - 8107B2C8 00E6 - Perfect Dark Logo
    004C - 8107B2D0 00E3 - Perfect Dark Logo 1
    004D - 8107B2D8 00E5 - Perfect Dark Logo 2
    004E - 8107B2E0 00E4 - Perfect Dark Logo 3
    004F - 8107B2E8 00E2 - Perfect Dark Logo 4
    0050 - 8107B2F0 0096 - Hovercop
    0051 - 8107B2F8 0098 - Hovermoto
    0052 - 8107B300 0099 - Hovertruck
    0053 - 8107B308 0095 - Hovercar
    0054 - 8107B310 0094 - Hovercab
    0055 - 8107B318 008B - dataDyne Building Hole-in-tube unexploded
    0056 - 8107B320 008A - dataDyne Building Hole-in-tube frame
    0057 - 8107B328 008D - dataDyne Building Hole-in-wall unexploded
    0058 - 8107B330 008C - dataDyne Building Hole-in-wall frame
    0059 - 8107B338 00E1 - Blue computer
    005A - 8107B340 00D7 - Hovercrate
    005B - 8107B348 00C8 - Carrington Institute Drop ship (Villa, Defense)
    005C - 8107B350 007F - Deep Sea Door from beginning of level
    005D - 8107B358 0080 - Deep Sea Lift
    005E - 8107B360 0084 - Case
    005F - 8107B368 00B2 - dataDyne Building Cassandra's desk
    0060 - 8107B370 00DA - Area 51 Pane of glass with yellow/black caution stripes
    0061 - 8107B378 00DB - Area 51 Pane of glass with yellow/black caution stripes
    0062 - 8107B380 0075 - Area 51 Table
    0063 - 8107B388 0071 - BETA Area 51 Chair
    0064 - 8107B390 0074 - BETA Area 51 Screen
    0065 - 8107B398 0077 - Area 51 Trashcan
    0066 - 8107B3A0 0072 - Area 51 Entrance hall desk
    0067 - 8107B3A8 0076 - Area 51 Empty hoverbed
    0068 - 8107B3B0 0073 - Area 51 Office divider (Peachy coloured)
    0069 - 8107B3B8 0070 - Area 51 Bulletin board with Maian pictures
    006A - 8107B3C0 00F9 - Skedar Ruins Canyon wall after blowing up rock
    006B - 8107B3C8 00FA - Skedar Ruins Canyon rock
    006C - 8107B3D0 00FB - Skedar Ruins Hole-in-wall frame
    006D - 8107B3D8 00FC - Skedar Ruins Hole-in-wall unexploded
    006E - 8107B3E0 00EC - Skedar Ruins Door
    006F - 8107B3E8 00F0 - Attack Ship Yellow slide door
    0070 - 8107B3F0 00F1 - Attack Ship Holographic star map
    0071 - 8107B3F8 00F2 - Attack Ship Holographic star map
    0072 - 8107B400 00F3 - Attack Ship Hanger hull door part 1
    0073 - 8107B408 00F4 - Attack Ship Hanger hull door part 2
    0074 - 8107B410 00F5 - Attack Ship Hanger hull door part 3
    0075 - 8107B418 00F6 - Attack Ship Hanger hull door part 4
    0076 - 8107B420 00ED - BETA Skedar fighter ship
    0077 - 8107B428 00EB - Secret Skedar Army pod door (Top half)
    0078 - 8107B430 00EA - Secret Skedar Army pod door (Bottom half)
    0079 - 8107B438 00F7 - Skedar Ruins Spinning power generator pillar
    007A - 8107B440 00F8 - Skedar Ruins Rolling round pillar
    007B - 8107B448 00EF - Attack Ship Hanger door (Top half)
    007C - 8107B450 00EE - Attack Ship Hanger door (Bottom half)
    007D - 8107B458 00BA - G5 Building Slide open door with window
    007E - 8107B460 00B7 - G5 Building Part of fire door
    007F - 8107B468 00B9 - G5 Building Part of fire door
    0080 - 8107B470 00B8 - G5 Building Part of fire door (Middle piece)
    0081 - 8107B478 00BB - G5 Building Slide open door without window
    0082 - 8107B480 0090 - dataDyne Building Slide door
    0083 - 8107B488 00AF - dataDyne Building Secret Door 1
    0084 - 8107B490 00B0 - dataDyne Building Secret door 2
    0085 - 8107B498 00B6 - dataDyne Building CI Jumpship
    0086 - 8107B4A0 00FD - Chicago Hovertaxi
    0087 - 8107B4A8 00E7 - Chicago Intro Police hovercar
    0088 - 8107B4B0 00E8 - Ravine Lift
    0089 - 8107B4B8 009C - BETA Investigation Door
    008A - 8107B4C0 009D - Investigation Secret door
    008B - 8107B4C8 009E - Investigation Sector One Door
    008C - 8107B4D0 00D4 - Hoverbot (Orange)
    008D - 8107B4D8 00FE - Hoverbot (White/blue)
    008E - 8107B4E0 00A1 - Investigation Sector Two Slide-down door (Bottom half)
    008F - 8107B4E8 00A2 - Investigation Sector Two Slide-up door (Top half)
    0090 - 8107B4F0 009B - Investigation Slide-up door with caution sign (Top half)
    0091 - 8107B4F8 009F - Investigation Slide-up door with hazardous sign (Top)
    0092 - 8107B500 009A - Investigation Door with caution sign and window
    0093 - 8107B508 00C0 - Investigation Dr.Caroll Door
    0094 - 8107B510 00A4 - Investigation Sector Three Slide-up door (Top half)
    0095 - 8107B518 00A3 - Investigation Sector Three Door
    0096 - 8107B520 00A5 - Investigation Sector Three Door with window
    0097 - 8107B528 0097 - dataDyne Building Extraction Hovercopter
    0098 - 8107B530 00A6 - Investigation Sector Four Slide-up door (Top half)
    0099 - 8107B538 00A0 - Investigation Slide-up door with restricted sign (Top)
    009A - 8107B540 00BC - G5 Building Slide door with dataDyne logo
    009B - 8107B548 00BD - G5 Building Slide door with dataDyne logo
    009C - 8107B550 00D8 - Laser Beam door / block
    009D - 8107B558 00D1 - G5 Building Vault door
    009E - 8107B560 00E9 - dataDyne Building Defection Intro Rope
    009F - 8107B568 00D0 - G5 Building Mainframe
    00A0 - 8107B570 00C1 - Investigation Dr.Caroll Door (Base)
    00A1 - 8107B578 00C6 - Investigation Dr.Caroll Door (Main)
    00A2 - 8107B580 00C5 - Investigation Dr.Caroll Door (Left)
    00A3 - 8107B588 00C7 - Investigation Dr.Caroll Door (Right)
    00A4 - 8107B590 00C3 - Investigation Dr.Caroll Door (Base Main)
    00A5 - 8107B598 00C2 - Investigation Dr.Caroll Door (Base Left)
    00A6 - 8107B5A0 00C4 - Investigation Dr.Caroll Door (Base Right)
    00A7 - 8107B5A8 008E - dataDyne Building Rooftop banner
    00A8 - 8107B5B0 00CE - G5 Building Upper hole-in-wall unexploded
    00A9 - 8107B5B8 00CF - G5 Building Upper hole-in-wall frame
    00AA - 8107B5C0 00CC - G5 Building Lower hole-in-wall unexploded
    00AB - 8107B5C8 00CD - G5 Building Lower hole-in-wall frame
    00AC - 8107B5D0 00C9 - Chicago Dumpster
    00AD - 8107B5D8 00D2 - Chicago Unopened fire door
    00AE - 8107B5E0 0085 - Chicago Metal shutter
    00AF - 8107B5E8 0195 - Security Camera
    00B0 - 8107B5F0 0196 - Communications Hub
    00B1 - 8107B5F8 0197 - dataDyne Building Rocket Launcher stand
    00B2 - 8107B600 0198 - Blue computer terminal
    00B3 - 8107B608 01AB - Red grate/panel
    00B4 - 8107B610 01AA - Investigation Lift
    00B5 - 8107B618 01AC - Light switch
    00B6 - 8107B620 01AD - dataDyne Building Extraction Blue blast shield
    00B7 - 8107B628 01AE - dataDyne Building Light switch
    00B8 - 8107B630 01AF - Investigation Sector Four Door (Top half)
    00B9 - 8107B638 01B0 - Investigation Sector Four Door (Bottom half)
    00BA - 8107B640 01B4 - Area 51 Explodable container
    00BB - 8107B648 01B5 - Investigation Metal chair
    00BC - 8107B650 01B6 - Investigation Table
    00BD - 8107B658 01B7 - BETA Investigation Microscope
    00BE - 8107B660 01B8 - BETA Investigation Mainframe
    00BF - 8107B668 01B9 - Investigation Laboratory door
    00C0 - 8107B670 01BA - Investigation Slide-up door from laboratory (Top half)
    00C1 - 8107B678 01BB - Ammocrate
    00C2 - 8107B680 01C3 - Cassandra De Vries Necklace
    00C3 - 8107B688 01C7 - Temple Door
    00C4 - 8107B690 0233 - Carrington Institute Blue Sofa (With mirror image)
    00C5 - 8107B698 0234 - Carrington Institute Lift
    00C6 - 8107B6A0 0235 - Carrington Institute Glass door (Lift, Firing Range)
    00C7 - 8107B6A8 023E - Laser beam
    00C8 - 8107B6B0 023F - Skedar shuttle
    00C9 - 8107B6B8 0241 - BETA Villa Pane of glass with wooden frame
    00CA - 8107B6C0 0248 - Skedar Ruins Ceiling pillar/stone block
    00CB - 8107B6C8 0249 - Skedar Ruins Ceiling pillar/stone block
    00CC - 8107B6D0 024A - Skedar Ruins Statue relic from last boss
    00CD - 8107B6D8 024B - Skedar Ruins Statue relic from last boss
    00CE - 8107B6E0 024C - Skedar Ruins Statue relic from last boss
    00CF - 8107B6E8 024D - Skedar Ruins Statue relic from last boss
    00D0 - 8107B6F0 024E - Skedar Ruins Statue relic from last boss
    00D1 - 8107B6F8 024F - Skedar Ruins Shaded floor piece (Centre part)
    00D2 - 8107B700 0250 - Skedar Ruins Shaded floor piece (Middle left part)
    00D3 - 8107B708 0251 - Skedar Ruins Shaded floor piece (Middle right part)
    00D4 - 8107B710 0252 - Skedar Ruins Shaded floor piece (Base left part)
    00D5 - 8107B718 0253 - Skedar Ruins Shaded floor piece (Base right part)
    00D6 - 8107B720 0254 - Skedar Ruins Unshaded floor piece (Centre part)
    00D7 - 8107B728 0255 - Skedar Ruins Unshaded floor piece (Middle left part)
    00D8 - 8107B730 0256 - Skedar Ruins Unshaded floor piece (Middle right part)
    00D9 - 8107B738 0257 - Skedar Ruins Unshaded floor piece (Base left part)
    00DA - 8107B740 0258 - Skedar Ruins Unshaded floor piece (Base right part)
    00DB - 8107B748 025A - Skedar Ruins Pillar 1
    00DC - 8107B750 025B - Skedar Ruins Pillar 2
    00DD - 8107B758 025C - Skedar Ruins Pillar 3
    00DE - 8107B760 025D - Skedar Ruins Shaded floor piece
    00DF - 8107B768 025E - Skedar Ruins Shaded wall piece
    00E0 - 8107B770 025F - Skedar Ruins Unshaded floor piece
    00E1 - 8107B778 0260 - Skedar Ruins Unshaded wall piece
    00E2 - 8107B780 0269 - Metal barrel
    00E3 - 8107B788 026A - Grid Glass floor
    00E4 - 8107B790 026B - Air Base Escalator step
    00E5 - 8107B798 026C - Grid Lift
    00E6 - 8107B7A0 026D - Skedar Ruins Rubble 1 (Wall)
    00E7 - 8107B7A8 026E - Skedar Ruins Rubble 2 (Pillar)
    00E8 - 8107B7B0 026F - Skedar Ruins Rubble 3 (Stone)
    00E9 - 8107B7B8 0270 - Skedar Ruins Rubble 4 (Small pillar)
    00EA - 8107B7C0 033D - Air Base Intro Cable car
    00EB - 8107B7C8 033E - Maian UFO
    00EC - 8107B7D0 033F - Air Base Stewardesses Bag
    00ED - 8107B7D8 0340 - Air Base Small lift leading to hanger
    00EE - 8107B7E0 0341 - Air Base Diagonal lift
    00EF - 8107B7E8 0342 - Air Base Safe door
    00F0 - 8107B7F0 0343 - Air Force One Pilots seat
    00F1 - 8107B7F8 0344 - Air Force One Passenger seat
    00F2 - 8107B800 00FF - BETA Chicago Limo
    00F3 - 8107B808 0346 - Nightvision Goggles
    00F4 - 8107B810 0347 - Shield
    00F5 - 8107B818 0348 - Falcon 2
    00F6 - 8107B820 0349 - Magsec 4
    00F7 - 8107B828 034A - Mauler
    00F8 - 8107B830 034B - DY357 Magnum
    00F9 - 8107B838 034C - DY357-LX
    00FA - 8107B840 034D - Phoenix
    00FB - 8107B848 034E - Falcon 2 Silencer
    00FC - 8107B850 034F - Falcon 2 Scope
    00FD - 8107B858 0350 - CMP150
    00FE - 8107B860 0351 - AR34
    00FF - 8107B868 0352 - Dragon
    0100 - 8107B870 0353 - SuperDragon
    0101 - 8107B878 0354 - K7 Avenger
    0102 - 8107B880 0355 - Cyclone
    0103 - 8107B888 0356 - Callisto NTG
    0104 - 8107B890 0357 - RC-P120
    0105 - 8107B898 0358 - Laptop Gun
    0106 - 8107B8A0 0359 - Shotgun
    0107 - 8107B8A8 035A - Reaper
    0108 - 8107B8B0 035B - Rocket Launcher
    0109 - 8107B8B8 035C - Devastator
    010A - 8107B8C0 035D - Slayer
    010B - 8107B8C8 035E - Farsight XR-20
    010C - 8107B8D0 035F - Sniper Rifle
    010D - 8107B8D8 0360 - Crossbow
    010E - 8107B8E0 0361 - Tranquilizer / Psychosis Gun
    010F - 8107B8E8 0362 - Combat Knife
    0110 - 8107B8F0 0363 - N-Bomb
    0111 - 8107B8F8 0364 - BETA Flashbang (Grenade from GoldenEye)
    0112 - 8107B900 0365 - Grenade
    0113 - 8107B908 0366 - Timed Mine
    0114 - 8107B910 0367 - Proximity Mine
    0115 - 8107B918 0368 - Remote Mine
    0116 - 8107B920 0369 - ECM Mine
    0117 - 8107B928 036A - PP9i (PP7)
    0118 - 8107B930 036B - CC13 (DD44) Dostovei.
    0119 - 8107B938 036C - KLO1313 (Klobb)
    011A - 8107B940 036D - KF7 Special (KF7 Soviet)
    011B - 8107B948 036E - ZZT (9mm) (ZMG (9mm))
    011C - 8107B950 036F - DMC (D5K) Deutsche
    011D - 8107B958 0370 - AR53 (AR33) Assualt Rifle
    011E - 8107B960 0371 - RC-P45 (RC-P90)
    011F - 8107B968 0372 - Rocket
    0120 - 8107B970 0373 - Slayer Rocket
    0121 - 8107B978 0374 - Bolt
    0122 - 8107B980 0375 - Devastator Grenade
    0123 - 8107B988 0376 - SuperDragon Grenade
    0124 - 8107B990 039E - Area 51 Infiltration Brown dronegun
    0125 - 8107B998 039F - Pelagic II Door with window
    0126 - 8107B9A0 049D - Area 51 AutoSurgeon
    0127 - 8107B9A8 04AF - Chicago dataDyne limo
    0128 - 8107B9B0 04B1 - Area 51 Interceptor
    0129 - 8107B9B8 04B2 - Area 51 Parabola dish
    012A - 8107B9C0 04B3 - BETA Area 51 Radar console
    012B - 8107B9C8 04B4 - Area 51 Locker door
    012C - 8107B9D0 04B5 - BETA G5 Building Dampening field generator
    012D - 8107B9D8 04B6 - BETA G5 Building Dumpster
    012E - 8107B9E0 04CF - Cloaking device
    012F - 8107B9E8 04D0 - Combat boost pills
    0130 - 8107B9F0 04E0 - Pelagic II Moon pool hanger door
    0131 - 8107B9F8 04E1 - Skedar Ruins piece of pillar rubble
    0132 - 8107BA00 04E2 - Skedar Ruins piece of pillar rubble
    0133 - 8107BA08 04E3 - Skedar Ruins piece of pillar rubble
    0134 - 8107BA10 04E4 - Skedar Ruins piece of pillar rubble
    0135 - 8107BA18 04D1 - Air Base Baggage carrier
    0136 - 8107BA20 04D2 - BETA Area 51 Mine sign (With skull and crossbones on it)
    0137 - 8107BA28 04D3 - Area 51 Maian coffin from cyrolabs
    0138 - 8107BA30 04D4 - Investigation Radioactive isotope
    0139 - 8107BA38 04D5 - Investigation Radioactive isotope parts
    013A - 8107BA40 04D6 - BETA Reactor Door
    013B - 8107BA48 04D7 - Crash Site Interior of Maian UFO
    013C - 8107BA50 04D8 - Villa Stool that Carrington sits on
    013D - 8107BA58 04D9 - Deep Sea Glass 1
    013E - 8107BA60 04DA - Deep Sea Glass 2 (Add-on)
    013F - 8107BA68 04DB - Deep Sea Glass 3 (Add-on opposite)
    0140 - 8107BA70 04E6 - HorizonScanner
    0141 - 8107BA78 04E7 - Pelagic II Outro Moon pool submarine
    0142 - 8107BA80 04E8 - Air Force One (The actual plane)
    0143 - 8107BA88 04E9 - Attack Ship Engine part
    0144 - 8107BA90 04F1 - Deep Sea Ceiling dronegun
    0145 - 8107BA98 04F2 - BETA Deep Sea Small door
    0146 - 8107BAA0 04F3 - Deep Sea Switch node (Shoot it to open doors)
    0147 - 8107BAA8 04F4 - BETA Deep Sea Door (Left)
    0148 - 8107BAB0 04F5 - BETA Deep Sea Door (Right)
    0149 - 8107BAB8 04F6 - Attack Ship Computer terminal from the bridge
    014A - 8107BAC0 04F7 - Attack Ship Computer terminal panel from the bridge
    014B - 8107BAC8 04FF - Blue grating panel
    014C - 8107BAD0 0500 - Carrington Institute Firing Range Target board
    014D - 8107BAD8 0501 - Carrington Institute Device lab secret door
    014E - 8107BAE0 0502 - Carrington Institute Carrington's office secret door
    014F - 8107BAE8 0503 - Investigation dataDyne PC
    0150 - 8107BAF0 0504 - Area 51 Records terminal (dataDyne PC on stand)
    0151 - 8107BAF8 0505 - BETA Keypad lock
    0152 - 8107BB00 0506 - BETA Fingerprint scanner
    0153 - 8107BB08 0507 - BETA Retina lock
    0154 - 8107BB10 0508 - BETA Card lock
    0155 - 8107BB18 0509 - Air Force One Button on stand
    0156 - 8107BB20 050A - Carrington Institute / Villa PC
    0157 - 8107BB28 0512 - Laptop Sentry dronegun
    0158 - 8107BB30 0513 - G5 Building Special Big chair
    0159 - 8107BB38 0514 - G5 Building Special Small chair
    015A - 8107BB40 0515 - Skedar Kings holy sceptre (Big King Rocket image)
    015B - 8107BB48 0516 - Area 51 Lab cloths
    015C - 8107BB50 0525 - BETA Carrington Institute Door
    015D - 8107BB58 0526 - G5 Building Special Chair
    015E - 8107BB60 0527 - G5 Building Special Small chair with top missing
    015F - 8107BB68 0528 - dataDyne Building Foyer pane of glass
    0160 - 8107BB70 053C - BETA Carrington Institute Cabinet
    0161 - 8107BB78 053D - BETA Carrington Institute Desk
    0162 - 8107BB80 053E - BETA Carrington Institute Desk 2
    0163 - 8107BB88 053F - BETA Carrington Institute Leather Armchair
    0164 - 8107BB90 0540 - BETA Carrington Institute Leather Bed
    0165 - 8107BB98 0541 - BETA Carrington Institute Leather Sofa
    0166 - 8107BBA0 0542 - BETA Carrington Institute Table
    0167 - 8107BBA8 0543 - Villa Coffee table
    0168 - 8107BBB0 0544 - Villa Chair
    0169 - 8107BBB8 0545 - BETA Villa Armchair
    016A - 8107BBC0 0546 - Villa Sofa
    016B - 8107BBC8 0547 - Villa Chair 2
    016C - 8107BBD0 0548 - BETA Villa Cabinet with lamp
    016D - 8107BBD8 0549 - Villa Side cabinet
    016E - 8107BBE0 054A - Villa Double bed
    016F - 8107BBE8 054B - BETA Pelagic II Chair
    0170 - 8107BBF0 054C - Attack Ship Computer console
    0171 - 8107BBF8 054D - BETA Investigation Table
    0172 - 8107BC00 054E - BETA Investigation Chair
    0173 - 8107BC08 054F - Air Base Table
    0174 - 8107BC10 0550 - BETA Air Base Chair
    0175 - 8107BC18 0551 - BETA White Box
    0176 - 8107BC20 005D - Metal Crate
    0177 - 8107BC28 0552 - IR scanner googles
    0178 - 8107BC30 0555 - Area 51 Wall Dronegun
    0179 - 8107BC38 0556 - BETA Skedar Dronegun
    017A - 8107BC40 0557 - Carrington Institute Dronegun
    017B - 8107BC48 0558 - Villa Wooden table
    017C - 8107BC50 055C - dataDyne Building Door
    017D - 8107BC58 055D - BETA Air Base Door
    017E - 8107BC60 055E - BETA Air Base Door 2
    017F - 8107BC68 055F - Chicago Wire fence
    0180 - 8107BC70 0560 - Rareware logo
    0181 - 8107BC78 0563 - Keycard
    0182 - 8107BC80 0564 - BETA Body armour (Looks like the one from GoldenEye)
    0183 - 8107BC88 0565 - Area 51 Infiltration Inner area big slide door (Right)
    0184 - 8107BC90 0566 - Area 51 Infiltration Inner area big slide door (Left)
    0185 - 8107BC98 0567 - Air Force One Lamp
    0186 - 8107BCA0 0568 - Air Force One Toilet
    0187 - 8107BCA8 0569 - Air Force One Big door
    0188 - 8107BCB0 056A - Air Force One Phone
    0189 - 8107BCB8 056B - BETA Air Force One Cargo door
    018A - 8107BCC0 056C - G5 Building Alarm
    018B - 8107BCC8 056D - G5 Building Laser switch
    018C - 8107BCD0 056E - Skedar Ruins Pillar 4
    018D - 8107BCD8 056F - Pelagic II Power core hatch
    018E - 8107BCE0 074C - Area 51 Grate / Pane of glass with white stripes
    018F - 8107BCE8 0750 - Air Force One Escape door
    0190 - 8107BCF0 0751 - Presidential Escape Pod
    0191 - 8107BCF8 0752 - Skedar Ruins Bridge
    0192 - 8107BD00 0753 - Pelagic II Door with no window
    0193 - 8107BD08 0756 - BETA Touch That Box, Box
    0194 - 8107BD10 0757 - Carrington Institute Front door
    0195 - 8107BD18 075B - Laser
    0196 - 8107BD20 075C - G5 Building BAFTA Award
    0197 - 8107BD28 075D - Area 51 Rescue Outro Surgeons dissection laser
    0198 - 8107BD30 075E - Crash Site Outro Elvis's hammer (Small size)
    0199 - 8107BD38 0760 - Area 51 Infiltration Explosives
    019A - 8107BD40 075F - dataDyne Building Mr. Blonde's Revenge Skedar bomb
    019B - 8107BD48 0762 - Dr. Caroll's Backup disk
    019C - 8107BD50 0763 - Air Base Flight plans
    019D - 8107BD58 076F - R-Tracker
    019E - 8107BD60 0770 - X-ray Scanner
    019F - 8107BD68 075E - Crash Site Outro Elvis's hammer (Big size)
    01A0 - 8107BD70 0771 - Camspy, Drugspy, Bombspy
    01A1 - 8107BD78 0772 - Door Decoder
    01A2 - 8107BD80 0765 - Air Force One Table
    01A3 - 8107BD88 0775 - Air Base Air Force Ones private loader door
    01A4 - 8107BD90 0776 - Skedar Ruins Backdrop
    01A5 - 8107BD98 0777 - Carrington Institute Secret Device training door
    01A6 - 8107BDA0 076E - Carrington Institute Defense Sensitive information
    01A7 - 8107BDA8 0774 - BETA Suitcase
    01A8 - 8107BDB0 0778 - Skedar Ruins Push-block to activate bridge
    01A9 - 8107BDB8 0779 - Area 51 Lift bars/door
    01AA - 8107BDC0 0797 - Carrington Institute Switch
    01AB - 8107BDC8 0798 - Attack Ship Blue door
    01AC - 8107BDD0 0799 - Attack Ship Window
    01AD - 8107BDD8 079A - Attack Ship Hanger door (Top half)
    01AE - 8107BDE0 079B - Attack Ship Hanger door (Bottom half)
    01AF - 8107BDE8 079C - Air Force One Inner door
    01B0 - 8107BDF0 079D - BETA Laser post
    01B1 - 8107BDF8 07B2 - Skedar Ruins Target Amplifier
    01B2 - 8107BE00 07B3 - Attack Ship Lift
    01B3 - 8107BE08 07B4 - Carrington Institute Defense Smashed front door
    01B4 - 8107BE10 07B5 - Deep Sea Slide-up door
    01B5 - 8107BE18 07BB - Air Force One Drop vent rubble
    01B6 - 8107BE20 07BC - dataDyne Building Small door / Felicity Door
    01B7 - 8107BE28 07C7 - Deep Sea Slide door
    01B8 - 8107BE30 07CC - Skedar Ruins Buddy Bridge
    
    
    PAL Object modifier codes:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Object  Object  Object
    Number Modifier Value  Object Name
    
    0000 - 8107B540 01C6 - Investigation Ceiling dronegun
    0001 - 8107B548 01CA - Crash Site Green Drone Gun
    0002 - 8107B550 0100 - Tv Screen
    0003 - 8107B558 0083 - BETA Borg Crate
    0004 - 8107B560 0101 - Pane of glass
    0005 - 8107B568 005D - Metal Crate
    0006 - 8107B570 005D - Metal Crate
    0007 - 8107B578 005D - Metal Crate
    0008 - 8107B580 005D - Metal Crate
    0009 - 8107B588 005D - Metal Crate
    000A - 8107B590 005D - Metal Crate
    000B - 8107B598 005D - Metal Crate
    000C - 8107B5A0 005D - Metal Crate
    000D - 8107B5A8 005D - Metal Crate
    000E - 8107B5B0 005D - Metal Crate
    000F - 8107B5B8 005D - Metal Crate
    0010 - 8107B5C0 0089 - BETA Door
    0011 - 8107B5C8 0086 - Briefcase
    0012 - 8107B5D0 0087 - Chicago Tracer bug
    0013 - 8107B5D8 0088 - Data Uplink
    0014 - 8107B5E0 00DD - Nintendo Logo
    0015 - 8107B5E8 00BE - Metal Panel
    0016 - 8107B5F0 00CB - BETA Flag from GoldenEye
    0017 - 8107B5F8 00DC - Area 51 Control Panel / Button
    0018 - 8107B600 00BF - BETA GoldenEye Terminal
    0019 - 8107B608 0065 - Area 51 Square Door (Top part)
    001A - 8107B610 0062 - Area 51 Square Door (Bottom part)
    001B - 8107B618 006D - Area 51 Door (Left)
    001C - 8107B620 006E - Area 51 Door (Right)
    001D - 8107B628 006F - Area 51 Door
    001E - 8107B630 0063 - Area 51 Door with glass window
    001F - 8107B638 0064 - Area 51 Brown door
    0020 - 8107B640 005D - Metal Crate
    0021 - 8107B648 005E - Metal Crate (Blue tint)
    0022 - 8107B650 005F - Metal Crate (Brown tint)
    0023 - 8107B658 0060 - Area 51 Hole-in-wall frame
    0024 - 8107B660 006A - Area 51 Wall you blow up (With X on)
    0025 - 8107B668 0061 - Area 51 Hole-in-wall frame
    0026 - 8107B670 006B - Area 51 Wall you blow up (Laboratory side)
    0027 - 8107B678 006C - Area 51 Hole-in-wall frame (Before blown up)
    0028 - 8107B680 007B - BETA Villa Door
    0029 - 8107B688 007C - Villa Wooden door
    002A - 8107B690 007D - BETA Villa Wooden slide door
    002B - 8107B698 0067 - Area 51 Hanger lift
    002C - 8107B6A0 0066 - Area 51 Small lift from hanger
    002D - 8107B6A8 0068 - Area 51 Storage lift 1
    002E - 8107B6B0 0069 - Area 51 Storgae lift 2
    002F - 8107B6B8 0078 - Villa Wine Bottle (Green)
    0030 - 8107B6C0 0079 - Villa Wine Bottle (Red)
    0031 - 8107B6C8 007A - Villa Wine Bottle (Red, not JUNG brand)
    0032 - 8107B6D0 007E - Villa Windmill propellar
    0033 - 8107B6D8 00D6 - Area 51 Elvis on hoverbed
    0034 - 8107B6E0 00D9 - BETA Multicoloured box
    0035 - 8107B6E8 0082 - Deep Sea Door (Right)
    0036 - 8107B6F0 0081 - Deep Sea Door (Left)
    0037 - 8107B6F8 00A8 - dataDyne Building Lift
    0038 - 8107B700 0092 - dataDyne Building Roof fan
    0039 - 8107B708 0093 - dataDyne Building Wall fan
    003A - 8107B710 00D5 - Hoverbike
    003B - 8107B718 00A9 - dataDyne Building Office door
    003C - 8107B720 00AA - Pot plant (Rubber plant)
    003D - 8107B728 00AC - Pot plant (Spider plant)
    003E - 8107B730 00AB - Pot plant (Spike plant)
    003F - 8107B738 00B5 - dataDyne Building Window glass
    0040 - 8107B740 00AE - dataDyne Building Sofa
    0041 - 8107B748 00AD - dataDyne Building Armchair
    0042 - 8107B750 00B1 - dataDyne Building Service door
    0043 - 8107B758 00B4 - dataDyne Building Grating door
    0044 - 8107B760 00A7 - dataDyne Building Lift door
    0045 - 8107B768 00B3 - dataDyne Building Vertical blind
    0046 - 8107B770 0091 - dataDyne Building Desk
    0047 - 8107B778 008F - dataDyne Building Desk chair
    0048 - 8107B780 00E0 - Changing N logo
    0049 - 8107B788 00DE - Changing N logo 2
    004A - 8107B790 00DF - Changing N logo 3
    004B - 8107B798 00E6 - Perfect Dark Logo
    004C - 8107B7A0 00E3 - Perfect Dark Logo 1
    004D - 8107B7A8 00E5 - Perfect Dark Logo 2
    004E - 8107B7B0 00E4 - Perfect Dark Logo 3
    004F - 8107B7B8 00E2 - Perfect Dark Logo 4
    0050 - 8107B7C0 0096 - Hovercop
    0051 - 8107B7C8 0098 - Hovermoto
    0052 - 8107B7D0 0099 - Hovertruck
    0053 - 8107B7D8 0095 - Hovercar
    0054 - 8107B7E0 0094 - Hovercab
    0055 - 8107B7E8 008B - dataDyne Building Hole-in-tube unexploded
    0056 - 8107B7F0 008A - dataDyne Building Hole-in-tube frame
    0057 - 8107B7F8 008D - dataDyne Building Hole-in-wall unexploded
    0058 - 8107B800 008C - dataDyne Building Hole-in-wall frame
    0059 - 8107B808 00E1 - Blue computer
    005A - 8107B810 00D7 - Hovercrate
    005B - 8107B818 00C8 - Carrington Institute Drop ship (Villa, Defense)
    005C - 8107B820 007F - Deep Sea Door from beginning of level
    005D - 8107B828 0080 - Deep Sea Lift
    005E - 8107B830 0084 - Case
    005F - 8107B838 00B2 - dataDyne Building Cassandra's desk
    0060 - 8107B840 00DA - Area 51 Pane of glass with yellow/black caution stripes
    0061 - 8107B848 00DB - Area 51 Pane of glass with yellow/black caution stripes
    0062 - 8107B850 0075 - Area 51 Table
    0063 - 8107B858 0071 - BETA Area 51 Chair
    0064 - 8107B860 0074 - BETA Area 51 Screen
    0065 - 8107B868 0077 - Area 51 Trashcan
    0066 - 8107B870 0072 - Area 51 Entrance hall desk
    0067 - 8107B878 0076 - Area 51 Empty hoverbed
    0068 - 8107B880 0073 - Area 51 Office divider (Peachy coloured)
    0069 - 8107B888 0070 - Area 51 Bulletin board with Maian pictures
    006A - 8107B890 00F9 - Skedar Ruins Canyon wall after blowing up rock
    006B - 8107B898 00FA - Skedar Ruins Canyon rock
    006C - 8107B8A0 00FB - Skedar Ruins Hole-in-wall frame
    006D - 8107B8A8 00FC - Skedar Ruins Hole-in-wall unexploded
    006E - 8107B8B0 00EC - Skedar Ruins Door
    006F - 8107B8B8 00F0 - Attack Ship Yellow slide door
    0070 - 8107B8C0 00F1 - Attack Ship Holographic star map
    0071 - 8107B8C8 00F2 - Attack Ship Holographic star map
    0072 - 8107B8D0 00F3 - Attack Ship Hanger hull door part 1
    0073 - 8107B8D8 00F4 - Attack Ship Hanger hull door part 2
    0074 - 8107B8E0 00F5 - Attack Ship Hanger hull door part 3
    0075 - 8107B8E8 00F6 - Attack Ship Hanger hull door part 4
    0076 - 8107B8F0 00ED - BETA Skedar fighter ship
    0077 - 8107B8F8 00EB - Secret Skedar Army pod door (Top half)
    0078 - 8107B900 00EA - Secret Skedar Army pod door (Bottom half)
    0079 - 8107B908 00F7 - Skedar Ruins Spinning power generator pillar
    007A - 8107B910 00F8 - Skedar Ruins Rolling round pillar
    007B - 8107B918 00EF - Attack Ship Hanger door (Top half)
    007C - 8107B920 00EE - Attack Ship Hanger door (Bottom half)
    007D - 8107B928 00BA - G5 Building Slide open door with window
    007E - 8107B930 00B7 - G5 Building Part of fire door
    007F - 8107B938 00B9 - G5 Building Part of fire door
    0080 - 8107B940 00B8 - G5 Building Part of fire door (Middle piece)
    0081 - 8107B948 00BB - G5 Building Slide open door without window
    0082 - 8107B950 0090 - dataDyne Building Slide door
    0083 - 8107B958 00AF - dataDyne Building Secret Door 1
    0084 - 8107B960 00B0 - dataDyne Building Secret door 2
    0085 - 8107B968 00B6 - dataDyne Building CI Jumpship
    0086 - 8107B970 00FD - Chicago Hovertaxi
    0087 - 8107B978 00E7 - Chicago Intro Police hovercar
    0088 - 8107B980 00E8 - Ravine Lift
    0089 - 8107B988 009C - BETA Investigation Door
    008A - 8107B990 009D - Investigation Secret door
    008B - 8107B998 009E - Investigation Sector One Door
    008C - 8107B9A0 00D4 - Hoverbot (Orange)
    008D - 8107B9A8 00FE - Hoverbot (White/blue)
    008E - 8107B9B0 00A1 - Investigation Sector Two Slide-down door (Bottom half)
    008F - 8107B9B8 00A2 - Investigation Sector Two Slide-up door (Top half)
    0090 - 8107B9C0 009B - Investigation Slide-up door with caution sign (Top half)
    0091 - 8107B9C8 009F - Investigation Slide-up door with hazardous sign (Top)
    0092 - 8107B9D0 009A - Investigation Door with caution sign and window
    0093 - 8107B9D8 00C0 - Investigation Dr.Caroll Door
    0094 - 8107B9E0 00A4 - Investigation Sector Three Slide-up door (Top half)
    0095 - 8107B9E8 00A3 - Investigation Sector Three Door
    0096 - 8107B9F0 00A5 - Investigation Sector Three Door with window
    0097 - 8107B9F8 0097 - dataDyne Building Extraction Hovercopter
    0098 - 8107BA00 00A6 - Investigation Sector Four Slide-up door (Top half)
    0099 - 8107BA08 00A0 - Investigation Slide-up door with restricted sign (Top)
    009A - 8107BA10 00BC - G5 Building Slide door with dataDyne logo
    009B - 8107BA18 00BD - G5 Building Slide door with dataDyne logo
    009C - 8107BA20 00D8 - Laser Beam door / block
    009D - 8107BA28 00D1 - G5 Building Vault door
    009E - 8107BA30 00E9 - dataDyne Building Defection Intro Rope
    009F - 8107BA38 00D0 - G5 Building Mainframe
    00A0 - 8107BA40 00C1 - Investigation Dr.Caroll Door (Base)
    00A1 - 8107BA48 00C6 - Investigation Dr.Caroll Door (Main)
    00A2 - 8107BA50 00C5 - Investigation Dr.Caroll Door (Left)
    00A3 - 8107BA58 00C7 - Investigation Dr.Caroll Door (Right)
    00A4 - 8107BA60 00C3 - Investigation Dr.Caroll Door (Base Main)
    00A5 - 8107BA68 00C2 - Investigation Dr.Caroll Door (Base Left)
    00A6 - 8107BA70 00C4 - Investigation Dr.Caroll Door (Base Right)
    00A7 - 8107BA78 008E - dataDyne Building Rooftop banner
    00A8 - 8107BA80 00CE - G5 Building Upper hole-in-wall unexploded
    00A9 - 8107BA88 00CF - G5 Building Upper hole-in-wall frame
    00AA - 8107BA90 00CC - G5 Building Lower hole-in-wall unexploded
    00AB - 8107BA98 00CD - G5 Building Lower hole-in-wall frame
    00AC - 8107BAA0 00C9 - Chicago Dumpster
    00AD - 8107BAA8 00D2 - Chicago Unopened fire door
    00AE - 8107BAB0 0085 - Chicago Metal shutter
    00AF - 8107BAB8 0195 - Security Camera
    00B0 - 8107BAC0 0196 - Communications Hub
    00B1 - 8107BAC8 0197 - dataDyne Building Rocket Launcher stand
    00B2 - 8107BAD0 0198 - Blue computer terminal
    00B3 - 8107BAD8 01AB - Red grate/panel
    00B4 - 8107BAE0 01AA - Investigation Lift
    00B5 - 8107BAE8 01AC - Light switch
    00B6 - 8107BAF0 01AD - dataDyne Building Extraction Blue blast shield
    00B7 - 8107BAF8 01AE - dataDyne Building Light switch
    00B8 - 8107BB00 01AF - Investigation Sector Four Door (Top half)
    00B9 - 8107BB08 01B0 - Investigation Sector Four Door (Bottom half)
    00BA - 8107BB10 01B4 - Area 51 Explodable container
    00BB - 8107BB18 01B5 - Investigation Metal chair
    00BC - 8107BB20 01B6 - Investigation Table
    00BD - 8107BB28 01B7 - BETA Investigation Microscope
    00BE - 8107BB30 01B8 - BETA Investigation Mainframe
    00BF - 8107BB38 01B9 - Investigation Laboratory door
    00C0 - 8107BB40 01BA - Investigation Slide-up door from laboratory (Top half)
    00C1 - 8107BB48 01BB - Ammocrate
    00C2 - 8107BB50 01C3 - Cassandra De Vries Necklace
    00C3 - 8107BB58 01C7 - Temple Door
    00C4 - 8107BB60 0233 - Carrington Institute Blue Sofa (With mirror image)
    00C5 - 8107BB68 0234 - Carrington Institute Lift
    00C6 - 8107BB70 0235 - Carrington Institute Glass door (Lift, Firing Range)
    00C7 - 8107BB78 023E - Laser beam
    00C8 - 8107BB80 023F - Skedar shuttle
    00C9 - 8107BB88 0241 - BETA Villa Pane of glass with wooden frame
    00CA - 8107BB90 0248 - Skedar Ruins Ceiling pillar/stone block
    00CB - 8107BB98 0249 - Skedar Ruins Ceiling pillar/stone block
    00CC - 8107BBA0 024A - Skedar Ruins Statue relic from last boss
    00CD - 8107BBA8 024B - Skedar Ruins Statue relic from last boss
    00CE - 8107BBB0 024C - Skedar Ruins Statue relic from last boss
    00CF - 8107BBB8 024D - Skedar Ruins Statue relic from last boss
    00D0 - 8107BBC0 024E - Skedar Ruins Statue relic from last boss
    00D1 - 8107BBC8 024F - Skedar Ruins Shaded floor piece (Centre part)
    00D2 - 8107BBD0 0250 - Skedar Ruins Shaded floor piece (Middle left part)
    00D3 - 8107BBD8 0251 - Skedar Ruins Shaded floor piece (Middle right part)
    00D4 - 8107BBE0 0252 - Skedar Ruins Shaded floor piece (Base left part)
    00D5 - 8107BBE8 0253 - Skedar Ruins Shaded floor piece (Base right part)
    00D6 - 8107BBF0 0254 - Skedar Ruins Unshaded floor piece (Centre part)
    00D7 - 8107BBF8 0255 - Skedar Ruins Unshaded floor piece (Middle left part)
    00D8 - 8107BC00 0256 - Skedar Ruins Unshaded floor piece (Middle right part)
    00D9 - 8107BC08 0257 - Skedar Ruins Unshaded floor piece (Base left part)
    00DA - 8107BC10 0258 - Skedar Ruins Unshaded floor piece (Base right part)
    00DB - 8107BC18 025A - Skedar Ruins Pillar 1
    00DC - 8107BC20 025B - Skedar Ruins Pillar 2
    00DD - 8107BC28 025C - Skedar Ruins Pillar 3
    00DE - 8107BC30 025D - Skedar Ruins Shaded floor piece
    00DF - 8107BC38 025E - Skedar Ruins Shaded wall piece
    00E0 - 8107BC40 025F - Skedar Ruins Unshaded floor piece
    00E1 - 8107BC48 0260 - Skedar Ruins Unshaded wall piece
    00E2 - 8107BC50 0269 - Metal barrel
    00E3 - 8107BC58 026A - Grid Glass floor
    00E4 - 8107BC60 026B - Air Base Escalator step
    00E5 - 8107BC68 026C - Grid Lift
    00E6 - 8107BC70 026D - Skedar Ruins Rubble 1 (Wall)
    00E7 - 8107BC78 026E - Skedar Ruins Rubble 2 (Pillar)
    00E8 - 8107BC80 026F - Skedar Ruins Rubble 3 (Stone)
    00E9 - 8107BC88 0270 - Skedar Ruins Rubble 4 (Small pillar)
    00EA - 8107BC90 033D - Air Base Intro Cable car
    00EB - 8107BC98 033E - Maian UFO
    00EC - 8107BCA0 033F - Air Base Stewardesses Bag
    00ED - 8107BCA8 0340 - Air Base Small lift leading to hanger
    00EE - 8107BCB0 0341 - Air Base Diagonal lift
    00EF - 8107BCB8 0342 - Air Base Safe door
    00F0 - 8107BCC0 0343 - Air Force One Pilots seat
    00F1 - 8107BCC8 0344 - Air Force One Passenger seat
    00F2 - 8107BCD0 00FF - BETA Chicago Limo
    00F3 - 8107BCD8 0346 - Nightvision Goggles
    00F4 - 8107BCE0 0347 - Shield
    00F5 - 8107BCE8 0348 - Falcon 2
    00F6 - 8107BCF0 0349 - Magsec 4
    00F7 - 8107BCF8 034A - Mauler
    00F8 - 8107BD00 034B - DY357 Magnum
    00F9 - 8107BD08 034C - DY357-LX
    00FA - 8107BD10 034D - Phoenix
    00FB - 8107BD18 034E - Falcon 2 Silencer
    00FC - 8107BD20 034F - Falcon 2 Scope
    00FD - 8107BD28 0350 - CMP150
    00FE - 8107BD30 0351 - AR34
    00FF - 8107BD38 0352 - Dragon
    0100 - 8107BD40 0353 - SuperDragon
    0101 - 8107BD48 0354 - K7 Avenger
    0102 - 8107BD50 0355 - Cyclone
    0103 - 8107BD58 0356 - Callisto NTG
    0104 - 8107BD60 0357 - RC-P120
    0105 - 8107BD68 0358 - Laptop Gun
    0106 - 8107BD70 0359 - Shotgun
    0107 - 8107BD78 035A - Reaper
    0108 - 8107BD80 035B - Rocket Launcher
    0109 - 8107BD88 035C - Devastator
    010A - 8107BD90 035D - Slayer
    010B - 8107BD98 035E - Farsight XR-20
    010C - 8107BDA0 035F - Sniper Rifle
    010D - 8107BDA8 0360 - Crossbow
    010E - 8107BDB0 0361 - Tranquilizer / Psychosis Gun
    010F - 8107BDB8 0362 - Combat Knife
    0110 - 8107BDC0 0363 - N-Bomb
    0111 - 8107BDC8 0364 - BETA Flashbang (Grenade from GoldenEye)
    0112 - 8107BDD0 0365 - Grenade
    0113 - 8107BDD8 0366 - Timed Mine
    0114 - 8107BDE0 0367 - Proximity Mine
    0115 - 8107BDE8 0368 - Remote Mine
    0116 - 8107BDF0 0369 - ECM Mine
    0117 - 8107BDF8 036A - PP9i (PP7)
    0118 - 8107BE00 036B - CC13 (DD44) Dostovei.
    0119 - 8107BE08 036C - KLO1313 (Klobb)
    011A - 8107BE10 036D - KF7 Special (KF7 Soviet)
    011B - 8107BE18 036E - ZZT (9mm) (ZMG (9mm))
    011C - 8107BE20 036F - DMC (D5K) Deutsche
    011D - 8107BE28 0370 - AR53 (AR33) Assualt Rifle
    011E - 8107BE30 0371 - RC-P45 (RC-P90)
    011F - 8107BE38 0372 - Rocket
    0120 - 8107BE40 0373 - Slayer Rocket
    0121 - 8107BE48 0374 - Bolt
    0122 - 8107BE50 0375 - Devastator Grenade
    0123 - 8107BE58 0376 - SuperDragon Grenade
    0124 - 8107BE60 039E - Area 51 Infiltration Brown dronegun
    0125 - 8107BE68 039F - Pelagic II Door with window
    0126 - 8107BE70 049D - Area 51 AutoSurgeon
    0127 - 8107BE78 04AF - Chicago dataDyne limo
    0128 - 8107BE80 04B1 - Area 51 Interceptor
    0129 - 8107BE88 04B2 - Area 51 Parabola dish
    012A - 8107BE90 04B3 - BETA Area 51 Radar console
    012B - 8107BE98 04B4 - Area 51 Locker door
    012C - 8107BEA0 04B5 - BETA G5 Building Dampening field generator
    012D - 8107BEA8 04B6 - BETA G5 Building Dumpster
    012E - 8107BEB0 04CF - Cloaking device
    012F - 8107BEB8 04D0 - Combat boost pills
    0130 - 8107BEC0 04E0 - Pelagic II Moon pool hanger door
    0131 - 8107BEC8 04E1 - Skedar Ruins piece of pillar rubble
    0132 - 8107BED0 04E2 - Skedar Ruins piece of pillar rubble
    0133 - 8107BED8 04E3 - Skedar Ruins piece of pillar rubble
    0134 - 8107BEE0 04E4 - Skedar Ruins piece of pillar rubble
    0135 - 8107BEE8 04D1 - Air Base Baggage carrier
    0136 - 8107BEF0 04D2 - BETA Area 51 Mine sign (With skull and crossbones on it)
    0137 - 8107BEF8 04D3 - Area 51 Maian coffin from cyrolabs
    0138 - 8107BF00 04D4 - Investigation Radioactive isotope
    0139 - 8107BF08 04D5 - Investigation Radioactive isotope parts
    013A - 8107BF10 04D6 - BETA Reactor Door
    013B - 8107BF18 04D7 - Crash Site Interior of Maian UFO
    013C - 8107BF20 04D8 - Villa Stool that Carrington sits on
    013D - 8107BF28 04D9 - Deep Sea Glass 1
    013E - 8107BF30 04DA - Deep Sea Glass 2 (Add-on)
    013F - 8107BF38 04DB - Deep Sea Glass 3 (Add-on opposite)
    0140 - 8107BF40 04E6 - HorizonScanner
    0141 - 8107BF48 04E7 - Pelagic II Outro Moon pool submarine
    0142 - 8107BF50 04E8 - Air Force One (The actual plane)
    0143 - 8107BF58 04E9 - Attack Ship Engine part
    0144 - 8107BF60 04F1 - Deep Sea Ceiling dronegun
    0145 - 8107BF68 04F2 - BETA Deep Sea Small door
    0146 - 8107BF70 04F3 - Deep Sea Switch node (Shoot it to open doors)
    0147 - 8107BF78 04F4 - BETA Deep Sea Door (Left)
    0148 - 8107BF80 04F5 - BETA Deep Sea Door (Right)
    0149 - 8107BF88 04F6 - Attack Ship Computer terminal from the bridge
    014A - 8107BF90 04F7 - Attack Ship Computer terminal panel from the bridge
    014B - 8107BF98 04FF - Blue grating panel
    014C - 8107BFA0 0500 - Carrington Institute Firing Range Target board
    014D - 8107BFA8 0501 - Carrington Institute Device lab secret door
    014E - 8107BFB0 0502 - Carrington Institute Carrington's office secret door
    014F - 8107BFB8 0503 - Investigation dataDyne PC
    0150 - 8107BFC0 0504 - Area 51 Records terminal (dataDyne PC on stand)
    0151 - 8107BFC8 0505 - BETA Keypad lock
    0152 - 8107BFD0 0506 - BETA Fingerprint scanner
    0153 - 8107BFD8 0507 - BETA Retina lock
    0154 - 8107BFE0 0508 - BETA Card lock
    0155 - 8107BFE8 0509 - Air Force One Button on stand
    0156 - 8107BFF0 050A - Carrington Institute / Villa PC
    0157 - 8107BFF8 0512 - Laptop Sentry dronegun
    0158 - 8107C000 0513 - G5 Building Special Big chair
    0159 - 8107C008 0514 - G5 Building Special Small chair
    015A - 8107C010 0515 - Skedar Kings holy sceptre (Big King Rocket image)
    015B - 8107C018 0516 - Area 51 Lab cloths
    015C - 8107C020 0525 - BETA Carrington Institute Door
    015D - 8107C028 0526 - G5 Building Special Chair
    015E - 8107C030 0527 - G5 Building Special Small chair with top missing
    015F - 8107C038 0528 - dataDyne Building Foyer pane of glass
    0160 - 8107C040 053C - BETA Carrington Institute Cabinet
    0161 - 8107C048 053D - BETA Carrington Institute Desk
    0162 - 8107C050 053E - BETA Carrington Institute Desk 2
    0163 - 8107C058 053F - BETA Carrington Institute Leather Armchair
    0164 - 8107C060 0540 - BETA Carrington Institute Leather Bed
    0165 - 8107C068 0541 - BETA Carrington Institute Leather Sofa
    0166 - 8107C070 0542 - BETA Carrington Institute Table
    0167 - 8107C078 0543 - Villa Coffee table
    0168 - 8107C080 0544 - Villa Chair
    0169 - 8107C088 0545 - BETA Villa Armchair
    016A - 8107C090 0546 - Villa Sofa
    016B - 8107C098 0547 - Villa Chair 2
    016C - 8107C0A0 0548 - BETA Villa Cabinet with lamp
    016D - 8107C0A8 0549 - Villa Side cabinet
    016E - 8107C0B0 054A - Villa Double bed
    016F - 8107C0B8 054B - BETA Pelagic II Chair
    0170 - 8107C0C0 054C - Attack Ship Computer console
    0171 - 8107C0C8 054D - BETA Investigation Table
    0172 - 8107C0D0 054E - BETA Investigation Chair
    0173 - 8107C0D8 054F - Air Base Table
    0174 - 8107C0E0 0550 - BETA Air Base Chair
    0175 - 8107C0E8 0551 - BETA White Box
    0176 - 8107C0F0 005D - Metal Crate
    0177 - 8107C0F8 0552 - IR scanner googles
    0178 - 8107C100 0555 - Area 51 Wall Dronegun
    0179 - 8107C108 0556 - BETA Skedar Dronegun
    017A - 8107C110 0557 - Carrington Institute Dronegun
    017B - 8107C118 0558 - Villa Wooden table
    017C - 8107C120 055C - dataDyne Building Door
    017D - 8107C128 055D - BETA Air Base Door
    017E - 8107C130 055E - BETA Air Base Door 2
    017F - 8107C138 055F - Chicago Wire fence
    0180 - 8107C140 0560 - Rareware logo
    0181 - 8107C148 0563 - Keycard
    0182 - 8107C150 0564 - BETA Body armour (Looks like the one from GoldenEye)
    0183 - 8107C158 0565 - Area 51 Infiltration Inner area big slide door (Right)
    0184 - 8107C160 0566 - Area 51 Infiltration Inner area big slide door (Left)
    0185 - 8107C168 0567 - Air Force One Lamp
    0186 - 8107C170 0568 - Air Force One Toilet
    0187 - 8107C178 0569 - Air Force One Big door
    0188 - 8107C180 056A - Air Force One Phone
    0189 - 8107C188 056B - BETA Air Force One Cargo door
    018A - 8107C190 056C - G5 Building Alarm
    018B - 8107C198 056D - G5 Building Laser switch
    018C - 8107C1A0 056E - Skedar Ruins Pillar 4
    018D - 8107C1A8 056F - Pelagic II Power core hatch
    018E - 8107C1B0 074C - Area 51 Grate / Pane of glass with white stripes
    018F - 8107C1B8 0750 - Air Force One Escape door
    0190 - 8107C1C0 0751 - Presidential Escape Pod
    0191 - 8107C1C8 0752 - Skedar Ruins Bridge
    0192 - 8107C1D0 0753 - Pelagic II Door with no window
    0193 - 8107C1D8 0756 - BETA Touch That Box, Box
    0194 - 8107C1E0 0757 - Carrington Institute Front door
    0195 - 8107C1E8 075B - Laser
    0196 - 8107C1F0 075C - G5 Building BAFTA Award
    0197 - 8107C1F8 075D - Area 51 Rescue Outro Surgeons dissection laser
    0198 - 8107C200 075E - Crash Site Outro Elvis's hammer (Small size)
    0199 - 8107C208 0760 - Area 51 Infiltration Explosives
    019A - 8107C210 075F - dataDyne Building Mr. Blonde's Revenge Skedar bomb
    019B - 8107C218 0762 - Dr. Caroll's Backup disk
    019C - 8107C220 0763 - Air Base Flight plans
    019D - 8107C228 076F - R-Tracker
    019E - 8107C230 0770 - X-ray Scanner
    019F - 8107C238 075E - Crash Site Outro Elvis's hammer (Big size)
    01A0 - 8107C240 0771 - Camspy, Drugspy, Bombspy
    01A1 - 8107C248 0772 - Door Decoder
    01A2 - 8107C250 0765 - Air Force One Table
    01A3 - 8107C258 0775 - Air Base Air Force Ones private loader door
    01A4 - 8107C260 0776 - Skedar Ruins Backdrop
    01A5 - 8107C268 0777 - Carrington Institute Secret Device training door
    01A6 - 8107C270 076E - Carrington Institute Defense Sensitive information
    01A7 - 8107C278 0774 - BETA Suitcase
    01A8 - 8107C280 0778 - Skedar Ruins Push-block to activate bridge
    01A9 - 8107C288 0779 - Area 51 Lift bars/door
    01AA - 8107C290 0797 - Carrington Institute Switch
    01AB - 8107C298 0798 - Attack Ship Blue door
    01AC - 8107C2A0 0799 - Attack Ship Window
    01AD - 8107C2A8 079A - Attack Ship Hanger door (Top half)
    01AE - 8107C2B0 079B - Attack Ship Hanger door (Bottom half)
    01AF - 8107C2B8 079C - Air Force One Inner door
    01B0 - 8107C2C0 079D - BETA Laser post
    01B1 - 8107C2C8 07B2 - Skedar Ruins Target Amplifier
    01B2 - 8107C2D0 07B3 - Attack Ship Lift
    01B3 - 8107C2D8 07B4 - Carrington Institute Defense Smashed front door
    01B4 - 8107C2E0 07B5 - Deep Sea Slide-up door
    01B5 - 8107C2E8 07BB - Air Force One Drop vent rubble
    01B6 - 8107C2F0 07BC - dataDyne Building Small door / Felicity Door
    01B7 - 8107C2F8 07C7 - Deep Sea Slide door
    01B8 - 8107C300 07CC - Skedar Ruins Buddy Bridge
    
    
    _________________
    
    Modifying weapons
    _________________
    
    Just like with objects, it's possible to modify all instances of a weapon. This
    is done by changing a weapons type and image. The image modification is done
    using the object image modifiers above. The weapons remains modified in all
    areas of the game, so if you had a code that replaced the Falcon 2 Silencer
    with a PP9i (PP7), you would start Defection with a PP9i (PP7). You would also
    get a PP9i (PP7) instead of a Falcon 2 Silencer in multiplayer. Here's an
    example:
    
    Change CMP150 into ZZT (9mm) (ZMG (9mm)):
    NTSC               PAL
    8106FF42 EB40      810702D2 EED0
    8107B858 036E      8107BD28 036E
    
    This code is used in Pelagic II in Villa. All the guards in the level use
    ZZT (9mm) (ZMG (9mm)) instead of CMP150. One thing to note is that when you aim
    you won't see the GoldenEye cursor, but Perfect Darks one instead.
    
    These codes don't fully change a weapon. What's not changed is the zoom, method
    of aiming, bullet power, accuracy and sometimes the sound. The PAL version of
    the code doesn't change the text (in the above example, when you pick up a
    ZZT (9mm) (ZMG (9mm)) for the first time the game say's "Picked up a CMP150").
    
    To give an example of the kind of errors you might get I'll refer to when you
    change the Farsight into an AR53. The AR53 will act just like it should do, but
    when you aim you will have x-ray vision! The bullets will also shoot through
    the walls, which makes this particular AR53 very lethal indeed. Unfortunately
    you can't zoom in or "follow lock on" to enemies. An example of a sound error
    can be found when you change the Reaper into a KLO1313 (Klobb). When you fire
    you'll hear the familiar Reaper spinning, but you will also hear the KLO1313
    (Klobb) shooting. The KLO1313 (Klobb) will be as inaccurate as the Reaper.
    
    These errors can be easily avoided be changing weapons that have the same
    attributes, like AR34 and AR53, or RCP-120 and RC-P45 (RC-P90). These errors
    won't effect how enemies use a gun, but the weapon bullet power will remain the
    same as the old gun they used to wield. It won't give the codes to fix the
    errors mentioned here because there's already an FAQ on gamefaqs.com which
    deals with weapon modifying.
    
    There are four BETA weapons in the game. The first two are the Tester, which
    looks like a grenade and fires like a pistol, and the Big King Rocket, which
    looks like a rocket launcher and fires strange useless rockets. The other two
    are the AR27-BETA and the SMG27-BETA. These weapons have no image and can only
    be used once you've picked up a double pair. The easiest place to do this is in
    multiplayer, by putting them in weapon slots 1 to 4. Once you have a double
    pair of the weapon you can press A to bring it up. Both weapons have a 27
    bullet capasity, and use the image of the last held weapon (in the case of none
    it uses hands). The AR27-BETA is an assault rifle that sounds like the AR34.
    The SMG27-BETA is a sub-machine gun that makes this wierd machine-like sound
    when you fire it.
    
    A code for GoldenEye weapons in multiplayer can be found in the Extra Codes
    section in the Outro part of this FAQ.
    
    The NTSC and PAL version of these codes vary slightly, so they each have their
    own description of how to get the codes working. The weapon number is the
    number that's used in-game to refer to a weapon. It's the same for both NTSC
    and PAL
    
    
    NTSC Weapon modifier codes:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Find the weapon you want to change on the list below, and find the weapon you
    want to change it to. Use the codes from the weapon you want to change, and
    the values from the weapon you want to change it into.
    
             Weapon             Weapon
    Weapon   Type      Type     Image     Image
    Number   Modifier  Value    Modifier  Value    Weapon Name
    
      00  -  8106FF1A  B1E4  -  Body dependant  -  Unarmed
      01  -  8106FF1E  B35C  -  No Image        -  Nothing
      02  -  8106FF22  B728  -  8107B818  0348  -  Falcon 2
      03  -  8106FF26  B7C8  -  8107B848  034E  -  Falcon 2 (Silencer)
      04  -  8106FF2A  B778  -  8107B850  034F  -  Falcon 2 (Scope)
      05  -  8106FF2E  BA04  -  8107B820  0349  -  Magsec 4
      06  -  8106FF32  C160  -  8107B828  034A  -  Mauler
      07  -  8106FF36  BF34  -  8107B840  034D  -  Phoenix
      08  -  8106FF3A  BD3C  -  8107B830  034B  -  DY357 Magnum
      09  -  8106FF3E  BD8C  -  8107B838  034C  -  DY357-LX
      0A  -  8106FF42  C3C4  -  8107B858  0350  -  CMP150
      0B  -  8106FF46  C570  -  8107B880  0355  -  Cyclone
      0C  -  8106FF4A  C848  -  8107B888  0356  -  Callisto NTG
      0D  -  8106FF4E  C6D4  -  8107B890  0357  -  RC-P120
      0E  -  8106FF52  D16C  -  8107B898  0358  -  Laptop Gun
      0F  -  8106FF56  C998  -  8107B868  0352  -  Dragon
      10  -  8106FF5A  CF58  -  8107B878  0354  -  K7 Avenger
      11  -  8106FF5E  CD80  -  8107B860  0351  -  AR34
      12  -  8106FF62  CBD0  -  8107B870  0353  -  SuperDragon
      13  -  8106FF66  D2EC  -  8107B8A0  0359  -  Shotgun
      14  -  8106FF6A  D4F0  -  8107B8A8  035A  -  Reaper
      15  -  8106FF6E  E684  -  8107B8D0  035F  -  Sniper Rifle
      16  -  8106FF72  E090  -  8107B8C8  035E  -  Farsight XR-20
      17  -  8106FF76  D9F4  -  8107B8B8  035C  -  Devestator
      18  -  8106FF7A  D6CC  -  8107B8B0  035B  -  Rocket Launcher
      19  -  8106FF7E  D840  -  8107B8C0  035D  -  Slayer
      1A  -  8106FF82  F110  -  8107B8E8  0362  -  Combat Knife
      1B  -  8106FF86  E2A4  -  8107B8D8  0360  -  Crossbow
      1C  -  8106FF8A  E47C  -  8107B8E0  0361  -  Tranquilizer
      1D  -  8106FF8E  E788  -  8107BD18  075B  -  Laser
      1E  -  8106FF92  DE88  -  8107B900  0365  -  Grenade
      1F  -  8106FF96  DF34  -  8107B8F0  0363  -  N-Bomb
      20  -  8106FF9A  DAD0  -  8107B908  0366  -  Timed Mine
      21  -  8106FF9E  DC78  -  8107B910  0367  -  Proximity Mine
      22  -  8106FFA2  DBF0  -  8107B918  0368  -  Remote Mine
      23  -  8106FFA6  F468  -  8107B9E8  04D0  -  Combat Boost
      24  -  8106FFAA  E85C  -  8107B928  036A  -  PP9i (PP7)
      25  -  8106FFAE  E918  -  8107B930  036B  -  CC13 (DD44) Dostovei.
      26  -  8106FFB2  E9D0  -  8107B938  036C  -  KLO1313 (Klobb)
      27  -  8106FFB6  EA88  -  8107B940  036D  -  KF7 Special (KF7 Soviet)
      28  -  8106FFBA  EB40  -  8107B948  036E  -  ZZT (9mm) (ZMG (9mm))
      29  -  8106FFBE  EBF8  -  8107B950  036F  -  DMC (D5K) Deutsche
      2A  -  8106FFC2  ECB0  -  8107B958  0370  -  AR53 (AR33) Assualt Rifle
      2B  -  8106FFC6  ED68  -  8107B960  0371  -  RC-P45 (RC-P90)
      2C  -  8106FFCA  E520  -  8107B8E0  0361  -  Pyschosis Gun
      2D  -  8106FFCE  F2C4  -  8107B808  0346  -  Nightvision Goggles
      2E  -  8106FFD2  F654  -  8107BD70  0771  -  Camspy
      2F  -  8106FFD6  F724  -  8107BD60  0770  -  X-ray Scanner
      30  -  8106FFDA  F538  -  8107BC28  0552  -  IR-Scanner
      31  -  8106FFDE  F3C4  -  8107B9E0  04CF  -  Cloaking Device
      32  -  8106FFE2  F348  -  8107BA70  04E6  -  Horizon Scanner
      33  -  8106FFE6  FEC8  -  8107B900  0365  -  Tester
      34  -  8106FFEA  FE14  -  8107BB40  0515  -  Big King Rocket
      35  -  8106FFEE  DD38  -  8107B920  0369  -  ECM Mine
      36  -  8106FFF2  F7C4  -  8107B108  0088  -  Data Uplink
      37  -  8106FFF6  F6BC  -  8107BD58  076F  -  R-Tracker
      38  -  8106FFFA  FA7C  -  8107BD58  076F  -  President Scanner
      39  -  8106FFFE  F814  -  8107BD78  0772  -  Door Decoder
      3A  -  81070002  FACC  -  8107B9A0  049D  -  AutoSurgeon
      3B  -  81070006  FA14  -  8107BD38  0760  -  Explosives
      3C  -  8107000A  F9C4  -  8107BD40  075F  -  Skedar Bomb
      3D  -  8107000E  F1BC  -  8107B100  0087  -  Comms Rider
      3E  -  81070012  F20C  -  8107B100  0087  -  Tracer Bug
      3F  -  81070016  F25C  -  8107BB48  0516  -  Disguise
      40  -  8107001A  F59C  -  8107BDF8  07B2  -  Target Amplifier
      41  -  8107001E  F5EC  -  8107B7D0  033F  -  Disguise
      42  -  81070022  FB1C  -  8107BD50  0763  -  Flight Plans
      43  -  81070026  FB6C  -  8107BD48  0762  -  Research Tape
      44  -  8107002A  FBBC  -  8107BD48  0762  -  Backup Disk
      45  -  8107002E  FD4C  -  8107BC78  0563  -  Key Card
      46  -  81070032  FD4C  -  8107BC78  0563  -  Key Card
      47  -  81070036  FD4C  -  8107BC78  0563  -  Key Card
      48  -  8107003A  FD4C  -  8107BC78  0563  -  Key Card
      49  -  8107003E  FD4C  -  8107BC78  0563  -  Key Card
      4A  -  81070042  FD4C  -  8107BC78  0563  -  Key Card
      4B  -  81070046  FD4C  -  8107BC78  0563  -  Key Card
      4C  -  8107004A  FD4C  -  8107BC78  0563  -  Key Card
      4D  -  8107004E  FC5C  -  8107B360  0084  -  Suitcase
      4E  -  81070052  FC0C  -  8107B0F8  0086  -  Briefcase
      4F  -  81070056  FCFC  -  8107B810  0347  -  Solo Shield
      50  -  8107005A  FCAC  -  8107B680  01C3  -  Necklace
      51  -  8107005E  B194  -  No Image        -  Nothing
      52  -  81070062  B194  -  No Image        -  Nothing
      53  -  81070066  F864  -  8107B968  0372  -  Rocket
      54  -  8107006A  F8B4  -  8107B968  0372  -  Homing Rocket
      55  -  8107006E  F904  -  8107B980  0375  -  Grenade Round
      56  -  81070072  F954  -  8107B978  0374  -  Bolt
      57  -  81070076  EDE0  -  8107B0F8  0086  -  The Breifcase (From Multiplayer)
      58  -  8107007A  F864  -  8107B970  0373  -  Slayer Rocket
      59  -  8107007E  EE98  -  No Image        -  AR27-BETA
      5A  -  81070082  EF50  -  No Image        -  SMG27-BETA
      5B  -  81070086  B194  -  8107B810  0347  -  Multiplayer Shield
      5C  -  8107008A  B194  -  No Image        -  Multiplayer Disabled
      5D  -  8107008E  F4D0  -  8107B9E8  04D0  -  Suicide pill
    
    
    PAL Weapon modifier codes:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    The PAL versions are slightly more complicated in the fact that you sometimes
    need to add an extra code to change the value 8006 or 8007. To change the
    weapon type, find the weapon you want to change and the weapon you want to
    change it to. Use the codes from the weapon you want to change and the values
    from the weapon you want to change it to. If the type value A is the same for
    both weapons you don't need to use part A of the code. If type value A is
    different (I.E one is 8006 and one is 8007) then you need to use part A and B.
    
    You also need to modify the weapon image, which can be done using the second
    list. Use the code from the weapon image you want to change, and the value for
    the weapon image you want to change it to.
    
    PAL Weapon type modifiers:
    --------------------------
                  Weapon
    Weapon     Type Modifier     Type Values
    Number    Part A    Part B    A    B       Weapon Name
    
      00  -  810702A8  810702AA  8006-B574  -  Unarmed
      01  -  810702AC  810702AE  8006-B6EC  -  Nothing
      02  -  810702B0  810702B2  8006-BAB8  -  Falcon 2
      03  -  810702B4  810702B6  8006-BB58  -  Falcon 2 (Silencer)
      04  -  810702B8  810702BA  8006-BB08  -  Falcon 2 (Scope)
      05  -  810702BC  810702BE  8006-BD94  -  Magsec 4
      06  -  810702C0  810702C2  8006-C4F0  -  Mauler
      07  -  810702C4  810702C6  8006-C2C4  -  Phoenix
      08  -  810702C8  810702CA  8006-C0CC  -  DY357 Magnum
      09  -  810702CC  810702CE  8006-C11C  -  DY357-LX
      0A  -  810702D0  810702D2  8006-C754  -  CMP150
      0B  -  810702D4  810702D6  8006-C900  -  Cyclone
      0C  -  810702D8  810702DA  8006-CBD8  -  Callisto NTG
      0D  -  810702DC  810702DE  8006-CA64  -  RC-P120
      0E  -  810702E0  810702E2  8006-D4FC  -  Laptop Gun
      0F  -  810702E4  810702E6  8006-CD28  -  Dragon
      10  -  810702E8  810702EA  8006-D2E8  -  K7 Avenger
      11  -  810702EC  810702EE  8006-D110  -  AR34
      12  -  810702F0  810702F2  8006-CF60  -  SuperDragon
      13  -  810702F4  810702F6  8006-D67C  -  Shotgun
      14  -  810702F8  810702FA  8006-D880  -  Reaper
      15  -  810702FC  810702FE  8006-EA14  -  Sniper Rifle
      16  -  81070300  81070302  8006-E420  -  Farsight XR-20
      17  -  81070304  81070306  8006-DD84  -  Devestator
      18  -  81070308  8107030A  8006-DA5C  -  Rocket Launcher
      19  -  8107030C  8107030E  8006-DBD0  -  Slayer
      1A  -  81070310  81070312  8006-F4A0  -  Combat Knife
      1B  -  81070314  81070316  8006-E634  -  Crossbow
      1C  -  81070318  8107031A  8006-E80C  -  Tranquilizer
      1D  -  8107031C  8107031E  8006-EB18  -  Laser
      1E  -  81070320  81070322  8006-E218  -  Grenade
      1F  -  81070324  81070326  8006-E2C4  -  N-Bomb
      20  -  81070328  8107032A  8006-DE60  -  Timed Mine
      21  -  8107032C  8107032E  8006-E008  -  Proximity Mine
      22  -  81070330  81070332  8006-DF80  -  Remote Mine
      23  -  81070334  81070336  8006-F7F8  -  Combat Boost
      24  -  81070338  8107033A  8006-EBEC  -  PP9i (PP7)
      25  -  8107033C  8107033E  8006-ECA8  -  CC13 (DD44) Dostovei.
      26  -  81070340  81070342  8006-ED60  -  KLO1313 (Klobb)
      27  -  81070344  81070346  8006-EE18  -  KF7 Special (KF7 Soviet)
      28  -  81070348  8107034A  8006-EED0  -  ZZT (9mm) (ZMG (9mm))
      29  -  8107034C  8107034E  8006-EF88  -  DMC (D5K) Deutsche
      2A  -  81070350  81070352  8006-F040  -  AR53 (AR33) Assualt Rifle
      2B  -  81070354  81070356  8006-F0F8  -  RC-P45 (RC-P90)
      2C  -  81070358  8107035A  8006-E8B0  -  Pyschosis Gun
      2D  -  8107035C  8107035E  8006-F654  -  Nightvision Goggles
      2E  -  81070360  81070362  8006-F9E4  -  Camspy
      2F  -  81070364  81070366  8006-FAB4  -  X-ray Scanner
      30  -  81070368  8107036A  8006-F8C8  -  IR-Scanner
      31  -  8107036C  8107036E  8006-F754  -  Cloaking Device
      32  -  81070370  81070372  8006-F6D8  -  Horizon Scanner
      33  -  81070374  81070376  8007-0258  -  Tester
      34  -  81070378  8107037A  8007-01A4  -  Big King Rocket
      35  -  8107037C  8107037E  8006-E0C8  -  ECM Mine
      36  -  81070380  81070382  8006-FB54  -  Data Uplink
      37  -  81070384  81070386  8006-FA4C  -  R-Tracker
      38  -  81070388  8107038A  8006-FE0C  -  President Scanner
      39  -  8107038C  8107038E  8006-FBA4  -  Door Decoder
      3A  -  81070390  81070392  8006-FE5C  -  AutoSurgeon
      3B  -  81070394  81070396  8006-FDA4  -  Explosives
      3C  -  81070398  8107039A  8006-FD54  -  Skedar Bomb
      3D  -  8107039C  8107039E  8006-F54C  -  Comms Rider
      3E  -  810703A0  810703A2  8006-F59C  -  Tracer Bug
      3F  -  810703A4  810703A6  8006-F5EC  -  Disguise
      40  -  810703A8  810703AA  8006-F92C  -  Target Amplifier
      41  -  810703AC  810703AE  8006-F97C  -  Disguise
      42  -  810703B0  810703B2  8006-FEAC  -  Flight Plans
      43  -  810703B4  810703B6  8006-FEFC  -  Research Tape
      44  -  810703B8  810703BA  8006-FF4C  -  Backup Disk
      45  -  810703BC  810703BE  8007-00DC  -  Key Card
      46  -  810703C0  810703C2  8007-00DC  -  Key Card
      47  -  810703C4  810703C6  8007-00DC  -  Key Card
      48  -  810703C8  810703CA  8007-00DC  -  Key Card
      49  -  810703CC  810703CE  8007-00DC  -  Key Card
      4A  -  810703D0  810703D2  8007-00DC  -  Key Card
      4B  -  810703D4  810703D6  8007-00DC  -  Key Card
      4C  -  810703D8  810703DA  8007-00DC  -  Key Card
      4D  -  810703DC  810703DE  8006-FFEC  -  Suitcase
      4E  -  810703E0  810703E2  8006-FF9C  -  Briefcase
      4F  -  810703E4  810703E6  8007-008C  -  Solo Shield
      50  -  810703E8  810703EA  8007-003C  -  Necklace
      51  -  810703EC  810703EE  8006-B524  -  Nothing
      52  -  810703F0  810703F2  8006-B524  -  Nothing
      53  -  810703F4  810703F6  8006-FBF4  -  Rocket
      54  -  810703F8  810703FA  8006-FC44  -  Homing Rocket
      55  -  810703FC  810703FE  8006-FC94  -  Grenade Round
      56  -  81070400  81070402  8006-FCE4  -  Bolt
      57  -  81070404  81070406  8006-F170  -  The Breifcase (From Multiplayer)
      58  -  81070408  8107040A  8006-FBF4  -  Slayer Rocket
      59  -  8107040C  8107040E  8006-F228  -  AR27-BETA
      5A  -  81070410  81070412  8006-F2E0  -  SMG27-BETA
      5B  -  81070414  81070416  8006-B524  -  Multiplayer Shield
      5C  -  81070418  8107041A  8006-B524  -  Multiplayer Disabled
      5D  -  8107041C  8107041E  8006-F860  -  Suicide pill
    
    PAL Weapon image modifiers:
    ---------------------------
             Weapon
    Weapon   Image     Image
    Number   Modifier  Values   Weapon Name
    
      00  -  Body dependant  -  Unarmed
      01  -  No Image        -  Nothing
      02  -  8107BCE8  0348  -  Falcon 2
      03  -  8107BD18  034E  -  Falcon 2 (Silencer)
      04  -  8107BD20  034F  -  Falcon 2 (Scope)
      05  -  8107BCF0  0349  -  Magsec 4
      06  -  8107BCF8  034A  -  Mauler
      07  -  8107BD10  034D  -  Phoenix
      08  -  8107BD00  034B  -  DY357 Magnum
      09  -  8107BD08  034C  -  DY357-LX
      0A  -  8107BD28  0350  -  CMP150
      0B  -  8107BD50  0355  -  Cyclone
      0C  -  8107BD58  0356  -  Callisto NTG
      0D  -  8107BD60  0357  -  RC-P120
      0E  -  8107BD68  0358  -  Laptop Gun
      0F  -  8107BD38  0352  -  Dragon
      10  -  8107BD48  0354  -  K7 Avenger
      11  -  8107BD30  0351  -  AR34
      12  -  8107BD40  0353  -  SuperDragon
      13  -  8107BD70  0359  -  Shotgun
      14  -  8107BD78  035A  -  Reaper
      15  -  8107BDA0  035F  -  Sniper Rifle
      16  -  8107BD98  035E  -  Farsight XR-20
      17  -  8107BD88  035C  -  Devestator
      18  -  8107BD80  035B  -  Rocket Launcher
      19  -  8107BD90  035D  -  Slayer
      1A  -  8107BDB8  0362  -  Combat Knife
      1B  -  8107BDA8  0360  -  Crossbow
      1C  -  8107BDB0  0361  -  Tranquilizer
      1D  -  8107C1E8  075B  -  Laser
      1E  -  8107BDD0  0365  -  Grenade
      1F  -  8107BDC0  0363  -  N-Bomb
      20  -  8107BDD8  0366  -  Timed Mine
      21  -  8107BDE0  0367  -  Proximity Mine
      22  -  8107BDE8  0368  -  Remote Mine
      23  -  8107BEB8  04D0  -  Combat Boost
      24  -  8107BDF8  036A  -  PP9i (PP7)
      25  -  8107BE00  036B  -  CC13 (DD44) Dostovei.
      26  -  8107BE08  036C  -  KLO1313 (Klobb)
      27  -  8107BE10  036D  -  KF7 Special (KF7 Soviet)
      28  -  8107BE18  036E  -  ZZT (9mm) (ZMG (9mm))
      29  -  8107BE20  036F  -  DMC (D5K) Deutsche
      2A  -  8107BE28  0370  -  AR53 (AR33) Assualt Rifle
      2B  -  8107BE30  0371  -  RC-P45 (RC-P90)
      2C  -  8107BDB0  0361  -  Pyschosis Gun
      2D  -  8107BCD8  0346  -  Night Vision Goggles
      2E  -  8107C240  0771  -  Camspy
      2F  -  8107C230  0770  -  X-ray Scanner
      30  -  8107C0F8  0552  -  IR-Scanner
      31  -  8107BEB0  04CF  -  Cloaking Device
      32  -  8107BF40  04E6  -  Horizon Scanner
      33  -  8107BDD0  0365  -  Tester
      34  -  8107C010  0515  -  Big King Rocket
      35  -  8107BDF0  0369  -  ECM Mine
      36  -  8107B5D8  0088  -  Data Uplink
      37  -  8107C228  076F  -  R-Tracker
      38  -  8107C228  076F  -  President Scanner
      39  -  8107C248  0772  -  Door Decoder
      3A  -  8107BE70  049D  -  AutoSurgeon
      3B  -  8107C208  0760  -  Explosives
      3C  -  8107C210  075F  -  Skedar Bomb
      3D  -  8107B5D0  0087  -  Comms Rider
      3E  -  8107B5D0  0087  -  Tracer Bug
      3F  -  8107C018  0516  -  Disguise
      40  -  8107C2C8  07B2  -  Target Amplifier
      41  -  8107BCA0  033F  -  Disguise
      42  -  8107C220  0763  -  Flight Plans
      43  -  8107C218  0762  -  Research Tape
      44  -  8107C218  0762  -  Backup Disk
      45  -  8107C148  0563  -  Key Card
      46  -  8107C148  0563  -  Key Card
      47  -  8107C148  0563  -  Key Card
      48  -  8107C148  0563  -  Key Card
      49  -  8107C148  0563  -  Key Card
      4A  -  8107C148  0563  -  Key Card
      4B  -  8107C148  0563  -  Key Card
      4C  -  8107C148  0563  -  Key Card
      4D  -  8107B830  0084  -  Suitcase
      4E  -  8107B5C8  0086  -  Briefcase
      4F  -  8107BCE0  0347  -  Solo Shield
      50  -  8107BB50  01C3  -  Necklace
      51  -  No Image        -  Nothing
      52  -  No Image        -  Nothing
      53  -  8107BE38  0372  -  Rocket
      54  -  8107BE38  0372  -  Homing Rocket
      55  -  8107BE50  0375  -  Grenade Round
      56  -  8107BE48  0374  -  Bolt
      57  -  8107B5C8  0086  -  The Breifcase (From Multiplayer)
      58  -  8107BE40  0373  -  Slayer Rocket
      59  -  No Image        -  AR27-BETA
      5A  -  No Image        -  SMG27-BETA
      5B  -  8107BCE0  0347  -  Multiplayer Shield
      5C  -  No Image        -  Multiplayer Disabled
      5D  -  8107BEB8  04D0  -  Suicide pill
    
    
    Multiplayer ammo codes:
    ~~~~~~~~~~~~~~~~~~~~~~~
    In order to get your modified weapons working properly in multiplayer you may
    have to change the ammo that they use. If you were to change the Falcon 2 into
    an AR53 (AR33), you would end up with the AR53 (AR33) as the weapon to pick up,
    and two ammo crates full of pistol ammo! The ammo type needs to be changed, and
    the amount of ammo needs to be raised so that you get more ammo for the AR53
    (AR33). Here's an example:
    
    Change ammo type and amount for the Falcon 2:
    NTSC               PAL
    80087273 0004      800877C3 0004
    80087274 0096      800877C4 0096
    
    This code changes the ammo type to 0004 (assualt rifle ammo), and the ammo
    amount to 0096 (150 bullets).
    
    NTSC / PAL Multiplayer Ammo type modifiers:
    -------------------------------------------
    NTSC Ammo    PAL Ammo    Ammo
    Modifier     Modifier    Type    Weapon / Item name
    
    80087273     800877C3    0001    Falcon 2
    8008727D     800877CD    0001    Falcon 2 (Silencer)
    80087287     800877D7    0001    Falcon 2 (Scope)
    80087291     800877E1    0001    Magsec 4
    8008729B     800877EB    0001    Mauler
    800872A5     800877F5    0001    Phoenix
    800872AF     800877FF    000A    DY357 Magnum
    800872B9     80087809    000A    DY357-LX
    800872C3     80087813    0002    CMP150
    800872CD     8008781D    0002    Cyclone
    800872D7     80087827    0002    Callisto NTG
    800872E1     80087831    0002    RC-P120
    800872EB     8008783B    0002    Laptop Gun
    800872F5     80087845    0004    Dragon
    800872FF     8008784F    0004    K7 Avenger
    80087309     80087859    0004    AR34
    80087313     80087863    0004    SuperDragon
    8008731D     8008786D    0005    Shotgun
    80087327     80087877    000F    Reaper
    80087331     80087881    0004    Sniper Rifle
    8008733B     8008788B    0006    Farsight XR-20
    80087345     80087895    000B    Devestator
    8008734F     8008789F    0008    Rocket Launcher
    80087359     800878A9    0008    Slayer
    80087363     800878B3    0009    Combat Knife
    8008736D     800878BD    0003    Crossbow
    80087377     800878C7    0013    Tranquilizer
    80087381     800878D1    0007    Grenade
    8008738B     800878DB    0012    N-Bomb
    80087395     800878E5    000E    Timed Mine
    8008739F     800878EF    000D    Proximity Mine
    800873A9     800878F9    000C    Remote Mine
    800873B3     80087903    none    Laser
    800873BD     8008790D    none    X-Ray Scanner
    800873C7     80087917    none    Cloaking Device
    800873D1     80087921    none    Combat Boost
    800873DB     8008792B    none    Shield
    
    NTSC / PAL Multiplayer Ammo amount modifiers:
    ---------------------------------------------
    NTSC Amount  PAL Amount  Ammo
    Modifier     Modifier    Amount  Weapon / Item name
    
    80087274     800877C4    0050    Falcon 2
    8008727E     800877CE    0050    Falcon 2 (Silencer)
    80087288     800877D8    0050    Falcon 2 (Scope)
    80087292     800877E2    0050    Magsec 4
    8008729C     800877EC    005C    Mauler
    800872A6     800877F6    0040    Phoenix
    800872B0     80087800    0032    DY357 Magnum
    800872BA     8008780A    0032    DY357-LX
    800872C4     80087814    0064    CMP150
    800872CE     8008781E    0096    Cyclone
    800872D8     80087828    0096    Callisto NTG
    800872E2     80087832    0096    RC-P120
    800872EC     8008783C    0096    Laptop Gun
    800872F6     80087846    0096    Dragon
    80087300     80087850    0096    K7 Avenger
    8008730A     8008785A    0064    AR34
    80087314     80087864    0096    SuperDragon
    8008731E     8008786E    0010    Shotgun
    80087328     80087878    00C8    Reaper
    80087332     80087882    0032    Sniper Rifle
    8008733C     8008788C    000A    Farsight XR-20
    80087346     80087896    0010    Devestator
    80087350     800878A0    0003    Rocket Launcher
    8008735A     800878AA    0003    Slayer
    80087364     800878B4    0005    Combat Knife
    8008736E     800878BE    000A    Crossbow
    80087378     800878C8    0032    Tranquilizer
    80087382     800878D2    0005    Grenade
    8008738C     800878DC    0003    N-Bomb
    80087396     800878E6    0005    Timed Mine
    800873A0     800878F0    0005    Proximity Mine
    800873AA     800878FA    0005    Remote Mine
    800873B4     80087904    none    Laser
    800873BE     8008790E    none    X-Ray Scanner
    800873C8     80087918    none    Cloaking Device
    800873D2     80087922    none    Combat Boost
    800873DC     8008792C    none    Shield
    
    Other values:
    Ammo   Ammo
    Type  Amount  Weapon name
    
    0001   0050   PP9i (PP7)
    0001   0050   CC13 (DD44) Dostovei.
    0002   0032   KLO1313 (Klobb)
    0004   0096   KF7 Special (KF7 Soviet)
    0002   0064   ZZT (9mm) (ZMG (9mm))
    0002   0064   DMC (D5K) Deutsche
    0004   0096   AR53 (AR33) Assualt Rifle
    0002   0096   RC-P45 (RC-P90)
    0001   0050   Tester
    0008   0003   Big King Rocket
    0004   0064   AR27-BETA (Need to pick up double in order to use)
    0002   0064   SMG27-BETA (Need to pick up double in order to use)
    
    
    __________________
    
    Modifying costumes
    __________________
    
    All instances of a costume can be modified in the same way that objects and
    weapons can be changed. Unfortunately you can't turn Humans into Skedar or
    vice-versa, but you can change Humans into Maians  (I did the Skedar to Humans
    code in WAR! in Deep Sea by advanced methods that I won't teach you here). You
    can swap heads, bodies and arms around. You can also set the gender of the body
    (if the body belongs to a male or female), and you can make it so that all the
    guards have the same head. 
    
    The following codes modify a list located at NTSC 8007CF06 and PAL 8007D3D6.
    The costume number is the number on this list. It can either be a head or a
    body. It's important to realise that this list only changes the image of a head
    or body. You won't change blood colour or if the head says anything special
    (like Cassandra De Vries has loads of Cassandra lines she says). The values
    used for the body, head and arm images are taken from the global object list.
    
    
    Body image modifier codes:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    The first thing you want to do is modify the image of the body a character
    uses. Use the three lists below to change body, head and arm images. To make a
    code find the body you want to change, and the body you want to change it into.
    Use the code from the body you want to change and the value for the body you
    want to turn it into. Here's an example:
    
    Pelagic II Guard Body modifier:
    NTSC               PAL
    8107D906 0266      8107DDD6 0266
    
    This code will turn the Pelagic II guard into a Maian. For most bodies this is
    all you have to do, but in this case the body is too short and you get a gap
    between the head and the body. This can be solved by modifying the height of
    the body. To modify body height make two codes and add 6 and 8 to the body
    image modifier address.
    
    Pelagic II Guard Body height is Maian height:
    NTSC               PAL
    8107D90C 3F12      8107DDDC 3F12
    8107D90E A10D      8107DDDE A10D
    
    Wherever the Pelagic II Guard body appears in the game it will be changed into
    a Maian, and will be the correct height. The body will not however bleed green
    blood or make any Maian sounds when shot.
    
    Common body height values:
    3F8D-387D - Mr. Blonde (tallest)
    3F80-0000 - Normal height
    3F73-FB31 - Joanna Dark (short)
    3F12-A10D - Maian (shortest)
    
    NTSC / PAL Body image modifier code list:
    -----------------------------------------
    Costume  NTSC Body PAL Body  Body  Gender
    Number   Modifier  Modifier  Value Value  Body Name
    
      00  -  8107CF06  8107D3D6  0047  829C - Dinner Jacket Half open (Djbond)
      01  -  8107CF1A  8107D3EA  0199  829C - Dinner Jacket White tuxedo (Connery)
      02  -  8107CF2E  8107D3FE  019B  8294 - Dinner Jacket Suit done open (Dalton)
      03  -  8107CF42  8107D412  019A  829C - Dinner Jacket Suit undone (Moore)
      56  -  8107D5BE  8107DA8E  0042  067C - Joanna Combat
      57  -  8107D5D2  8107DAA2  004A  8DA8 - Maian
      58  -  8107D5E6  8107DAB6  003F  A274 - Area 51 Guard
      59  -  8107D5FA  8107DACA  0051  827C - Overalls
      5A  -  8107D60E  8107DADE  0040  8268 - Daniel Carrington
      5B  -  8107D622  8107DAF2  004E  96A4 - Mr. Blonde
      5C  -  8107D636  8107DB06  0053  A27C - Skedar (Don't use as player)
      5D  -  8107D64A  8107DB1A  0057  8284 - Trent Easton
      5E  -  8107D65E  8107DB2E  0045  A274 - dataDyne Shock Trooper
      5F  -  8107D672  8107DB42  004D  A274 - Male Lab Technician
      60  -  8107D686  8107DB56  0054  A278 - NSA Bodyguard
      61  -  8107D69A  8107DB6A  0043  067C - Joanna Party Frock
      62  -  8107D6AE  8107DB7E  0044  067C - Joanna Trench coat
      63  -  8107D6C2  8107DB92  004F  8274 - Office Casual
      64  -  8107D6D6  8107DBA6  0050  8274 - Office Suit
      65  -  8107D6EA  8107DBBA  0052  0630 - Secretary
      66  -  8107D6FE  8107DBCE  0041  129C - Cassandra De Vries
      67  -  8107D712  8107DBE2  0056  8DA8 - Elvis
      68  -  8107D726  8107DBF6  004C  2A80 - dataDyne Female Guard
      69  -  8107D73A  8107DC0A  0194  A274 - dataDyne Lab Technician
      6A  -  8107D74E  8107DC1E  0046  A280 - dataDyne Security
      6B  -  8107D762  8107DC32  0048  C27C - Dr. Caroll (Don't use as player)
      6C  -  8107D776  8107DC46  004B  827C - CamSpy (Don't use as player)
      6D  -  8107D78A  8107DC5A  01B1  067C - Joanna Frock (Ripped)
      6E  -  8107D79E  8107DC6E  01BF  A280 - dataDyne Infantry
      6F  -  8107D7B2  8107DC82  01C4  A274 - dataDyne Trooper
      70  -  8107D7C6  8107DC96  0055  C27C - Test body (Don't use as player)
      71  -  8107D7DA  8107DCAA  01C8  A26C - Biotechnician
      72  -  8107D7EE  8107DCBE  01C9  A27C - FBI Agent
      73  -  8107D802  8107DCD2  01CB  A27C - CIA Agent
      74  -  8107D816  8107DCE6  01CC  A27C - Area 51 Trooper
      75  -  8107D82A  8107DCFA  0231  8274 - Pilot
      76  -  8107D83E  8107DD0E  0236  827C - G5 Sentry Bot (Don't use as player)
      77  -  8107D852  8107DD22  0237  8264 - Steward
      78  -  8107D866  8107DD36  0239  063C - Stewardess
      79  -  8107D87A  8107DD4A  023B  827C - The President
      7A  -  8107D88E  8107DD5E  023C  063C - Head Stewardess
      7B  -  8107D8A2  8107DD72  0240  827C - Mini Skedar (Don't use as player)
      7C  -  8107D8B6  8107DD86  0242  827C - NSA Lackey
      7D  -  8107D8CA  8107DD9A  0244  827C - Presidential Security
      7E  -  8107D8DE  8107DDAE  0246  0638 - Negotiator
      7F  -  8107D8F2  8107DDC2  0261  827C - G5 Guard
      80  -  8107D906  8107DDD6  0263  A27C - Pelagic II Guard
      81  -  8107D91A  8107DDEA  0264  A278 - G5 SWAT Guard
      82  -  8107D92E  8107DDFE  0265  A278 - Alaskan Guard
      83  -  8107D942  8107DE12  0266  ADA8 - Maian
      84  -  8107D956  8107DE26  0339  827C - Presidents Clone
      85  -  8107D96A  8107DE3A  0339  827C - Presidents Clone
      86  -  8107D97E  8107DE4E  033C  067C - Joanna Stewardess
      87  -  8107D992  8107DE62  049E  067C - Joanna Wet Suit
      88  -  8107D9A6  8107DE76  049F  067C - Joanna Aqualung
      89  -  8107D9BA  8107DE8A  04A0  067C - Joanna Arctic
      8A  -  8107D9CE  8107DE9E  04A1  067C - Female Lab Technician
      8B  -  8107D9E2  8107DEB2  04A2  267C - Joanna Lab Tech
      8C  -  8107D9F6  8107DEC6  04A3  A27C - dataDyne Sniper
      8D  -  8107DA0A  8107DEDA  04A4  827C - Air Force One Pilot
      8E  -  8107DA1E  8107DEEE  04A5  A27C - CI Male Lab Technician
      8F  -  8107DA32  8107DF02  04A6  267C - CI Female Lab Technician
      90  -  8107DA46  8107DF16  04A9  827C - Carrington Evening Wear
      91  -  8107DA5A  8107DF2A  04AA  827C - Area 51 Guard
      92  -  8107DA6E  8107DF3E  04AB  A27C - CI Soldier
      93  -  8107DA82  8107DF52  050B  827C - Skedar King (Don't use as player)
      94  -  8107DA96  8107DF66  050C  8DA8 - Elvis with America T-shirt
      95  -  8107DAAA  8107DF7A  0559  067C - Joanna Leather
      96  -  8107DABE  8107DF8E  0796  067C - Joanna Negotiator
    
    
    Head image modifier codes:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Once you've changed the body you can change the head. To change a head find the
    code from the head you want to change, and use the value for the head you want
    to change it into. Here's an example:
    
    Turn Daniel Carringtons head into Cassandra De Vries head:
    NTSC               PAL
    8107CF92 01A6      8107D462 
    
    Daniel Carrington will still speak like a man, even though he has Cassandras
    head.
    
    NTSC / PAL Head image modifier code list:
    -----------------------------------------
    Costume  NTSC Head   PAL Head    Head    Gender
    Number   Modifier    Modifier    Value   Value    Head Name
    
      04  -  8107CF56    8107D426    019C    4434  -  Joanna Combat head
      05  -  8107CF6A    8107D43A    019D    CC6C  -  Elvis head
      06  -  8107CF7E    8107D44E    019E    C034  -  Enemy head (Ross)
      07  -  8107CF92    8107D462    019F    C034  -  Daniel Carrington head
      08  -  8107CFA6    8107D476    01A0    D434  -  Mr. Blonde head
      09  -  8107CFBA    8107D48A    01A1    C034  -  Trent Easton head
      0A  -  8107CFCE    8107D49E    01A2    C034  -  Shock Trooper mask
      0B  -  8107CFE2    8107D4B2    01A3    C034  -  Enemy head (Graham)
      0C  -  8107CFF6    8107D4C6    01A4    4434  -  Joanna Frock head
      0D  -  8107D00A    8107D4DA    01A5    4434  -  dataDyne Secretary head
      0E  -  8107D01E    8107D4EE    01A6    5034  -  Cassandra De Vries head
      0F  -  8107D032    8107D502    01A7    CC6C  -  Maian head
      10  -  8107D046    8107D516    01A8    4034  -  Female Enemy head
      11  -  8107D05A    8107D52A    01A9    C034  -  Enemy head (Jon)
      12  -  8107D06E    8107D53E    01B2    C034  -  Grimshaw head (Mark2)
      13  -  8107D082    8107D552    01B3    C034  -  Foster head (Christ)
      14  -  8107D096    8107D566    01BC    C034  -  Enemy head (Russ)
      15  -  8107D0AA    8107D57A    01BD    CC34  -  BETA head (Grey)
      16  -  8107D0BE    8107D58E    01BE    C034  -  Enemy head (Darling)
      17  -  8107D0D2    8107D5A2    01C0    C034  -  Enemy head (Robert)
      18  -  8107D0E6    8107D5B6    01C2    C034  -  Enemy head (Beau)
      19  -  8107D0FA    8107D5CA    01C5    4034  -  Female Enemy head
      1A  -  8107D10E    8107D5DE    01CD    C034  -  Enemy head (Brian)
      1B  -  8107D122    8107D5F2    01CE    C034  -  Enemy head (Jamie)
      1C  -  8107D136    8107D606    01CF    C034  -  Enemy head (Duncan)
      1D  -  8107D14A    8107D61A    01D0    C034  -  Biotechnician mask
      1E  -  8107D15E    8107D62E    0232    C034  -  Enemy head (Neil)
      1F  -  8107D172    8107D642    0238    C034  -  Enemy head (Edmcg)
      20  -  8107D186    8107D656    023A    4434  -  Female Enemy head (Anka)
      21  -  8107D19A    8107D66A    023D    4434  -  Female Enemy head (Leslie)
      22  -  8107D1AE    8107D67E    0243    C034  -  Enemy head (Matt)
      23  -  8107D1C2    8107D692    0245    C034  -  Enemy head (Peer)
      24  -  8107D1D6    8107D6A6    0247    4434  -  Female Enemy head (Eileen)
      25  -  8107D1EA    8107D6BA    0262    C034  -  Enemy head (Andy)
      26  -  8107D1FE    8107D6CE    0267    C034  -  Enemy head (Ben)
      27  -  8107D212    8107D6E2    0268    C034  -  Enemy head (Steve)
      28  -  8107D226    8107D6F6    033A    C034  -  Jonathan head
      29  -  8107D23A    8107D70A    033B    CC6C  -  Maian Soldier head
      2A  -  8107D24E    8107D71E    0345    C034  -  Enemy head (Shaun)
      2B  -  8107D262    8107D732    01C2    C034  -  Enemy head (Beau)
      2C  -  8107D276    8107D746    04A7    4434  -  Female Enemy head (Eileen)
      2D  -  8107D28A    8107D75A    04A8    C034  -  Enemy head (Scott)
      2E  -  8107D29E    8107D76E    04AC    C034  -  Enemy head (Sanchez)
      2F  -  8107D2B2    8107D782    04AD    4434  -  Joanna Scuba head
      30  -  8107D2C6    8107D796    04AE    C034  -  Sniper mask
      31  -  8107D2DA    8107D7AA    01C2    C034  -  Enemy head (Beau)
      32  -  8107D2EE    8107D7BE    01C2    C034  -  Enemy head (Beau)
      33  -  8107D302    8107D7D2    01C2    C034  -  Enemy head (Beau)
      34  -  8107D316    8107D7E6    01C2    C034  -  Enemy head (Beau)
      35  -  8107D32A    8107D7FA    050D    C034  -  Enemy head (Griffey)
      36  -  8107D33E    8107D80E    050E    C034  -  Shigeru Miyamoto head
      37  -  8107D352    8107D822    050F    C034  -  Enemy head (Keith)
      38  -  8107D366    8107D836    0510    4434  -  Enemy head (Winner)
      39  -  8107D37A    8107D84A    0511    C034  -  Area 51 gas mask
      3A  -  8107D38E    8107D85E    0553    CC6C  -  Elvis Scuba mask
      3B  -  8107D3A2    8107D872    0554    C034  -  Enemy head (Stevem)
      3C  -  8107D3B6    8107D886    055A    4434  -  Joanna Artic head
      3D  -  8107D3CA    8107D89A    055B    C034  -  The President's head
      3E  -  8107D3DE    8107D8AE    0561    4434  -  Velvet Dark head
      3F  -  8107D3F2    8107D8C2    07C5    C034  -  Enemy head (Ken)
      40  -  8107D406    8107D8D6    07C6    C034  -  Enemy head (Joel)
      41  -  8107D41A    8107D8EA    07BD    C034  -  Enemy head (Tim)
      42  -  8107D42E    8107D8FE    07BE    C034  -  Enemy head (Grant)
      43  -  8107D442    8107D912    07BF    C034  -  Enemy head (Penny)
      44  -  8107D456    8107D926    07C0    C034  -  Enemy head (Robin)
      45  -  8107D46A    8107D93A    07C1    4834  -  Female Enemy head (Alex)
      46  -  8107D47E    8107D94E    07C2    4834  -  Female Enemy head (Julianne)
      47  -  8107D492    8107D962    07C3    4834  -  Female Enemy head (Laura)
      48  -  8107D4A6    8107D976    07C4    C034  -  Enemy head (Davec)
      49  -  8107D4BA    8107D98A    07CD    C034  -  Enemy head (Cook)
      4A  -  8107D4CE    8107D99E    07CE    C034  -  Enemy head (Pryce)
      4B  -  8107D4E2    8107D9B2    07CF    C034  -  Enemy head (Silke)
      4C  -  8107D4F6    8107D9C6    07D0    C034  -  Enemy head (Smith)
      4D  -  8107D50A    8107D9DA    07D1    C034  -  Enemy head (Gareth)
      4E  -  8107D51E    8107D9EE    07D2    C034  -  Enemy head (Murchie)
      4F  -  8107D532    8107DA02    07D3    C034  -  Enemy head (Wong)
      50  -  8107D546    8107DA16    07D4    C034  -  Enemy head (Carter)
      51  -  8107D55A    8107DA2A    07D5    C034  -  Enemy head (Tintin)
      52  -  8107D56E    8107DA3E    07D6    C034  -  Enemy head (Munton)
      53  -  8107D582    8107DA52    07D7    C034  -  Enemy head (Stamper)
      54  -  8107D596    8107DA66    07D8    C034  -  Enemy head (Jones)
      55  -  8107D5AA    8107DA7A    07D9    C034  -  Enemy head (Phelps)
    
    
    Arm image modifier codes:
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    If you intend to play as a character body you've changed, you'll notice that
    the arms are not changed. To change a set of arms find the body the arms belong
    to, and the body which has the arms you want to give the body you've changed.
    Use the code from the body you want to change, and the arms value for the arms
    you want to give the body. Here's an example:
    
    Change Joanna combat arms into Cassandras arms:
    NTSC               PAL
    8107D5CC 0537      8107DA9C 0537
    
    NTSC / PAL Arm image modifier code list:
    ----------------------------------------
    Costume  NTSC Arm    PAL Arm     Arm 
    Number   Modifier    Modifier    Value    Body the arms belongs to
    
      00  -  8107CF14    8107D3E4    0538  -  Dinner Jacket Half open (Djbond)
      01  -  8107CF28    8107D3F8    0532  -  Dinner Jacket White tuxedo (Connery)
      02  -  8107CF3C    8107D40C    0538  -  Dinner Jacket Suit done open (Dalton)
      03  -  8107CF50    8107D420    0538  -  Dinner Jacket Suit undone (Moore)
      56  -  8107D5CC    8107DA9C    04E5  -  Joanna Combat
      57  -  8107D5E0    8107DAB0    0764  -  Maian
      58  -  8107D5F4    8107DAC4    0766  -  Area 51 Guard
      59  -  8107D608    8107DAD8    0766  -  Overalls
      5A  -  8107D61C    8107DAEC    0531  -  Daniel Carrington
      5B  -  8107D630    8107DB00    0532  -  Mr. Blonde
      5C  -  8107D644    8107DB14    0000  -  Skedar (Don't use as player)
      5D  -  8107D658    8107DB28    052A  -  Trent Easton
      5E  -  8107D66C    8107DB3C    0769  -  dataDyne Shock Trooper
      5F  -  8107D680    8107DB50    0532  -  Male Lab Technician
      60  -  8107D694    8107DB64    0768  -  NSA Bodyguard
      61  -  8107D6A8    8107DB78    052B  -  Joanna Party Frock
      62  -  8107D6BC    8107DB8C    052C  -  Joanna Trench coat
      63  -  8107D6D0    8107DBA0    052B  -  Office Casual
      64  -  8107D6E4    8107DBB4    052B  -  Office Suit
      65  -  8107D6F8    8107DBC8    052B  -  Secretary
      66  -  8107D70C    8107DBDC    0537  -  Cassandra De Vries
      67  -  8107D720    8107DBF0    0764  -  Elvis
      68  -  8107D734    8107DC04    052C  -  dataDyne Female Guard
      69  -  8107D748    8107DC18    053B  -  dataDyne Lab Technician
      6A  -  8107D75C    8107DC2C    0538  -  dataDyne Security
      6B  -  8107D770    8107DC40    0000  -  Dr. Caroll (Don't use as player)
      6C  -  8107D784    8107DC54    0000  -  Camspy (Don't use as player)
      6D  -  8107D798    8107DC68    052B  -  Joanna Frock (Ripped)
      6E  -  8107D7AC    8107DC7C    0538  -  dataDyne Infantry
      6F  -  8107D7C0    8107DC90    0767  -  dataDyne Trooper
      70  -  8107D7D4    8107DCA4    0000  -  Test body (Don't use as player)
      71  -  8107D7E8    8107DCB8    076A  -  Biotechnician
      72  -  8107D7FC    8107DCCC    0535  -  FBI Agent
      73  -  8107D810    8107DCE0    0533  -  CIA Agent
      74  -  8107D824    8107DCF4    052B  -  Area 51 Trooper
      75  -  8107D838    8107DD08    076B  -  Pilot
      76  -  8107D84C    8107DD1C    0000  -  G5 Sentry Bot (Don't use as player)
      77  -  8107D860    8107DD30    052B  -  Steward
      78  -  8107D874    8107DD44    052B  -  Stewardess
      79  -  8107D888    8107DD58    052E  -  The President
      7A  -  8107D89C    8107DD6C    053A  -  Head Stewardess
      7B  -  8107D8B0    8107DD80    0000  -  Mini Skedar (Don't use as player)
      7C  -  8107D8C4    8107DD94    0531  -  NSA Lackey
      7D  -  8107D8D8    8107DDA8    0531  -  Presidential Security
      7E  -  8107D8EC    8107DDBC    052B  -  Negotiator
      7F  -  8107D900    8107DDD0    076C  -  G5 Guard
      80  -  8107D914    8107DDE4    0539  -  Pelagic II Guard
      81  -  8107D928    8107DDF8    076C  -  G5 SWAT Guard
      82  -  8107D93C    8107DE0C    0536  -  Alaskan Guard
      83  -  8107D950    8107DE20    0764  -  Maian
      84  -  8107D964    8107DE34    04E5  -  Presidents Clone
      85  -  8107D978    8107DE48    052E  -  Presidents Clone
      86  -  8107D98C    8107DE5C    0530  -  Joanna Stewardess
      87  -  8107D9A0    8107DE70    0529  -  Joanna Wet Suit
      88  -  8107D9B4    8107DE84    0529  -  Joanna Aqualung
      89  -  8107D9C8    8107DE98    0536  -  Joanna Arctic
      8A  -  8107D9DC    8107DEAC    0532  -  Female Lab Technician
      8B  -  8107D9F0    8107DEC0    0532  -  Joanna Lab Tech
      8C  -  8107DA04    8107DED4    052D  -  dataDyne Sniper
      8D  -  8107DA18    8107DEE8    0530  -  Air Force One Pilot
      8E  -  8107DA2C    8107DEFC    0534  -  CI Male Lab Technician
      8F  -  8107DA40    8107DF10    0534  -  CI Female Lab Technician
      90  -  8107DA54    8107DF24    0532  -  Carrington Evening Wear
      91  -  8107DA68    8107DF38    0766  -  Area 51 Guard
      92  -  8107DA7C    8107DF4C    076D  -  CI Soldier
      93  -  8107DA90    8107DF60    0000  -  Skedar King (Don't use as player)
      94  -  8107DAA4    8107DF74    0764  -  Elvis with America T-shirt
      95  -  8107DAB8    8107DF88    052B  -  Joanna Leather
      96  -  8107DACC    8107DF9C    052F  -  Joanna Negotiator
    
    
    Gender modifying:
    ~~~~~~~~~~~~~~~~~
    Modifying the gender modifies the kind of head a body gets when it's assigned a
    head.  If the gender is male the body will act and sound like a male. If the
    gender is female the body will act and sound like a female. By modifying the
    gender of a body you determine what kind of head that body gets when it's
    assigned a random head. It's possible to modify the gender of the head, but
    that only changes what kind of pain sounds the head makes. You can only have
    females or males. You can't use just a gender modifier and the gender value for
    Maians to turn the humans into Maians.
    
    To modify a bodies gender subtract 2 from the address of the body (or head)
    image modifier. The values to use are either 2A80 for female, or 827C for male.
    You can use others that are shown in the lists above, but what they actually
    change makes very little difference as to which head is given to the body.
    Here's an example that's used together with the Pelagic II Guard body image
    modifier above:
    
    Pelagic II Guard is a Female dataDyne Bodyguard:
    NTSC               PAL
    8107D904 2A80      8107DDD4 2A80
    8107D906 004C      8107DDD6 004C
    
    The guards in Pelagic II will act and sound like women. They will have female
    heads and say female things.
    
    
    Random enemy head modifying:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    When a body is assigned a random head it picks out heads from a set of
    predetermined heads. This means that is chooses between a set of heads that are
    either male or female. The gender value 0DA8 specifies that the body will get
    one of only four random female heads. It's possible to change which heads are
    chosen when you set the gender to female with the value 0DA8.
    
    Female (0DA8) enemy heads modifier:
    NTSC               PAL
    81062C5A 00XX      8106293A 00XX
    81062C5E 00XX      8106293E 00XX
    81062C62 00XX      81062942 00XX
    81062C66 00XX      81062946 00XX
    
    The values that these codes use are the costume number values. The codes that
    change the body image, head image, arm image and gender modify a list that has
    data related to a costume number. There is more data related to a head or body
    than what is on this list. This means that elsewhere in the memory there is
    another list that specifies what language a head / body says, and what kind of
    pain sounds the head / body makes (I haven't been able to locate this list
    yet). What all this means is that when you use a costume head value in the code
    above you will change which head is assigned to a female gendered body. If that
    head is a male head it will speak like a male and have the same pain sounds as
    a male. More specifically, if the value is set to that of a Maian head, any
    body that the female gender 0DA8 is applied to will become a Maian. If the
    values are all set to the same coustume head value then all enemies will have
    the same head. Here is an example of how to turn a Human into a Maian:
    
    Turn Pelagic II Guard into Maian Soldier:
    NTSC               PAL
    8107D904 0DA8      8107DDD4 0DA8
    8107D906 0266      8107DDD6 0266
    8107D90C 3F12      8107DDDC 3F12
    8107D90E A10D      8107DDDE A10D
    81062C5A 0029      8106293A 0029
    81062C5E 0029      8106293E 0029
    81062C62 0029      81062942 0029
    81062C66 0029      81062946 0029
    
    The only drawback that this code has is that the Maians will bleed red blood.
    Otherwise they will run around and say Maian stuff, just like the two Maian
    soldiers in Attack Ship. You can only turn characters that are assign a random
    head into Maians. You can't turn Cassandra De Vries into a Maian because she is
    always given the same head.
    
    Unfortunately, Skedar language and pain sounds are associated with the Skedar
    body (5C). The Skedar body has no head, so you can't use swap Humans with
    Skedar using this method.
    
    
    __________________________
    
    Moving players into levels
    __________________________
    
    When you modify a solo mission so that you put it in a different arena, you
    will most likely start the level outside the arena above an empty void. Even
    though the objects in the level are put at pads that correspond to the new
    arena, anything that takes part in the cut-scene is put exactly where it would
    be put if the level hadn't been changed at all. To give an example, at the end
    of Crash Site Intro you are put at the coordinates where Joanna starts in Crash
    Site. If you were to change the arena Crash Site takes place in to Pelagic II
    you will still be put at the coordinates where Joanna starts Crash Site. This
    may not nessesarily be in any rooms or corridors in Pelagic II. The result is
    that you start the level in an empty void and need to be moved to a place with
    a solid floor. If you just stay put you will fall down and die in the void.
    
    This problem can be solved by changing a players coordinates so that you move
    her into the level. In order to do this you need to be able to hack Perfect
    Dark in hirez. The easiest way to move a player into a level is by using Nemu,
    but you can also do this using Project 64 or Perfect Trainer together with
    GSCC.
    
    
    The real time coordinates list:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The real time coordinates list is a list in the memory containing the current
    coordinates of all the objects in a level. By changing the coordinates of any
    of these objects you can move them wherever you want in an arena. Player
    coordinates are located at the end of the real time coordinates list. If you
    make a code that moves a player and then remove an object, the code that moved
    your player will no longer work because the real time coordinates list will
    have one less object in it. Therefore, making a code that moves a player should
    be the last thing you do when making a new level. The beginning of the real
    time coordinates list can be found by following the pointer at: 
    
    NTSC 8009A2F8 and PAL 8009A848
    
    This pointer points to a part of the memory in the in-game level data. It will
    point to an address above 80400000. The in-game level data isn't always put in
    the memory in the same place, which means that any code you make to alter the
    in-game level data won't always work! Whether or not a code works depends on
    the last level you loaded, before loading the level the codes activated are
    meant to work in. Also, the codes that you have activated may affect the level
    that is loaded before the one you want to modify, often causing it to freeze.
    To get around these problems while modifying the in-game level data for a solo
    mission you need to load the level in a specific way. 
    
    Lets say you want to make a code that changes a players coordinates in a
    modified level. You want this code to work the first time you load a level, and
    when you reload the level (if you die). When Perfect Dark starts, the game will
    load the Carrington Institute Training Ground first. From there you can select
    your modified level from the Solo Mission menu. When you load your modified
    level you will have loaded it after loading the CI Training Ground. At this
    point in time you make a code to move the player along the X-axis which will be
    814C5670 (example only). Next, you die and reload the level. Your modified
    level will now be loaded after loading your modified level (loaded twice). In
    this example lets say that the in-game level data is put in a different place.
    The code to modify the players X-axis coord is now 814C5680 and not 814C5670.
    You have activated a code that freezes a value at 814C5670, but it won't work
    because the X-axis coord has moved to 814C5680! The code 814C5670 may freeze
    the game because it's changing something it shouldn't be messing with. This
    situation can be solved in one of two ways:
    
    1 - You can activate a code so that it works the second time you load the level
        (simply kill yourself the first time the level loads), but this might
        freeze it the first time you load the level.
    2 - You can activate a code so that it works the first time you load the
        modified level, and go back to the CI Training Ground and reload it. To
        reload the CI Training Ground you need to kill yourself in it. This can
        easily be done by using the CI Training Ground disabler code (mentioned a
        bit further down in this FAQ).
    
    Sometimes the codes you have activated may prevent the CI Training Ground from
    loading, and freeze the game at the Perfect Dark logo. This can also be fixed
    with the CI Training Ground disabler. After you've reloaded a level for the
    third time the game will be used to loading it. The in-game level data will be
    put in the same spot as the second time you loaded it.
    
    When you want to move a player you won't have the code activated all the time.
    If you did that the player would be stuck on the same spot and unable to move
    anywhere. You will use an activator to move the player into the level when you
    press a button. You won't have to worry about your codes freezing anything
    because they're not constantly on. However, if you decide to move an object
    like a chair that stays in the same spot for the duration of the level, you
    won't need an activator. It's when you're not using an activator to modify
    in-game data that you have to worry about the order in which you load levels.
    In the outro part of this FAQ there are two fully working solo missions, Crash
    Site in Villa and WAR! in Deep Sea. Both codes modify the in-game level data
    without using activators. WAR! in Deep Sea loads it's in-game data in the same
    spot after loading itself, so there aren't any problems with getting it working
    again if you die. Crash Site in Villa puts it's in-game data in a different
    place after you have loaded it. If you die you have to go back to the disabled
    CI Training Ground, kill yourself, and then load the level again. If you plan
    to move anything without activators it's best not to use the skip intros code,
    because you have no level to go back to after loading your modified level for
    the first time.
    
    
    Finding your current coordinates:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I'm going to describe how to find your current coordinates, and codes to change
    them, in three different ways. Using Nemu, using Project 64 and ArtMoney, and
    using Perfect Trainer together with GSCC. The example I'm going to use is Crash
    Site in Pelagic II. When you load this level you appear outside the level.
    
    Crash Site in Pelagic II:
    NTSC               PAL
    8107FE88 000E      810803C8 000E
    8107FE8A 0160      810803CA 0160
    8107FE8C 015F      810803CC 015F
    
    Turn on the above code and select Crash Site from the Solo Mission menu. The
    in-game level data will be put in a different spot depending on which
    difficulty you choose. The best thing to do is select Perfect Agent. You'll be
    able to modify enemy difficulty in Perfect Dark Agent mode. Start the level and
    watch the cut-scene if you like. You will begin outside the level, so to get
    into it you need to moonjump there. Use the moonjump codes provided in Part One
    and moonjump into the level. Once inside navigate to the exact spot where you
    want to start the level and pause the game.
    
    In Nemu go to Plugins - Debugger: Memory... In the address box enter the
    address NTSC 8009A2F8 or PAL 8009A848. Copy the pointer you find there into the
    address box to navigate to the real time coordinates list. Move down the list
    by changing the address until you get to the end of the real time coordinates
    list and find the value 060C0000 (or 068C0000). Alternatively you can do a
    search for 060C0000 (or 068C0000) and the correct address will be the one
    closest to where the real time coordinates list is in the memory. After
    060C0000 you will find a pointer and three 32bit values. Write down the values
    and addresses these values are at to make the move player code. Move the Memory
    window and the game screen window in such a way that you can see them both on
    the same screen. Right click on the three 32bit values to highlight them green
    and make them easier to see. Unpause the game and go to where you want to move
    something else. In the Memory window press Refresh to get the new coordinates
    of where you moved to.
    
    In Project 64 create a savestate and open it in a hex editor. Delete the first
    75C addresses and byte flip the file. Go to NTSC 8009A2F8 or PAL 8009A848 and
    follow the pointer found there to find the real time coordinates list. Do a
    search for 060C0000 (or 068C0000) and the correct address will be the one
    closest to the real time coordinates list (or just scroll down to the end of
    the real time coordinates list to find the value 060C). After 060C0000 you will
    find a pointer and three 32bit values. Write down the values and addresses
    these values are at to make the move player code. Turn on ArtMoney and connect
    it to Project 64 (which should still be paused using F2). Do three different
    searches for the 32bit values found with the hex editor, and move the three
    codes over to the active code section. Place the Project 64 window in such a
    fashion so that you can see both the game screen and the values at the same
    time. When you unpause the game you should be able to see the coordinates
    changing as you move about the level. Move about to find coordinates for where
    you want to put other stuff you wish to move.
    
    For Perfect Trainer and GSCC you need to activate the level modifier by
    changing values in the ram manually. This is done by using the ram edit menu.
    Once the code is active load the level and pause the game. Use the same method
    described above to find your current coordinates. Pressing Refresh will update
    your computer with your latest coordinates.
    
    
    Moving a player with activators:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Whatever method you used you should now know where your coordinates are and
    which addresses they are at. Remember that they may be at a different address
    the second time you load the level, so quit and load the level again to make
    sure they're correct. What you have should look like this (NTSC PC version):
    
    005443E0 - 060C0000 80561860 45A4BE67 C3B0CAC8
    005443F0 - C4F46CCE C4CE3E34 00000000 00000000
    
    The first 32bit value after the pointer 80561860 is the X coord, the next is Y
    and the third is Z. You only need to change the first 16bits, these give you
    more than enough coordinate precision. A code to move your player would be:
    
    815443E8 XXXX
    815443EC YYYY
    815443F0 ZZZZ
    
    In total there may be six different versions of this code, NTSC PC version 1.0
    and 1.1, PAL PC, NTSC Gameshark version 1.0 and 1.1, and PAL Action Replay. 
    Consequently it turns out that both NTSC version 1.0 and 1.1 put their in-game
    level data in the same place for this particular level modification, so there's
    actually only four. To find NTSC Gameshark and PAL Action Replay versions you
    need to use Perfect Trainer, but you can also guess you way to them based on
    their PC counterparts. The cheating device version will be in the 10's away
    from the PC version. This means that it could be +50, +20, +10 to name but a
    few. The cheating device version of a PC coordinate code can therefore usually
    be found by trial and error.
    
    8107FE88 000E
    8107FE8A 0160
    8107FE8C 015F
    D109C7E4 0030
    815443E8 449A
    D109C7E4 0030
    815443EC C488
    D109C7E4 0030
    815443F0 4237
    
    NTSC               PAL                NTSC PC            PAL PC
    81544408 XXXX      81541B08 XXXX      815443E8 XXXX      81541AE8 XXXX
    8154440C YYYY      81541B0C YYYY      815443EC YYYY      81541AEC YYYY
    81544410 ZZZZ      81541B10 ZZZZ      815443F0 ZZZZ      81541AF0 ZZZZ
    
    As you can see, the difference between cheating device and PC in this case is
    +20. It's usually the same for both NTSC and PAL.
    
    The next thing you need is a set of coordinates from where you want to start
    the level:
    
    449AFFA8 C4886009 42374903
    
    Using these coords and the one player button activator you can make the codes
    that move your player. The button combination L+R (0030) is used because it's
    unlikely the player will press this combination while playing.
    
    NTSC               PAL                NTSC PC            PAL PC
    D109C7E4 0030      D1099FB0 0030      D109C7E4 0030      D1099FB0 0030
    81544408 449A      81541B08 449A      815443E8 449A      81541AE8 449A
    D109C7E4 0030      D1099FB0 0030      D109C7E4 0030      D1099FB0 0030
    8154440C C488      81541B0C C488      815443EC C488      81541AEC C488
    D109C7E4 0030      D1099FB0 0030      D109C7E4 0030      D1099FB0 0030
    81544410 4237      81541B10 4237      815443F0 4237      81541AF0 4237
    
    The final code should be:
    
    Crash Site in Pelagic II:
    NTSC               PAL                NTSC PC            PAL PC
    8107FE88 000E      810803C8 000E      8107FE88 000E      810803C8 000E
    8107FE8A 0160      810803CA 0160      8107FE8A 0160      810803CA 0160
    8107FE8C 015F      810803CC 015F      8107FE8C 015F      810803CC 015F
    D109C7E4 0030      D1099FB0 0030      D109C7E4 0030      D1099FB0 0030
    81544408 449A      81541B08 449A      815443E8 449A      81541AE8 449A
    D109C7E4 0030      D1099FB0 0030      D109C7E4 0030      D1099FB0 0030
    8154440C C488      81541B0C C488      815443EC C488      81541AEC C488
    D109C7E4 0030      D1099FB0 0030      D109C7E4 0030      D1099FB0 0030
    81544410 4237      81541B10 4237      815443F0 4237      81541AF0 4237
    
    This code works by pressing L+R when the level starts. You will be magically
    teleported to the start of the level. It works the second time you load the
    level in the cheating device versions. The aim of the level is to kill as many
    guards as possible while avoiding being flanked and walking into booby traps!
    
    Last but not least you should test any codes you make to make sure that they
    work as they should do.
    
    
    The CI Training Ground Disabler:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Some time during making a level setup you might experience the game freezing at
    the Perfect Dark logo. This happens because the codes you've made are either
    put in the same place as the objects used in the Carrington Institute Training
    Ground, or interfere with the intro cut-scene. The way to get around this and
    to make things work again is to disable the CI Training Ground. Hard as it may
    sound, disabling the CI Training Ground is done quite simply by modifying the
    level it's in. The Training Ground is at level number 26 on the level list.
    
    Carrington Institute Training Ground Disabler:
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    
    The last line changes the CI Traing Grounds setup into Skedar's solo setup
    (013C). It's a BETA setup, it has no cut-scenes and no objects in it, only the
    player. Usually the last line is enough to get things working again, but if it
    doesn't, use the rest of the code. The rest of the code changes the arena into
    the Default arena. If all else fails, try 0147 as a setup instead of 013C. In
    the Default arena you can easily walk off the edge of the level and kill
    yourself. This resets the way levels work and is useful for levels like Crash
    Site in Villa (Solo).
    
    Something else you may want to note about the CI Training Ground is that player
    one is always invincible! Don't use level 26 for anything other than the
    Training Ground, if you do you will end up with an invincible player. Use
    Defense instead, it works just as well.
    
    
    _______________________________________________________________________________
    
                        < Part Three - Advanced level modding >
    _______________________________________________________________________________
    
    Everything that I have taught you up till now has been a simplified version of
    Perfect Dark level modding. It is in fact possible to take things one step
    further than just changing a levels setup files. It's possible to move stuff
    around in levels, and to change objects at a much deeper level. However,
    advanced level modding is hard to do, extremely time consuming and requires a
    lot of foreground work before you can even start changing stuff. When I started
    writing this FAQ I originally had in mind to explain how advanced level modding
    is done. Due to time constraints and a general lack of actual Perfect Dark
    hackers (lets face it, we're few and far between), I decided to axe most of the
    stuff about advanced level modding. I will however explain how I made the
    multiplayer levels.
    
    Examples of advanced level modding can be seen in the codes in the "Codes"
    section. They are fully working levels, with everything as you would expect it
    to be, not with ammo crates stuck in windows, or gigantic lifts flying in the
    air.
    
    
     > Multiplayer level modding
        ~ Making the level modifier code
        ~ Creating the enablers
        ~ Plotting the pads in the level
        ~ Creating the code
        ~ Testing the code
    
    
    _________________________
    
    Multiplayer level modding
    _________________________
    
    It is my wish that one day we will be able to play in all of Perfect Darks solo
    arenas in multiplayer. Sadly I don't have the time to do them all myself, but I
    will however provide you with a quick guide that will help you understand how I
    made the ones that I did and how to make your own.
    
    In this FAQ you will find the multiplayer levels that I have created. These are
    done using the method that I found to be most effective and low on lines of
    code. The multiplayer codes that you make will be much like the ones that I
    have made. They consist of several different parts, and require an enabler to
    get them working. A quick breakdown of the steps of making a multiplayer level
    are:
    
    1 -> Making the level modifier code
    2 -> Creating the enablers
    3 -> Plotting the pads in the level
    4 -> Creating the code
    5 -> Testing the code
    
    To make the level modifier code you need to decide on which arena you want to
    play in multiplayer, and which multiplayer setup file to use. The setup file is
    important because it will determine which extra objects you want to add beyond
    all the usual stuff. You can't add any more objects than there are in the setup
    file to begin with. This means that if there are only five metal crates in
    Complexes setup your level will also only have five metal crates. You can
    however modify them into different objects (like I did in Crash Site Caves).
    Bases setup is good if you want lots of objects, and Felicity's or Area 52's is
    good if you want lots of doors. You won't be making a level that has every
    single bit of furniture in place like it's solo version. Carrington Villa
    Residence and Rooftop demonstrate the extent to which you can have objects in a
    multiplayer level. Residence has lots of doors and Rooftop has lots of objects.
    
    Once you've made a level modifier code you need to find where the in-game level
    data for this level is put in each mode of the level. Modes are the level
    loaded in different formats (NTSC Gameshark version 1.0, NTSC Gameshark
    version 1.1, PAL Action Replay, NTSC PC version 1.0, NTSC PC version 1.1, and
    PAL PC), and the level loaded with different player amounts. There are 24
    different modes in total. For PC's the in-game level data is found using Nemu
    or Project 64 with ArtMoney, for cheating devices you need to use Perfect
    Trainer. I realise that this part can be a lot of hassle so I have found out
    where the in-game level data is put for you! I have compiled a list over where
    the data is put in each of Perfect Darks solo arenas when loaded in
    multiplayer. This list will save you a lot of time and ensure that your codes
    will work. Once you know where the in-game level data is put you can make
    enablers for each format. The enablers will work in the same way as the ones
    that I have made for my levels. You need to choose one of the modes which the
    final code will be put at. This has to be the highest in the memory (which is
    usually NTSC Gameshark one player). Once you know where the final code will be
    you can make enablers for the other modes which move the in-game level data up
    the memory to line up with where the final code is. In essence the enablers
    move the in-game level data to the same place as in NTSC Gameshark one player
    mode. This is why you end up with codes that work in both NTSC and PAL.
    
    Once you know where the final code is going to be put, and that it will work
    with every mode no matter which side of the Atlantic you are on, you can start
    making codes to move the objects. You can at this point make the final code,
    but you will realise that you won't know where to move the objects. The objects
    are placed on the pads, and the codes you make will move the objects to a
    different pad. In order to know where to move stuff you need to make a map
    of the level and draw where each pad is in the arena. For some of the larger
    levels you only need to know where the first hundred or so pads are, you don't
    need to know where every single pad is, there's more than enough of them to
    create your level. Pads are found by using object moving codes to move objects
    to the pads you want to find. Each object is given it's own image so you can
    tell the difference between them. With all objects put at different pads and
    with different object images you can find the pads in no time by running around
    the arena looking for them.
    
    Once you know where the pads are and know where the final code will be put in
    the memory you can create the codes that move and modify stuff. You will need
    codes to move weapons and ammo crates, codes to move the respawns and codes
    that move and modify objects. King of the Hill and Capture the Case codes are
    the same for all levels and aren't part of the in-game level data. Creating the
    code that moves stuff about and changes it is done by modifying several
    different object setup files, and the pads file. The files are pointed to from
    NTSC 8009D030 and PAL 8009D590. These pointers point to in-game level data:
    
    NTSC Pointer - PAL Pointer - File description
    
      8009D040   -  8009D5A0   - Object setup list
      8009D04C   -  8009D5AC   - The pads file
      8009D03C   -  8009D59C   - Multiplayer respawns, hills and bases
      8009D03C   -  8009D59C   - Solo mission player info
      8009D044   -  8009D5A4   - Solo mission AI
      8009A2F8   -  8009A848   - Real time object coordinates list
    
    The object setup list is the most important, it contains information about the
    weapons, ammo crates, doors and objects. The weapons and ammo come first and
    are in the same order in almost every setup (except Ravine). This means that no
    matter wether you use Complexes, Bases or Felicity's setup the weapons and ammo
    codes will always be the same. Take note that the weapons and ammo code is the
    same in both Crash Site Caves and Crash Site Racing Ground. It's also the same
    in Carrington Villa Residence and Carrington Villa Rooftop. Any objects that
    come with the setup will come next and you can modify them as you want. After
    the objects comes the respawn point data that you will also need to change. The
    pads file will be put in a different place depending on wether you use NTSC or
    PAL. Codes that modify the pads file are therefore put in part one of the code
    together with the level modifier. Changing a pad means moving it's coordinates
    to put it exactly where you want it. You should only need to move pads in
    extreme circumstances, like if you want a lift somewhere but there aren't any
    pads for it to move between.
    
    I'll mention the solo specific files breifly since I'm sure you're curious as
    to what they contain. The solo mission player info file has information about
    the weapons and ammo you start the level with. The solo mission AI has enemy /
    allie routine data, like respawning guards, guard behavior and guard
    destinations. Unlike the other files this one is compact with no reguard to the
    fact that certain values should start with an even address (you'll understand
    what I mean when you see it).
    
    Once you've made the code it needs to be tested. This has to be done to make
    sure that the final code works with the enablers.
    
    
    Making the level modifier code:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lets take a look at the level modifier code used in Crash Site Racing Ground:
    
    Crash Site in multi using Bases Mp_Setup:
    NTSC               PAL
    810800B8 0001      810805F8 0001      CI Training Ground Disabler
    810800BA 0184      810805FA 0184                  V
    810800BC 0183      810805FC 0183                  V
    810800BE 013C      810805FE 013C                  V
    8107FE90 01E2      810803D0 01E2      Crash Site Mp_Setup modifier (using Base)
    80084BF9 001C      80085149 001C      Random level modifier (using Crash Site)
    81084BFC 569B      8108514C 569B      Changes Random (arena) into Crash Site
    81084C14 50FF      81085164 50FF      Changes Random (arena type) into Hacker
    
    The CI Training Ground Disabler is needed to stop the game from freezing once
    you've made the final code. The level is loaded by choosing what was originally
    meant to be at Random. Instead of loading a random level we use a random level
    modifier to always make it load the level we want. The two last codes change
    the words Random that you find in the arena menu. The Mp_Setup modifier changes
    Crash Sites Mp_Setup. Since Crash Site doesn't have an Mp_Setup, if we don't
    change this the level will freeze. The code to change the Mp_Setup and the
    values for the level and Mp_Setup can be found in Part One - The level
    modifier. Some common Mp_Setup values are:
    
    01E2 - Base     - 24 metal crates, 5 slide up doors and 2 lifts
    020A - Felicity - 12 swing doors of which there are 4 double doors, 7 slide
                      across doors, 8 unbreakable panes of glass
    011B - Complex  - 5 metal crates
    0104 - Ravine   - 20 metal crates with 16 moveable and 4 unmoveable, 1 lift
    0202 - Ruins    - 10 faulty slide across doors with 5 double doors
    01EA - Area 52  - 8 slide up doors, 12 move up/down doors which open
                      automatically of which there are 6 double doors, 8 breakable
                      panes of glass
    
    Choose a setup file depending on what kind of objects you want in your
    multiplayer level. You don't need to have lots of objects or doors, most of the
    original levels in Perfect Dark have no objects in them. Which setup file you
    use has no affect on where the in-game level data is put. If you want more
    objects or want to do another different level within the same arena simply
    change the Mp_Setup file you're using. You won't be able to modify how doors
    open, so think carefully wether you use Felicity or Area 52.
    
    Values for the level name are:
    5687 – dataDyne Research
    5689 – dataDyne Central
    568B – Carrington Villa
    568D – Chicago
    568F – G5 Building
    5691 – Area 51
    5697 – Air Base
    5699 – Air Force One
    569B – Crash Site
    569D – Pelagic II
    569F – Deep Sea
    56A1 – Carrington Institute
    56A3 – Attack Ship
    56A5 – Skedar Ruins
    
    An example of a level modifier for Skedar Ruins in multiplayer would be:
    
    Skedar Ruins in multi using Bases Mp_Setup:
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    810801A0 01E2      810806E0 01E2
    80084BF9 002A      80085149 002A
    81084BFC 56A5      8108514C 56A5
    81084C14 50FF      81085164 50FF
    
    Before going any further it's a good idea to test your level modifier to see if
    it works. Certain combinations won't work, but most levels load with the setup
    files mentioned above.
    
    
    Creating the enablers:
    ~~~~~~~~~~~~~~~~~~~~~~
    Now that you have a level modifier code for your multiplayer level it's time to
    make the enablers. Most of the codes in the level will be modifying the in-game
    level data which is put rather randomly all over the place. The enablers allow
    you to choose where the codes should be in each player amount mode and format.
    This allows you to use just one set of codes instead of 24 different codes.
    Lets have a look at some enablers from Carrington Villa in multi. Carrington
    Villa in multiplayerputs it's in-game level data in different places between
    NTSC version 1.0 and 1.1. We therefore need two different enablers for NTSC
    Gameshark users.
    
    Carrington Villa in Multiplayer Enablers:
    -----------------------------------------
    NTSC v1.0          PAL                NTSC PC v1.0       PAL PC
    D109C7E4 0030      81099958 8042      8109940A 0060      81099958 8042
    8109940A 0040      8109995A 1750      D00714DB 0002      8109995A 17B0
    D109C7E4 0020      D00717BB 0002      8109940A 7830      D00717BB 0002
    8109940A 0000      81099958 8042      D00714DB 0003      81099958 8042
    D00714DB 0002      D00717BB 0002      8109940A 7900      D00717BB 0002
    8109940A 77D0      8109995A 8FA0      D00714DB 0004      8109995A 9000
    D00714DB 0003      D00717BB 0003      8109940A 7830      D00717BB 0003
    8109940A 78A0      81099958 8040                         81099958 8040
    D00714DB 0004      D00717BB 0003      NTSC PC v1.1       D00717BB 0003
    8109940A 77D0      8109995A F070      8109940A 76F0      8109995A F0D0
                       D00717BB 0004      D00714DB 0002      D00717BB 0004
    NTSC v1.1          81099958 8040      8109940A EF90      81099958 8040
    D109C7E4 0030      D00717BB 0004      D00714DB 0003      D00717BB 0004
    8109940A 76D0      8109995A EF30      8109940A F0D0      8109995A EF90
    D109C7E4 0020                         D00714DB 0004
    8109940A 7690                         8109940A F0D0
    D00714DB 0002
    8109940A EF30
    D00714DB 0003
    8109940A F070
    D00714DB 0004
    8109940A F070
    
    Once the game has started you have to go straight to the multiplayer menu,
    select your level from the arena menu without changing anything else and load
    the level with one player only. You always have to do this because the in-game
    level data will be put somewhere randomly. I'll refur to this as the unstable
    one player mode. I use the object setup list pointer as a measure of where the
    in-game level data is put. For NTSC Gameshark (version 1.1) the pointer will at
    this stage be 804F06A0. Quit the level and load it again with one player. The
    in-game level data will now be put slightly higher up in the memory. I'll refur
    to this as the stable one player mode. Stable means that even though you load
    it a third time, the level data will still be put in the same place as when it
    was stable. The pointer will now be 804F06E0. For the PC versions there is no
    stable or unstable placing of the level data. After the stable one player mode
    you can then find where the other player amount modes will be put because the
    level has stabilised in the memory and won't be put randomly somewhere else.
    These are 804E8E40 for two players and 804E8D00 for three and four players
    (these usually differ, but in this case it's the same for both three and four
    player).
    
    Once you know where the in-game level data is put you then have to choose where
    the final code will be. For Carrington Villa I chose 804F7D70 (which was where
    the one player stable mode for NTSC Gameshark version 1.0 is). The final code
    must be put higher in the memory than any of the other modes. No matter which
    mode is being used the object setup list pointer has to always be 804F7D70 for
    the code to work. We make sure it is by using the following code:
    
    In-game level data placement modifier:
    NTSC               PAL
    81099408 XXXX      81099958 XXXX
    8109940A XXXX      8109995A XXXX
    
    This code modifies a pointer which usually has the value 80400000 I.E the start
    of the extra 4MB given by the Expansion Pak. The in-game level data will be put
    at 80400000 onwards. By increasing this pointer (and only increasing it) the
    level data will be put further up in the memory, and the object setup list will
    line up with the codes you have activated. You can't put the level data further
    down in the memory because it will overwrite what comes before 80400000. For
    the unstable NTSC Gameshark one player mode (version 1.1) you need to subtract
    804F06A0 from 804F7D70 (use Windows Calculator in Scientific Mode). This gives
    you the value 76D0, which is what we use as a value in the code above. When the
    unstable one player mode is loaded the pointer has to be 804076D0 (using the
    code 8109940A 76D0). For higher values you need to use both lines of code. The
    code for the stable one player mode would be 8109940A 7690, two player is
    8109940A EF30 and three and four player are 8109940A F070. To make sure the
    value of the in-game level data pointer is correct at the right times we use a
    combination of button activators and player menu amount activators. A breakdown
    of the NTSC Gameshark enabler is:
    
    NTSC Gameshark Version 1.1 Enabler:
    D109C7E4 0030 - Activate next code when L+R is pressed
    8109940A 76D0 - Move level data +76D0
    D109C7E4 0020 - Activate next code when L is pressed
    8109940A 7690 - Move level data +7690
    D00714DB 0002 - Activate next code when two player menus are active
    8109940A EF30 - Move level data +EF30
    D00714DB 0003 - Activate next code when three player menus are active
    8109940A F070 - Move level data +F070
    D00714DB 0004 - Activate next code when four player menus are active
    8109940A F070 - Move level data +F070
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Select Crash Site with one
    player but before entering the level press and hold L+R for a few seconds. When
    letting go make sure you pull your finger off L before R. Load the level and
    quit as soon as possible. Back at the Advanced Menu press and hold L for a few
    seconds. Load Crash Site with one player again and quit. The code should work
    from then on. You can turn on the amount of players you want to play with. You
    can also switch between different player amounts. When switching back to one
    player mode you have to press L before loading the level. Allow time for each
    players independent multiplayer menu to appear before loading the level. Don't
    quickly add/remove another player and start the game before his menu has time
    to appear/disappear. Don't use the drop out function.
    
    All you need to create enablers is to know where the in-game level data is put
    during each mode and where you want the final code to be. As I mentioned
    earlier on, finding where the level data is put can be a pain in the arse,
    especially if you don't have access to one of the formats (like NTSC Gameshark
    or PAL Action Replay). I have therefore compiled a list of where the level data
    is put in all modes for all 14 solo only arenas!
    
    
    The following list shows where the start of the object setup list is during
    each mode. I found the values using the level modifier provided. It's the arena
    files and not the setup file which decides where the in-game level data is put.
    You can therefore use a different Mp_Setup than the one I used and the enablers
    you make will still work. Where there are two pointers provided the first will
    be version 1.0 and the second will be 1.1.
    
    
    dataDyne Central using Bases Mp_Setup:
    --------------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    810802F0 01E2      81080830 01E2
    80084BF9 0030      80085149 0030
    
    Using Defections pads.
    
    Difference between cheating device and PC is -50.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    804F07A0 / 804F07A0
    Loading again (stable)
    804F07D0 / 804F07D0
    Loading 2 players after stable 1 player
    804EB220 / 804EBAE0
    Loading 3 players after stable 1 player
    804ED4A0 / 804EDD60
    Loading 4 players after stable 1 player
    804EF270 / 804EFB30
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    804F0780 / 804F0780
    Loading again (stable)
    804F0780 / 804F0780
    Loading 2 players after stable 1 player
    804EB1D0 / 804EBA90
    Loading 3 players after stable 1 player
    804ED450 / 804EDD10
    Loading 4 players after stable 1 player
    804EF220 / 804EFAE0
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    804EE260
    Loading again (stable)
    804EE290
    Loading 2 players after stable 1 player
    804E6A40
    Loading 3 players after stable 1 player
    804E6A40
    Loading 4 players after stable 1 player
    804E8F80
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    804EE240
    Loading again (stable)
    804EE240
    Loading 2 players after stable 1 player
    804E69F0
    Loading 3 players after stable 1 player
    804E69F0
    Loading 4 players after stable 1 player
    804E8F30
    
    
    dataDyne Research using Felicitys Mp_Setup:
    -------------------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    81080398 020A      810808D8 020A
    80084BF9 0033      80085149 0033
    
    Using Investigations pads.
    
    Difference between cheating device and PC is -10.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    804FAC50 / 804FAC50
    Loading again (stable)
    804FAC60 / 804FAC60
    Loading 2 players after stable 1 player
    804F5720 / 804F5F70
    Loading 3 players after stable 1 player
    804F79A0 / 804F8180
    Loading 4 players after stable 1 player
    804F9770 / 804F9FC0
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    804FAC50 / 804FAC50
    Loading again (stable)
    804FAC50 / 804FAC50
    Loading 2 players after stable 1 player
    804F5710 / 804F5F60
    Loading 3 players after stable 1 player
    804F7990 / 804F8170
    Loading 4 players after stable 1 player
    804F9760 / 804F9FB0
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    804F86A0
    Loading again (stable)
    804F86B0
    Loading 2 players after stable 1 player
    804F0ED0
    Loading 3 players after stable 1 player
    804F0ED0
    Loading 4 players after stable 1 player
    804F3410
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    804F86A0
    Loading again (stable)
    804F86A0
    Loading 2 players after stable 1 player
    804F0EC0
    Loading 3 players after stable 1 player
    804F0EC0
    Loading 4 players after stable 1 player
    804F3400
    
    
    Carrington Villa using Felicitys Mp_Setup:
    ------------------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    81080210 020A      81080750 020A
    80084BF9 002C      80085149 002C
    
    Using Villa (Solo)'s pads.
    
    Difference between cheating device and PC is -60.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    804F7D30 / 804F06A0
    Loading again (stable)
    804F7D70 / 804F06E0
    Loading 2 players after stable 1 player
    804F05A0 / 804E8E40
    Loading 3 players after stable 1 player
    804F04D0 / 804E8D00
    Loading 4 players after stable 1 player
    804F05A0 / 804E8D00
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    804F7D10 / 804F0680
    Loading again (stable)
    804F7D10 / 804F0680
    Loading 2 players after stable 1 player
    804F0540 / 804E8DE0
    Loading 3 players after stable 1 player
    804F0470 / 804E8CA0
    Loading 4 players after stable 1 player
    804F0540 / 804E8CA0
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    804D6620
    Loading again (stable)
    804D6620
    Loading 2 players after stable 1 player
    804CEDD0
    Loading 3 players after stable 1 player
    804E8CC0
    Loading 4 players after stable 1 player
    804E8E40
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    804D65C0
    Loading again (stable)
    804D65C0 (804D6600 coming back from 3 or 4 player)
    Loading 2 players after stable 1 player
    804CED70
    Loading 3 players after stable 1 player
    804E8CA0
    Loading 4 players after stable 1 player
    804E8DE0
    Can switch between 1 and 2 players!
    Don't switch back from 3 or 4 player!
    
    
    Chicago using Complexes Mp_Setup:
    ---------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    8107FEC8 011B      81080408 011B
    80084BF9 001D      80085149 001D
    
    Using Chicago's pads.
    
    Difference between cheating device and PC is -50.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    804E3B50 / 804E3B50
    Loading again (stable)
    804E3B70 / 804E3B70
    Loading 2 players after stable 1 player
    804DE580 / 804DEE10
    Loading 3 players after stable 1 player
    804E0800 / 804E1100
    Loading 4 players after stable 1 player
    804E2610 / 804E2ED0
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    804E3B20 / 804E3B20
    Loading again (stable)
    804E3B20 / 804E3B20
    Loading 2 players after stable 1 player
    804DE530 / 804DEDC0
    Loading 3 players after stable 1 player
    804E07B0 / 804E10B0
    Loading 4 players after stable 1 player
    804E25C0 / 804E2E80
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    804E15A0
    Loading again (stable)
    804E15C0
    Loading 2 players after stable 1 player
    804D9DE0
    Loading 3 players after stable 1 player
    804D9DE0
    Loading 4 players after stable 1 player
    804DC320
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    804E1570
    Loading again (stable)
    804E1570
    Loading 2 players after stable 1 player
    804D9D90
    Loading 3 players after stable 1 player
    804D9D90
    Loading 4 players after stable 1 player
    804DC2D0
    
    
    G5 Building (Solo) using Felicitys Mp_Setup:
    --------------------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    8107FF00 020A      81080440 020A
    80084BF9 001E      80085149 001E
    
    Using G5 Building (Solo)'s pads.
    
    Difference between cheating device and PC is -30.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    804E6EB0 / 804E6EB0
    Loading again (stable)
    804E6EC0 / 804E6EC0
    Loading 2 players after stable 1 player
    804E1940 / 804E21D0
    Loading 3 players after stable 1 player
    804E3BC0 / 804E4450
    Loading 4 players after stable 1 player
    804E5990 / 804E6220
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    804E6E90 / 804E6E90
    Loading again (stable)
    804E6E90 / 804E6E90
    Loading 2 players after stable 1 player
    804E1910 / 804E21A0
    Loading 3 players after stable 1 player
    804E3B90 / 804E4420
    Loading 4 players after stable 1 player
    804E5960 / 804E61F0
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    804E4900
    Loading again (stable)
    804E4910
    Loading 2 players after stable 1 player
    804DD130
    Loading 3 players after stable 1 player
    804DD0C0
    Loading 4 players after stable 1 player
    804DF600
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    804E48E0
    Loading again (stable)
    804E48E0
    Loading 2 players after stable 1 player
    804DD100
    Loading 3 players after stable 1 player
    804DD090
    Loading 4 players after stable 1 player
    804DF5D0
    
    
    Area 51 using Bases Mp_Setup:
    -----------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    81080408 01E2      81080948 01E2
    80084BF9 0035      80085149 0035
    
    Using Rescue's pads.
    
    Difference between cheating device and PC is -B0.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    8052A120 / 8052A120
    Loading again (stable)
    8052A120 / 8052A120
    Loading 2 players after stable 1 player
    805246A0 / 805246A0
    Loading 3 players after stable 1 player
    805262F0 / 80526B70
    Loading 4 players after stable 1 player
    80526B70 / 80526B70
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    8052A070 / 8052A070
    Loading again (stable)
    8052A070 / 8052A070
    Loading 2 players after stable 1 player
    805245F0 / 805245F0
    Loading 3 players after stable 1 player
    80526240 / 80526AC0
    Loading 4 players after stable 1 player
    80526AC0 / 80526AC0
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    80525360
    Loading again (stable)
    80525360
    Loading 2 players after stable 1 player
    8051DA40
    Loading 3 players after stable 1 player
    80520D90
    Loading 4 players after stable 1 player
    80523330
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    805252B0
    Loading again (stable)
    805252B0
    Loading 2 players after stable 1 player
    8051D990
    Loading 3 players after stable 1 player
    80520CE0
    Loading 4 players after stable 1 player
    80523280
    
    
    Air Base using Bases Mp_Setup:
    ------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    810800F8 01E2      81080638 01E2
    80084BF9 0027      80085149 0027
    
    Using Air Bases pads.
    
    Difference between cheating device and PC is -50.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    80501310 / 80501310
    Loading again (stable)
    80501330 / 80501330
    Loading 2 players after stable 1 player
    804FBDD0 / 804FC640
    Loading 3 players after stable 1 player
    804FE050 / 804FE8C0
    Loading 4 players after stable 1 player
    804FFE20 / 80500690
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    805012E0 / 805012E0
    Loading again (stable)
    805012E0 / 805012E0
    Loading 2 players after stable 1 player
    804FBD80 / 804FC5F0
    Loading 3 players after stable 1 player
    804FE000 / 804FE870
    Loading 4 players after stable 1 player
    804FFDD0 / 80500640
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    804FEDD0
    Loading again (stable)
    804FEDF0
    Loading 2 players after stable 1 player
    804F75A0
    Loading 3 players after stable 1 player
    804F75A0
    Loading 4 players after stable 1 player
    804F9AE0
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    804FEDA0
    Loading again (stable)
    804FEDA0
    Loading 2 players after stable 1 player
    804F7550
    Loading 3 players after stable 1 player
    804F7550
    Loading 4 players after stable 1 player
    804F9A90
    
    
    Air Force One using Felicitys Mp_Setup:
    ---------------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    81080328 020A      81080868 020A
    80084BF9 0031      80085149 0031
    
    Using Air Force Ones pads.
    
    Difference between cheating device and PC is -40.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    805170D0 / 805170D0
    Loading again (stable)
    80517110 / 80517110
    Loading 2 players after stable 1 player
    80511C40 / 80512420
    Loading 3 players after stable 1 player
    80513DC0 / 805146A0
    Loading 4 players after stable 1 player
    80515C90 / 80516470
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    805170D0 / 805170D0
    Loading again (stable)
    805170D0 / 805170D0
    Loading 2 players after stable 1 player
    80511C00 / 805123E0
    Loading 3 players after stable 1 player
    80513D80 / 80514660
    Loading 4 players after stable 1 player
    80515C50 / 80516430
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    80514B20
    Loading again (stable)
    80514B60
    Loading 2 players after stable 1 player
    8050D310
    Loading 3 players after stable 1 player
    8050D380
    Loading 4 players after stable 1 player
    8050F8C0
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    80514B20
    Loading again (stable)
    80514B20
    Loading 2 players after stable 1 player
    8050D2D0
    Loading 3 players after stable 1 player
    8050D340
    Loading 4 players after stable 1 player
    8050F880
    
    
    Crash Site using Complexes Mp_Setup:
    ------------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    8107FE90 011B      810803D0 011B
    80084BF9 001C      80085149 001C
    
    Using Crash Sites pads.
    
    Difference between cheating device and PC is -50.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    80502A00 / 80502A00
    Loading again (stable)
    80502A50 / 80502A50
    Loading 2 players after stable 1 player
    804FD4D0 / 804FDD40
    Loading 3 players after stable 1 player
    804FF750 / 804FFF50
    Loading 4 players after stable 1 player
    805014B0 / 80501D90
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    80502A00 / 80502A00
    Loading again (stable)
    80502A00 / 80502A00
    Loading 2 players after stable 1 player
    804FD480 / 804FDCF0
    Loading 3 players after stable 1 player
    804FF700 / 804FFF00
    Loading 4 players after stable 1 player
    80501460 / 80501D40
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    805004E0
    Loading again (stable)
    80500510
    Loading 2 players after stable 1 player
    804F8C30
    Loading 3 players after stable 1 player
    804F8CC0
    Loading 4 players after stable 1 player
    804FB200
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    805004C0
    Loading again (stable)
    805004C0
    Loading 2 players after stable 1 player
    804F8BE0
    Loading 3 players after stable 1 player
    804F8C70
    Loading 4 players after stable 1 player
    804FB1B0
    
    
    Pelagic II using Felicitys Mp_Setup:
    ------------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    8107FFA8 020A      810804E8 020A
    80084BF9 0021      80085149 0021
    
    Using Pelagic II's pads.
    
    Difference between cheating device and PC is -20.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    80530130 / 80530130
    Loading again (stable)
    80530140 / 80530140
    Loading 2 players after stable 1 player
    8052AB90 / 8052B450
    Loading 3 players after stable 1 player
    8052CE10 / 8052D6D0
    Loading 4 players after stable 1 player
    8052EB50 / 8052F4A0
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    80530120 / 80530120
    Loading again (stable)
    80530120 / 80530120
    Loading 2 players after stable 1 player
    8052AB70 / 8052B430
    Loading 3 players after stable 1 player
    8052CDF0 / 8052D6B0
    Loading 4 players after stable 1 player
    8052EB30 / 8052F480
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    8052DBF0
    Loading again (stable)
    8052DC00
    Loading 2 players after stable 1 player
    805263B0
    Loading 3 players after stable 1 player
    805263B0
    Loading 4 players after stable 1 player
    805288F0
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    8052DBE0
    Loading again (stable)
    8052DBE0
    Loading 2 players after stable 1 player
    80526390
    Loading 3 players after stable 1 player
    80526390
    Loading 4 players after stable 1 player
    805288D0
    
    
    Deep Sea using Ravines Mp_Setup:
    --------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    810804B0 0104      810809F0 0104
    80084BF9 0038      80085149 0038
    
    Using Deep Sea's pads.
    
    Difference between cheating device and PC is -40.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    80534E10 / 80534E10
    Loading again (stable)
    80534E30 / 80534E30
    Loading 2 players after stable 1 player
    8052F880 / 80530140
    Loading 3 players after stable 1 player
    80531A30 / 805323C0
    Loading 4 players after stable 1 player
    805338D0 / 80534190
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    80534DF0 / 80534DF0
    Loading again (stable)
    80534DF0 / 80534DF0
    Loading 2 players after stable 1 player
    8052F840 / 80530100
    Loading 3 players after stable 1 player
    805319F0 / 80532380
    Loading 4 players after stable 1 player
    80533890 / 80534150
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    805328D0
    Loading again (stable)
    805328F0
    Loading 2 players after stable 1 player
    8052B0A0
    Loading 3 players after stable 1 player
    8052B0A0
    Loading 4 players after stable 1 player
    8052D5E0
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    805328B0
    Loading again (stable)
    805328B0
    Loading 2 players after stable 1 player
    8052B060
    Loading 3 players after stable 1 player
    8052B060
    Loading 4 players after stable 1 player
    8052D5A0
    
    
    Carrington Institute using Bases Mp_Setup:
    ------------------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    81080248 01E2      81080788 01E2
    80084BF9 002D      80085149 002D
    
    Using Defense's pads.
    
    Difference between cheating device and PC is -60.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    804F34C0 / 804F34C0
    Loading again (stable)
    804F3500 / 804F3500
    Loading 2 players after stable 1 player
    804EDF70 / 804EE810
    Loading 3 players after stable 1 player
    804F01F0 / 804F0A90
    Loading 4 players after stable 1 player
    804F1FC0 / 804F2860
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    804F34A0 / 804F34A0
    Loading again (stable)
    804F34A0 / 804F34A0
    Loading 2 players after stable 1 player
    804EDF10 / 804EE7B0
    Loading 3 players after stable 1 player
    804F0190 / 804F0A30
    Loading 4 players after stable 1 player
    804F1F60 / 804F2800
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    804F0F80
    Loading again (stable)
    804F0FC0
    Loading 2 players after stable 1 player
    804E9770
    Loading 3 players after stable 1 player
    804E9770
    Loading 4 players after stable 1 player
    804EBCB0
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    804F0F60
    Loading again (stable)
    804F0F60
    Loading 2 players after stable 1 player
    804E9710
    Loading 3 players after stable 1 player
    804E9710
    Loading 4 players after stable 1 player
    804EBC50
    
    
    Attack Ship using Bases Mp_Setup:
    ---------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    810803D0 01E2      81080910 01E2
    80084BF9 0034      80085149 0034
    
    Using Attack Ships pads.
    
    Difference between cheating device and PC is -70.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    8053A090 / 8053A090
    Loading again (stable)
    8053A0D0 / 8053A0D0
    Loading 2 players after stable 1 player
    80534BB0 / 80535360
    Loading 3 players after stable 1 player
    80536E30 / 80537660
    Loading 4 players after stable 1 player
    80538C00 / 805393B0
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    8053A060 / 8053A060
    Loading again (stable)
    8053A060 / 8053A060
    Loading 2 players after stable 1 player
    80534B40 / 805352F0
    Loading 3 players after stable 1 player
    80536DC0 / 805375F0
    Loading 4 players after stable 1 player
    80538B90 / 80539340
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    80537B50
    Loading again (stable)
    80537B90
    Loading 2 players after stable 1 player
    805302C0
    Loading 3 players after stable 1 player
    80530340
    Loading 4 players after stable 1 player
    80532800
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    80537B20
    Loading again (stable)
    80537B20
    Loading 2 players after stable 1 player
    80530250
    Loading 3 players after stable 1 player
    805302D0
    Loading 4 players after stable 1 player
    80532790
    
    
    Skedar Ruins using Bases Mp_Setup:
    ----------------------------------
    NTSC               PAL
    810800B8 0001      810805F8 0001
    810800BA 0184      810805FA 0184
    810800BC 0183      810805FC 0183
    810800BE 013C      810805FE 013C
    810801A0 01E2      810806E0 01E2
    80084BF9 002A      80085149 002A
    
    Using Skedar Ruins pads.
    
    Difference between cheating device and PC is -70.
    
    NTSC Gameshark:
    Loading modified level with 1 player first (unstable)
    804FFD20 / 804FFD20
    Loading again (stable)
    804FFD50 / 804FFD50
    Loading 2 players after stable 1 player
    804FA860 / 804FB060
    Loading 3 players after stable 1 player
    804FCAE0 / 804FD2E0
    Loading 4 players after stable 1 player
    804FE8B0 / 804FF020
    
    NTSC PC:
    Loading modified level with 1 player first (unstable)
    804FFCE0 / 804FFCE0
    Loading again (stable)
    804FFCE0 / 804FFCE0
    Loading 2 players after stable 1 player
    804FA7F0 / 804FAFF0
    Loading 3 players after stable 1 player
    804FCA70 / 804FD270
    Loading 4 players after stable 1 player
    804FE840 / 804FEFB0
    
    PAL Action Replay:
    Loading modified level with 1 player first (unstable)
    804FD7E0
    Loading again (stable)
    804FD810
    Loading 2 players after stable 1 player
    804F5FC0
    Loading 3 players after stable 1 player
    804F5F30
    Loading 4 players after stable 1 player
    804F8470
    
    PAL PC:
    Loading modified level with 1 player first (unstable)
    804FD7A0
    Loading again (stable)
    804FD7A0
    Loading 2 players after stable 1 player
    804F5F50
    Loading 3 players after stable 1 player
    804F5EC0
    Loading 4 players after stable 1 player
    804F8400
    
    
    I'm now going to show you how to create a totally new set of enablers for that
    Skedar Ruins in multi level modifier I made earlier. The object setup list
    locations for all modes are:
    
    Loading modified level with 1 player first (unstable)
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FFD20            804FFCE0            804FD7E0            804FD7A0
    NTSC v1.1           NTSC PC v1.1
    804FFD20            804FFCE0
    
    Loading again (stable)
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FFD50            804FFCE0            804FD810            804FD7A0
    NTSC v1.1           NTSC PC v1.1
    804FFD50            804FFCE0
    
    Loading 2 players after stable 1 player
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FA860            804FA7F0            804F5FC0            804F5F50
    NTSC v1.1           NTSC PC v1.1
    804FB060            804FAFF0
    
    Loading 3 players after stable 1 player
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FCAE0            804FCA70            804F5F30            804F5EC0
    NTSC v1.1           NTSC PC v1.1
    804FD2E0            804FD270
    
    Loading 4 players after stable 1 player
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FE8B0            804FE840            804F8470            804F8400
    NTSC v1.1           NTSC PC v1.1
    804FF020            804FEFB0
    
    The next thing we need to do is to decide on where the final code is going to
    be put. The highest of all the addresses is the NTSC Gameshark mode (804FFD50).
    Before we choose this however lets look at what else should be considered. It's
    entirely possible to make in-game level data modifying codes that work in
    several different arenas. Below you will find a list of the highest addresses
    from all arenas. You will notice that some of them put their level data near by
    one another.
    
    dataDyne Central     - 804F07D0
    dataDyne Research    - 804FAC60
    Carrington Villa     - 804F7D70 (Put at 804F7D70)
    Chicago              - 804E3B70
    G5 Building          - 804E6EC0
    Area 51              - 8052A120
    Air Base             - 80501330
    Air Force One        - 80517110
    Crash Site           - 80502A50 (Put at 80502A50)
    Pelagic II           - 80530140
    Deep Sea             - 80534E30
    Carrington Institute - 804F3500
    Attack Ship          - 8053A0D0
    Skedar Ruins         - 804FFD50
    
    Skedar Ruins and dataDyne Research put their level data at 804FFD50 and
    804FAC60. You could put the final code at 804FFD50 and make enablers for both
    levels that put the object setup list at 804FFD50. This would save you having
    to make two different codes for the two levels. The only thing you would have
    to change is the pads values in the object moving codes. If the same setup file
    is being used in both levels things get easier, but if the setup is different
    we need to make two different sets of object codes. If you can choose where in
    the memory the object setup list is put, why not just have every level put it
    at 80540000? If you did then most of the levels wouldn't work properly. You
    shouldn't put the final code further than 6000 away from where it's originally
    meant to be.
    
    Back to the Skedar Ruins in multiplayer code, for sake of clarity lets put the
    final code at 80500000. We next have to find the difference between 80500000
    and all the other addresses:
    
    Loading modified level with 1 player first (unstable)
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FFD20 +2E0       804FFCE0 +320       804FD7E0 +2820      804FD7A0 +2860
    NTSC v1.1           NTSC PC v1.1
    804FFD20 +2E0       804FFCE0 +320
    
    Loading again (stable)
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FFD50 +2B0       804FFCE0 +320       804FD810 +27F0      804FD7A0 +2860
    NTSC v1.1           NTSC PC v1.1
    804FFD50 +2B0       804FFCE0 +320
    
    Loading 2 players after stable 1 player
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FA860 +57A0      804FA7F0 +5810      804F5FC0 +A040      804F5F50 +A0B0
    NTSC v1.1           NTSC PC v1.1
    804FB060 +4FA0      804FAFF0 +5010
    
    Loading 3 players after stable 1 player
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FCAE0 +3520      804FCA70 +3590      804F5F30 +A0D0      804F5EC0 +A140
    NTSC v1.1           NTSC PC v1.1
    804FD2E0 +2D20      804FD270 +2D90
    
    Loading 4 players after stable 1 player
    NTSC v1.0           NTSC PC v1.0        PAL                 PAL PC
    804FE8B0 +1750      804FE840 +17C0      804F8470 +7B90      804F8400 +7C00
    NTSC v1.1           NTSC PC v1.1
    804FF020 +FE0       804FEFB0 +1050
    
    We can now make the enablers for all modes:
    NTSC v1.0          PAL                NTSC PC v1.0       PAL PC
    D109C7E4 0030      D1099FB0 0030      8109940A 0320      8109995A 2860
    8109940A 02E0      8109995A 2820      D00714DB 0002      D00717BB 0002
    D109C7E4 0020      D1099FB0 0020      8109940A 5810      8109995A A0B0
    8109940A 02B0      8109995A 27F0      D00714DB 0003      D00717BB 0003
    D00714DB 0002      D00717BB 0002      8109940A 3590      8109995A A140
    8109940A 57A0      8109995A A040      D00714DB 0004      D00717BB 0004
    D00714DB 0003      D00717BB 0003      8109940A 17C0      8109995A 7C00
    8109940A 3520      8109995A A0D0
    D00714DB 0004      D00717BB 0004      NTSC v1.1
    8109940A 1750      8109995A 7B90      8109940A 0320
                                          D00714DB 0002
    NTSC v1.1                             8109940A 5010
    D109C7E4 0030                         D00714DB 0003
    8109940A 02E0                         8109940A 2D90
    D109C7E4 0020                         D00714DB 0004
    8109940A 02B0                         8109940A 1050
    D00714DB 0002
    8109940A 4FA0
    D00714DB 0003
    8109940A 2D20
    D00714DB 0004
    8109940A 0FE0
    
    The level must be loaded first with one player, and then with one player again.
    For the cheating device version you need to press L+R before the first time and
    L before the second time. Once you've loaded the level twice you can select
    other player amount modes. You should be able to switch between player amount
    modes without the game freezing.
    
    These enablers will work for the most part, but some of the modes may not work
    properly as you might expect. They need to be tested as well to see if they
    work. The final complete code may change the method of which the enablers work,
    so there's no point in testing them until we've finished the code. For now
    these will do. If you experience any problems at this stage jump to "Testing
    the code" to solve them.
    
    Now would be a good time to make a savestate using the enabler while the object
    setup list is at 80500000. You'll be able to use such a savestate to create the
    codes without having to turn the game on all the time.
    
    
    Plotting the pads in the level:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Now that you know where the codes that modify the in-game level data will be
    put, you can begin making codes that modify it. We need to know where the pads
    are so the first thing we want to do is create a code that helps us to find the
    pads. It's a good idea to make a rough but accurate sketch of the arena from a
    top down view. As you find the pads you can draw their numbers on this sketch.
    You're going to be finding the pads by using the objects in Bases Mp_Setup, so
    change your level modifier code so that it uses Base. By giving the objects (59
    in total) each their own object image and placing them at pads around the arena
    you can run around identifying where each pad is, finding 59 at a time.
    
    In the example I'm going to show you here I'll be finding the pads in Skedar
    Ruins. From Part One we can see that Skedar Ruins has 152 (in hex) pads. Thats
    338 in decimal. The final code is put at 80500000 onwards and I need codes that
    modify the weapons, ammo crates and objects. All these codes will be modifying
    the object setup list. In the object setup list each object has initial data
    about it which is used when the level is loaded. The list isn't used (much)
    when the level is running, so for the codes to take effect you need to re-load
    the level. Bases setup has two lifts, five doors and 24 metal crates. We won't
    be using the lifts.
    
    All objects use the same method when being represented on the object setup
    list, but they use different values. Certain objects take up more memory than
    others because they have more information. In the following code extraction you
    will see the code that represents the first weapon from Base, starting at the
    beginning of the object setup list which is 80500000:
    
    80500000 - 0100 0408 00F5 002C 0000 0001 0000 0000
    80500010 - 0000 0000 8050 BDA0 8050 8850 BDCC 8000
    80500020 - 0000 0000 0000 0000 0000 0000 3DCC 8000
    80500030 - 0000 0000 0000 0000 0000 0000 BDCC 8000
    80500040 - 0000 0000 0000 0000 0000 0000 0000 03E8
    80500050 - 0806 00A7 0806 00A7 0543 0000 0200 0000
    80500060 - 00FF FFFF 0000 0000
    
    First comes the value 0100. This is almost always 0100 but can sometimes be
    0099 for ammo crates. You don't need to change this. The next value is 0408. 04
    is the local size modifier which will modify the size of just this particular
    weapon. 08 is the object type, which in this case is 08 for weapon. Next up
    comes the in-game object image value. You'll find a list of the in-game image
    values in the Resources section. This particular weapon turns out to be a
    Falcon 2 (00F5). Take note that this modifies just the weapons image and not
    the weapon itself. The next value is the most important one because it's the
    pad the Falcon 2 is put at (002C). Changing this will put the Falcon 2
    somewhere else in the arena. Right down at the bottom you will find the value
    0200. This is the weapon type value, so changing this will change the weapon
    type (but not the weapons image). You'll also find a list of weapon types in
    the Resources section. All the other values are relativly useless for now. The
    pointer 8050BDA0 points to where the Falcon 2 is on the real time object
    coordinates list.
    
    All objects have the same first 16bit digits (but with different values). This
    makes it easy to find an object on the object setup list. If you know it's
    image value you can do a search for that. If you know which pad it's put at you
    can find it by searching for its pad number. For now all we're going to be
    modifying is the object image and object pad position. In Bases Mp_Setup the
    objects come in the following order, and are put at the pads shown next to
    them:
    
     Pad -  Object           -  Object in-game image value:
     2C  -  Weapon 1.1
     36  -  Ammo Crate       -  C1
     37  -  Ammo Crate
     2D  -  Weapon 2.1
     38  -  Ammo Crate
     39  -  Ammo Crate
     2E  -  Weapon 3.1
     3A  -  Ammo Crate
     3B  -  Ammo Crate
     2F  -  Weapon 4.1
     3C  -  Ammo Crate
     3D  -  Ammo Crate
     30  -  Weapon 5
     3E  -  Ammo Crate
     3F  -  Ammo Crate
     31  -  Weapon 6
     40  -  Ammo Crate
     41  -  Ammo Crate
     32  -  Weapon 1.2
     42  -  Ammo Crate
     43  -  Ammo Crate
     33  -  Weapon 2.2
     44  -  Ammo Crate
     45  -  Ammo Crate
     34  -  Weapon 3.2
     46  -  Ammo Crate
     47  -  Ammo Crate
     35  -  Weapon 4.2
     48  -  Ammo Crate
     49  -  Ammo Crate
     4C  -  Lift             -  2E (Lift moves between 4C and 4D)
     4B  -  Lift                   (Lift moves between 4B and 4A)
     4E  -  Door (slide up)  -  BF
     4F  -  Door (slide up)
     51  -  Door (slide up)
     50  -  Door (slide up)
     52  -  Door (slide up)
     53  -  Metal Crate      -  21
     54  -  Metal Crate
     55  -  Metal Crate
     56  -  Metal Crate
     57  -  Metal Crate
     58  -  Metal Crate
     59  -  Metal Crate
     5A  -  Metal Crate
     5B  -  Metal Crate
     5C  -  Metal Crate
     5D  -  Metal Crate
     5E  -  Metal Crate
     5F  -  Metal Crate
     60  -  Metal Crate
     61  -  Metal Crate
     62  -  Metal Crate
     63  -  Metal Crate
     64  -  Metal Crate
     65  -  Metal Crate
     66  -  Metal Crate
     67  -  Metal Crate
     68  -  Metal Crate
     69  -  Metal Crate
     6A  -  Metal Crate
    
    
    We'll start by making codes that modify the weapons. There are 6 different
    weapons put at 10 different places. That means that there are going to be 6
    different weapon object images. We have to change the 4 weapons that are
    doubles, so that we don't end up with two objects that look the same. To
    change them we need to change both the object image and the weapon type. We
    need to load the level with the following weapon settings:
    
    1: Falcon 2 (Silencer) - 00FB
    2: Falcon 2 (Scope)    - 00FC
    3: Magsec 4            - 00F6
    4: Mauler              - 00F7
    5: Phoenix             - 00FA
    6: DY357 Magnum        - 00F8
    
    The first thing we want to do is make codes that move all of the 10 different
    weapons. To do this, search for their weapon image, followed by the pad they
    are put at (like 00FB002C for weapon 1.1, or 00FC002D for weapon 2.1) within
    the object setup list. Between each weapon is 1B8 8bit values, so an alternate
    way to find the codes is add 1B8 to the weapon code to find the next weapon.
    
    Move weapons into pads:
    81500006 0XXX  -  Weapon 1.1  -  Falcon 2 (Silencer)
    815001BE 0XXX  -  Weapon 2.1  -  Falcon 2 (Scope)
    81500376 0XXX  -  Weapon 3.1  -  Magsec 4
    8150052E 0XXX  -  Weapon 4.1  -  Mauler
    815006E6 0XXX  -  Weapon 5    -  Phoenix
    8150089E 0XXX  -  Weapon 6    -  DY357 Magnum
    81500A56 0XXX  -  Weapon 1.2  -  Farsight XR-20
    81500C0E 0XXX  -  Weapon 2.2  -  X-ray Scanner
    81500DC6 0XXX  -  Weapon 3.2  -  Horizon Scanner
    81500F7E 0XXX  -  Weapon 4.2  -  CamSpy
    
    To change the doubles we need to change both the weapon image and weapon type.
    If we change just the weapon type, the weapon image will automatically become
    0000 (Ceiling dronegun), and will block everything in sight with a gray haze.
    While we're at it we might as well turn the four weapons into something useful.
    To change the weapon image, just change the 16bit value before the pad number
    (subtract 2 from the address of the pad modifier). To change the weapon type,
    add 56 to the pad modifier.
    
    Weapon / Item:    Weapon type:    Object image:
    Farsight XR-20    0016            010B
    X-ray Scanner     002F            019E
    Horizon Scanner   0032            0140
    CamSpy            002E            01A0
    
    Change double weapons into something useful:
    81500A54 010B
    81500AAC 1600
    81500C0C 019E
    81500C64 2F00
    81500DC4 01A0
    81500E1C 2E00
    81500F7C 0140
    81500FD4 3200
    
    
    Moving ammo crates and metal crates is pretty easy. Just find the object image
    number and pad. Ammo crates are object image number 00C1, and metal crates are
    0021. We have to change both the object image and pad.
    
    Ammo crates come is sets of two. Between the first two is A8 8bit values, and
    between the second and third is 110. Between the third and fourth is A8, and
    the fourth and fith have 110 between them, and so on and so on... Add the
    values A8 or 110 onto the last ammo crate code to easily find codes for all 20
    ammo crates. To find the first one, do a search for 00C10036. Check the last
    code (00C10049) to see if the calculations were correct.
    
    Move ammo crates:
    8150006E 0XXX
    81500116 0XXX
    81500226 0XXX
    815002CE 0XXX
    815003DE 0XXX
    81500486 0XXX
    81500596 0XXX
    8150063E 0XXX
    8150074E 0XXX
    815007F6 0XXX
    81500906 0XXX
    815009AE 0XXX
    81500ABE 0XXX
    81500B66 0XXX
    81500C76 0XXX
    81500D1E 0XXX
    81500E2E 0XXX
    81500ED6 0XXX
    81500FE6 0XXX
    8150108E 0XXX
    
    To make the object image mods, simply subtract 2 from the pad mod of the
    given ammo crate.
    
    Change ammo crate object images:
    8150006C 0XXX
    81500114 0XXX
    81500224 0XXX
    815002CC 0XXX
    815003DC 0XXX
    81500484 0XXX
    81500594 0XXX
    8150063C 0XXX
    8150074C 0XXX
    815007F4 0XXX
    81500904 0XXX
    815009AC 0XXX
    81500ABC 0XXX
    81500B64 0XXX
    81500C74 0XXX
    81500D1C 0XXX
    81500E2C 0XXX
    81500ED4 0XXX
    81500FE4 0XXX
    8150108C 0XXX
    
    To find the first metal crate, do a search for 00210053. Between metal crates
    there are 5C 8bit values, so add 5C onto each code to get the next metal crate
    pad mod. The last metal crate can be found by searching for 0021006A.
    
    Move metal crates:
    815016CA 0XXX
    81501726 0XXX
    81501782 0XXX
    815017DE 0XXX
    8150183A 0XXX
    81501896 0XXX
    815018F2 0XXX
    8150194E 0XXX
    815019AA 0XXX
    81501A06 0XXX
    81501A62 0XXX
    81501ABE 0XXX
    81501B1A 0XXX
    81501B76 0XXX
    81501BD2 0XXX
    81501C2E 0XXX
    81501C8A 0XXX
    81501CE6 0XXX
    81501D42 0XXX
    81501D9E 0XXX
    81501DFA 0XXX
    81501E56 0XXX
    81501EB2 0XXX
    81501F0E 0XXX
    
    To make the object image mods, simply subtract 2 from the pad mod of the
    given metal crate.
    
    Change metal crate images:
    815016C8 0XXX
    81501724 0XXX
    81501780 0XXX
    815017DC 0XXX
    81501838 0XXX
    81501894 0XXX
    815018F0 0XXX
    8150194C 0XXX
    815019A8 0XXX
    81501A04 0XXX
    81501A60 0XXX
    81501ABC 0XXX
    81501B18 0XXX
    81501B74 0XXX
    81501BD0 0XXX
    81501C2C 0XXX
    81501C88 0XXX
    81501CE4 0XXX
    81501D40 0XXX
    81501D9C 0XXX
    81501DF8 0XXX
    81501E54 0XXX
    81501EB0 0XXX
    81501F0C 0XXX
    
    
    The lifts will be put at pads 4C and 4B, and will be object image number 2E. To
    find them easily on the object setup list simply do a search for 002E004C or
    002E004B. We don't want to use the lifts so we remove them by making their
    local size 00 and object type 08:
    
    Remove lifts:
    81501142 0008
    815011E6 0008
    
    We can use the five doors as well, but they need to be turned into objects
    first. We do this by making their size 0C and their object type 15. Once we've
    done this we can change their image and move them. To find the first door, do a
    search for 00BF004E.
    
    Change doors into objects:
    8150127A 0C15
    81501356 0C15
    81501432 0C15
    8150150E 0C15
    815015EA 0C15
    
    Move doors:
    8150127E 0XXX
    8150135A 0XXX
    81501436 0XXX
    81501512 0XXX
    815015EE 0XXX
    
    Change door object images:
    8150127C 0XXX
    81501358 0XXX
    81501434 0XXX
    81501510 0XXX
    815015EC 0XXX
    
    
    We now have all the codes we need to get started. The next thing that needs to
    be done is to assign an object image to all the 59 objects. The best object
    images to use are the weapon item images. These are neither to small, nor to
    big to be in the way. You can only use about 30 weapon images, the rest has to
    be other small sized items. Most of the object images that fit are:
    
    01A0 - CamSpy
    00F5 - Falcon 2
    00F4 - Shield
    00F6 - Magsec 4
    00F7 - Mauler
    00F8 - DY357 Magnum
    00FA - Phoenix
    00FB - Falcon 2 Silencer
    00FC - Falcon 2 Scope
    00FD - CMP150
    010D - Crossbow
    010E - Tranquilizer / Psychosis Gun
    0117 - PP9i (PP7)
    0118 - CC13 (Dostovei)
    012F - Combat boost pills
    019E - X-ray Scanner
    0140 - HorizonScanner
    00FE - AR34
    00FF - Dragon
    0101 - K7 Avenger
    0102 - Cyclone
    0103 - Callisto NTG
    0104 - RCP-120
    0105 - Laptop Gun
    0106 - Shotgun
    0107 - Reaper
    0108 - Rocket Launcher
    0109 - Devastator
    010A - Slayer
    010B - Farsight XR-20
    010C - Sniper Rifle
    0119 - KLO1313 (Klobb)
    011A - KF7 Special (KF7 Soviet)
    011B - ZZT (9mm)
    011C - DMC (Deutch)
    011D - AR33
    011E - RC-P45 (RC-P90)
    0011 - Briefcase
    0017 - Area 51 Control Panel / Button
    0065 - Area 51 Trashcan
    0157 - Laptop Sentry dronegun
    015B - Area 51 Lab cloths
    0182 - BETA Body armour (Looks like the one from GoldenEye)
    008C - Hoverbot (Orange)
    00EC - Air Base Stewardesses Bag
    0016 - BETA Flag from GoldenEye
    003E - Plant, white base
    00AF - Security Camera
    0193 - BETA Touch That Box, Box
    003C - Plant, tall round leaves
    003D - Plant, short brown base
    0144 - Deep Sea Ceiling dronegun
    00BA - Area 51 Explodable container
    00C1 - Ammo crate
    00E2 - Metal barrel
    015A - Skedar Kings holy sceptre (Big King Rocket image)
    01A2 - Air Force One Table
    0185 - Air Force One Lamp
    0186 - Air Force One Toilet
    
    This list is ordered with the smallest object image at the top, and gradually
    bigger images the further down you go. Use the big objects for ammo crates, and
    the smaller objects for metal crates (remember that you can't walk through the
    objects that were originally metal crates). Also take note that the weapons and
    ammo crates won't get resized if the pad tries to reshape them. Metal crates
    will get resized and reshaped, so try to give them images you can easily tell
    the difference between, or recognise easily.
    
    Weapons images:
    Weapon 1.1    -  Falcon 2 (Silencer)
    Weapon 2.1    -  Falcon 2 (Scope)
    Weapon 3.1    -  Magsec 4
    Weapon 4.1    -  Mauler
    Weapon 5      -  Phoenix
    Weapon 6      -  DY357 Magnum
    Weapon 1.2    -  Farsight XR-20
    Weapon 2.2    -  X-ray Scanner
    Weapon 3.2    -  Horizon Scanner
    Weapon 4.2    -  CamSpy
    Ammo crate images:
    8150006C 0065 - Area 51 Trashcan
    81500114 0157 - Laptop Sentry dronegun
    81500224 015B - Area 51 Lab cloths
    815002CC 0182 - BETA Body armour (Looks like the one from GoldenEye)
    815003DC 008C - Hoverbot (Orange)
    81500484 00EC - Air Base Stewardesses Bag
    81500594 0016 - BETA Flag from GoldenEye
    8150063C 003E - Plant, white base
    8150074C 00AF - Security Camera
    815007F4 0193 - BETA Touch That Box, Box
    81500904 003C - Plant, tall round leaves
    815009AC 003D - Plant, short brown base
    81500ABC 0144 - Deep Sea Ceiling dronegun
    81500B64 00BA - Area 51 Explodable container
    81500C74 00C1 - Ammo crate
    81500D1C 00E2 - Metal barrel
    81500E2C 015A - Skedar Kings holy sceptre (Big King Rocket image)
    81500ED4 01A2 - Air Force One Table
    81500FE4 0185 - Air Force One Lamp
    8150108C 0186 - Air Force One Toilet
    Metal crate images:
    815016C8 00F5 - Falcon 2
    81501724 00F4 - Shield
    81501780 00FD - CMP150
    815017DC 010D - Crossbow
    81501838 010E - Tranquilizer / Psychosis Gun
    81501894 0117 - PP9i (PP7)
    815018F0 0118 - CC13 (Dostovei)
    8150194C 012F - Combat boost pills
    815019A8 00FE - AR34
    81501A04 00FF - Dragon
    81501A60 0101 - K7 Avenger
    81501ABC 0102 - Cyclone
    81501B18 0103 - Callisto NTG
    81501B74 0104 - RCP-120
    81501BD0 0105 - Laptop Gun
    81501C2C 0106 - Shotgun
    81501C88 0107 - Reaper
    81501CE4 0108 - Rocket Launcher
    81501D40 0109 - Devastator
    81501D9C 010A - Slayer
    81501DF8 010C - Sniper Rifle
    81501E54 0119 - KLO1313 (Klobb)
    81501EB0 011A - KF7 Special (KF7 Soviet)
    81501F0C 011B - ZZT (9mm)
    Door images:
    8150127C 011C - DMC (Deutch)
    81501358 011D - AR33
    81501434 011E - RC-P45 (RC-P90)
    81501510 0011 - Briefcase
    815015EC 0017 - Area 51 Control Panel / Button
    
    
    The final code should be compiled with the pad modifiers in one part and the
    rest of the codes in another. Each part shouldn't be more than 60 lines long
    because that's about how many lines you can input for each code in a cheating
    device.
    
    Skedar Ruins Pad Finder:
    ------------------------
    Part One:
    NTSC
    Level modifier code:
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    810801A0 01E2
    80084BF9 002A
    81084BFC 56A5
    81084C14 50FF
    PAL
    Level modifier code:
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    810806E0 01E2
    80085149 002A
    8108514C 56A5
    81085164 50FF
    NTSC AND PAL
    Double weapon changer:
    81500A54 010B
    81500AAC 1600
    81500C0C 019E
    81500C64 2F00
    81500DC4 01A0
    81500E1C 2E00
    81500F7C 0140
    81500FD4 3200
    Remove lifts:
    81501142 0008
    815011E6 0008
    Change doors into objects:
    8150127A 0C15
    81501356 0C15
    81501432 0C15
    8150150E 0C15
    815015EA 0C15
    Door images:
    8150127C 011C
    81501358 011D
    81501434 011E
    81501510 0011
    815015EC 0017
    
    Part Two:
    NTSC AND PAL
    Ammo crate images:
    8150006C 0065
    81500114 0157
    81500224 015B
    815002CC 0182
    815003DC 008C
    81500484 00EC
    81500594 0016
    8150063C 003E
    8150074C 00AF
    815007F4 0193
    81500904 003C
    815009AC 003D
    81500ABC 0144
    81500B64 00BA
    81500C74 00C1
    81500D1C 00E2
    81500E2C 015A
    81500ED4 01A2
    81500FE4 0185
    8150108C 0186
    Metal crate images:
    815016C8 00F5
    81501724 00F4
    81501780 00FD
    815017DC 010D
    81501838 010E
    81501894 0117
    815018F0 0118
    8150194C 012F
    815019A8 00FE
    81501A04 00FF
    81501A60 0101
    81501ABC 0102
    81501B18 0103
    81501B74 0104
    81501BD0 0105
    81501C2C 0106
    81501C88 0107
    81501CE4 0108
    81501D40 0109
    81501D9C 010A
    81501DF8 010C
    81501E54 0119
    81501EB0 011A
    81501F0C 011B
    
    Part Three:
    NTSC AND PAL    Object to look for
    Move weapons:
    81500006 0XXX - Falcon 2 (Silencer)
    815001BE 0XXX - Falcon 2 (Scope)
    81500376 0XXX - Magsec 4
    8150052E 0XXX - Mauler
    815006E6 0XXX - Phoenix
    8150089E 0XXX - DY357 Magnum
    81500A56 0XXX - Farsight XR-20
    81500C0E 0XXX - X-ray Scanner
    81500DC6 0XXX - Horizon Scanner
    81500F7E 0XXX - CamSpy
    Move ammo crates:
    8150006E 0XXX - Area 51 Trashcan
    81500116 0XXX - Laptop Sentry dronegun
    81500226 0XXX - Area 51 Lab cloths
    815002CE 0XXX - BETA Body armour (Looks like the one from GoldenEye)
    815003DE 0XXX - Hoverbot (Orange)
    81500486 0XXX - Air Base Stewardesses Bag
    81500596 0XXX - BETA Flag from GoldenEye
    8150063E 0XXX - Plant, white base
    8150074E 0XXX - Security Camera
    815007F6 0XXX - BETA Touch That Box, Box
    81500906 0XXX - Plant, tall round leaves
    815009AE 0XXX - Plant, short brown base
    81500ABE 0XXX - Deep Sea Ceiling dronegun
    81500B66 0XXX - Area 51 Explodable container
    81500C76 0XXX - Ammo crate
    81500D1E 0XXX - Metal barrel
    81500E2E 0XXX - Skedar Kings holy sceptre (Big King Rocket image)
    81500ED6 0XXX - Air Force One Table
    81500FE6 0XXX - Air Force One Lamp
    8150108E 0XXX - Air Force One Toilet
    Move metal crates:
    815016CA 0XXX - Falcon 2
    81501726 0XXX - Shield
    81501782 0XXX - CMP150
    815017DE 0XXX - Crossbow
    8150183A 0XXX - Tranquilizer / Psychosis Gun
    81501896 0XXX - PP9i (PP7)
    815018F2 0XXX - CC13 (Dostovei)
    8150194E 0XXX - Combat boost pills
    815019AA 0XXX - AR34
    81501A06 0XXX - Dragon
    81501A62 0XXX - K7 Avenger
    81501ABE 0XXX - Cyclone
    81501B1A 0XXX - Callisto NTG
    81501B76 0XXX - RCP-120
    81501BD2 0XXX - Laptop Gun
    81501C2E 0XXX - Shotgun
    81501C8A 0XXX - Reaper
    81501CE6 0XXX - Rocket Launcher
    81501D42 0XXX - Devastator
    81501D9E 0XXX - Slayer
    81501DFA 0XXX - Sniper Rifle
    81501E56 0XXX - KLO1313 (Klobb)
    81501EB2 0XXX - KF7 Special (KF7 Soviet)
    81501F0E 0XXX - ZZT (9mm)
    Move doors:
    8150127E 0XXX - DMC (Deutch)
    8150135A 0XXX - AR33
    81501436 0XXX - RC-P45 (RC-P90)
    81501512 0XXX - Briefcase
    815015EE 0XXX - Area 51 Control Panel / Button
    End
    
    Don't forget to use an enabler:
    NTSC v1.0          PAL                NTSC PC v1.0       PAL PC
    D109C7E4 0030      D1099FB0 0030      8109940A 0320      8109995A 2860
    8109940A 02E0      8109995A 2820      D00714DB 0002      D00717BB 0002
    D109C7E4 0020      D1099FB0 0020      8109940A 5810      8109995A A0B0
    8109940A 02B0      8109995A 27F0      D00714DB 0003      D00717BB 0003
    D00714DB 0002      D00717BB 0002      8109940A 3590      8109995A A140
    8109940A 57A0      8109995A A040      D00714DB 0004      D00717BB 0004
    D00714DB 0003      D00717BB 0003      8109940A 17C0      8109995A 7C00
    8109940A 3520      8109995A A0D0
    D00714DB 0004      D00717BB 0004      NTSC v1.1
    8109940A 1750      8109995A 7B90      8109940A 0320
                                          D00714DB 0002
    NTSC v1.1                             8109940A 5010
    D109C7E4 0030                         D00714DB 0003
    8109940A 02E0                         8109940A 2D90
    D109C7E4 0020                         D00714DB 0004
    8109940A 02B0                         8109940A 1050
    D00714DB 0002
    8109940A 4FA0
    D00714DB 0003
    8109940A 2D20
    D00714DB 0004
    8109940A 0FE0
    
    To use this code put the number of the pad you want to find in one of the pad
    modifiers and search the arena for its corresponding object image. To give an
    example, if pad number 003C is put at the code that modifies the position of
    the first door, search the level for a DMC (Deutch) and the spot you find it
    will be where pad 003C is located. Then draw the number 3C on the map of the
    arena that you've drawn before hand.
    
    As you start finding out where the pads are you will start to see patterns in
    how they are placed. The are several different types of pads to be found. The
    first kind of pads that you will find, and the most useful when it comes to
    placing weapons and ammo crates, are navigational pads. These are used by the
    AI (sims and guards) as path finders, telling them where to walk and how to
    navigate around a level. There should be loads of navigational pads depending
    on how big the level is. All navigational pads have are coordinates, they don't
    have any other information. These pads are great for putting weapons or ammo
    crates at because they are usually found in a line, and will all be alligned
    correctly. The next kind of pads you come across will be the enemy positions.
    These have a direction defined which makes them excellent respawn pads. After
    the navigational and enemy pads come the object pads where the furniture and
    doors from the arenas solo mission are put. These pads will reshape and resize
    what's put at them because they're meant to be used with a specific object
    image only (weapons and ammo crates won't get resized though). Door pads can
    be tested by putting a door there, and turning off the object image and object
    type code for that door.
    
    You don't have to find every single pad in the arena. If all you want is a
    simple multiplayer level then all you need to know is where the navigational
    and enemy pads are. If however you want to recreate an object from the arenas
    solo mission, like a door, the easiest way to find it is to search the arenas
    solo mission object setup list. Simply do a search for the objects image value.
    In the Resources section you will find a list of object images that are sorted
    by level. To give an example, if I wanted to find the spinning power generator
    pillar from Skedar Ruins I'd do a search for 007A. Once I've located the
    correct object, all I need to do is write down the value of the next 16bit
    digit after 007A. In this case it turns out to be 0126, which is where the
    spinning pillar is put.
    
    
    At this point in time it's probably a good idea I told you that you don't need
    to remake the pads finder above. If you want to find the pads in a different
    arena (except dataDyne Research, for which the code can be reused), you can
    simply port the code. Say you want to find the pads in Attack Ship. After
    you've made the enablers you end up with the final code starting at 80540000.
    The final code for Skedar Ruins starts at 80500000. To port the pads finder
    code you need to first find the difference between the two pointers, 80540000 -
    80500000 = 40000. Simply add 40000 to the address of every code that modifies
    the in-game level data. Remember to make sure that the level modifier uses
    Bases Mp_Setup. Likewise you could port one of the multiplayer levels that I
    have made so that they work in Skedar Ruins. You would need to change the
    values of the codes to correspond with the new set of pads.
    
    If you've made a pads map, either on a PC or scanned in like I did, please
    share it with other people so that they can use it too. I've found the pads in
    Crash Site, Villa (Solo), Skedar Ruins and Deep Sea, so you don't need to do
    any of them.
    
    
    Creating the code:
    ~~~~~~~~~~~~~~~~~~
    Now that you know where the pads are and where the final code will be put you
    can begin creating the code to move stuff about. Your aim will be to create a
    multiplayer level in which there are no objects out of place. You'll also want
    to place enough objects in the level that it looks like it's original solo
    mission, although that isn't neccesary. Many of PD's original multiplayer
    levels don't have objects in them at all. You don't want to clutter the level
    up so much that it becomes hard to move around.
    
    The final complete code will consist of codes that:
     -> Modify a level (Part One)
     -> Move the weapons and ammo crates (Part Two)
     -> Modify and move the objects (Part Three)
     -> Move the respawn points (Part Four)
     -> Move the Hills (also Part Four)
     -> Move the Bases and their respawn points (Part Five)
     -> Multiplayer level enablers for all formats
    
    
    Moving the weapons and ammo crates requires a pad modifier for each object. You
    already have the pad modifiers for these from the pads finder code, but if
    you're starting from scratch there is an easy way to find them. For all
    Mp_Setups except Ravine the weapons and ammo crates will come first on the
    object setup list, and in the same order. This means that you could simply port
    the codes from one of my multiplayer levels. If you don't want to port the
    codes another way of doing it is to find the first weapon pad modifier code.
    Add 68 to find the first ammo crate, then add A8 to find the next. Add A8 again
    to find the next weapon and 68 to find it's first ammo crate, and so on and so
    on, until you've made codes for all 10 weapon points. A quick way of finding
    the first weapon pad modifier (for all setups except Ravines) is to add 6 to
    the object setup list pointer. You can also subtract 6 from the first weapon
    pad modifier to find where the final code is put in my multiplayer level codes.
    The codes that move the weapons and ammo crates for Skedar Ruins are:
    
    Move weapons and ammo crates:
    81500006 0XXX - Weapon 1.1
    8150006E 0XXX - Ammo crate 1.1.1
    81500116 0XXX - Ammo crate 1.1.2
    815001BE 0XXX - Weapon 2.1
    81500226 0XXX - Ammo crate 2.1.1
    815002CE 0XXX - Ammo crate 2.1.2
    81500376 0XXX - Weapon 3.1
    815003DE 0XXX - Ammo crate 3.1.1
    81500486 0XXX - Ammo crate 3.1.2
    8150052E 0XXX - Weapon 4.1
    81500596 0XXX - Ammo crate 4.1.1
    8150063E 0XXX - Ammo crate 4.1.2
    815006E6 0XXX - Weapon 5
    8150074E 0XXX - Ammo crate 5.1
    815007F6 0XXX - Ammo crate 5.2
    8150089E 0XXX - Weapon 6
    81500906 0XXX - Ammo crate 6.1
    815009AE 0XXX - Ammo crate 6.2
    81500A56 0XXX - Weapon 1.2
    81500ABE 0XXX - Ammo crate 1.2.1
    81500B66 0XXX - Ammo crate 1.2.2
    81500C0E 0XXX - Weapon 2.2
    81500C76 0XXX - Ammo crate 2.2.1
    81500D1E 0XXX - Ammo crate 2.2.2
    81500DC6 0XXX - Weapon 3.2
    81500E2E 0XXX - Ammo crate 3.2.1
    81500ED6 0XXX - Ammo crate 3.2.2
    81500F7E 0XXX - Weapon 4.2
    81500FE6 0XXX - Ammo crate 4.2.1
    8150108E 0XXX - Ammo crate 4.2.2
    
    When you place the weapon points at pads around the arena you need to make sure
    you put them in accessible places. If you don't the sims won't be able to get
    them. Where the weapon points are put will determine where the sims go, and the
    power of the weapon will determine which weapon all the sims are trying to get
    at. Sims won't go into parts of the level where there aren't any weapons, so
    the weapon placements will determine the flow of the level. Put the double
    weapons at opposite sides of the level and not next to each other. Put weapons
    5 and 6 in places you want the sims to go. Since there are only one of these
    you can place a powerful weapon or shield at these weapon points. Quite
    annoyingly the sims know when there is a weapon there or if it's just been
    taken. Put a weapon too far away from where the main action takes place and you
    will see lots of sims running there to get it. You will also see them turn
    around half way there because they know that another sim has got it before
    them! Remember to check the weapon points to make sure that you can pick up all
    the objects that you've moved. I placed the weapon points in Skedar Ruins at
    the following places:
    
    Weapon 1.1 - Rectangular pillar room (without Skedar relic)
    81500006 002D
    8150006E 002E
    81500116 002F
    Weapon 2.1 - Half circle room with pillar
    815001BE 001F
    81500226 0020
    815002CE 0021
    Weapon 3.1 - WAR! starting point area
    81500376 0053
    815003DE 0051
    81500486 0052
    Weapon 4.1 - Canyon
    8150052E 0034
    81500596 0035
    8150063E 0037
    Weapon 5   - Royal Chamber (Skedar Kings room)
    815006E6 0094
    8150074E 00CE
    815007F6 00CF
    Weapon 6   - Solo starting point area
    8150089E 000B
    81500906 000C
    815009AE 000D
    Weapon 1.2 - Bridge activation room
    81500A56 0060
    81500ABE 005F
    81500B66 0061
    Weapon 2.2 - 2 rolling pillars corridoor
    81500C0E 006C
    81500C76 006B
    81500D1E 006D
    Weapon 3.2 - Underneath power generator room bridge
    81500DC6 00D6
    81500E2E 007B
    81500ED6 007C
    Weapon 4.2 - Inner shrine corridoor
    81500F7E 008B
    81500FE6 0088
    8150108E 0082
    
    
    We'll jump over the objects for now and do the respawns first. The respawns can
    be found by following the pointer at NTSC 8009D03C or PAL 8009D59C. You'll find
    a list of numbers which are the pads the respawns are put at. You simply need
    to change these values. Base has 16 respawns ranging from 1C to 2B. Once you've
    found the code that moves the first respawn, simply add C to the address to
    find the next respawn placement modifier. The code to move respawn points in
    Skedar Ruins is:
    
    Move respawn points:
    81501F6E 0XXX
    81501F7A 0XXX
    81501F86 0XXX
    81501F92 0XXX
    81501F9E 0XXX
    81501FAA 0XXX
    81501FB6 0XXX
    81501FC2 0XXX
    81501FCE 0XXX
    81501FDA 0XXX
    81501FE6 0XXX
    81501FF2 0XXX
    81501FFE 0XXX
    8150200A 0XXX
    81502016 0XXX
    81502022 0XXX
    
    Respawn points can be placed wherever you want, but for best results place them
    on enemy pads. Some pads won't accept a respawn being placed on them. Instead
    you will appear in nothingness and die. To avoid this you need to test all the
    pads you intend to put your respawn points at. The following code allows you to
    test one pad at a time. If you're using an N64 emulator then you can change
    this code without having to reload the level. Put lots of Rocket Launchers in
    the level so that you can kill yourself easily.
    
    Respawn Tester:
    NTSC               PAL
    8109DE6A 0001      8109E3DA 0001
    8109DE38 0XXX      8109E3A8 0XXX
    
    I put the respawns for Skedar Ruins at the following pads:
    81501F6E 0000
    81501F7A 00A2
    81501F86 00A7
    81501F92 00AA
    81501F9E 00AE
    81501FAA 00B3
    81501FB6 00B8
    81501FC2 00BA
    81501FCE 00BE
    81501FDA 00E2
    81501FE6 00C1
    81501FF2 00C3
    81501FFE 00C5
    8150200A 008D
    81502016 008F
    81502022 00D2
    
    
    The Hills from King of the Hill are easy to modify providing you know where the
    pads are. Hills are placed at pads and the room the pad is in gets highlighted.
    The codes that modify the Hills work in all levels because they don't modify
    the in-game level data. You do however need to know where the pads are in order
    to get any use out of them. You can make codes that simply change the existing
    Hills, or you can increase the amount of Hills giving you a total of nine
    different Hills.
    
    King of the Hill Modifier:
    NTSC               PAL
    800AC11D 000X      800AC6BD 000X  -  Number of Hills (1 to 9)
    810AC122 0XXX      810AC6C2 0XXX  -  Hill 1 pad
    810AC124 0XXX      810AC6C4 0XXX  -  Hill 2 pad
    810AC126 0XXX      810AC6C6 0XXX  -  Hill 3 pad
    810AC128 0XXX      810AC6C8 0XXX  -  Hill 4 pad
    810AC12A 0XXX      810AC6CA 0XXX  -  Hill 5 pad
    810AC12C 0XXX      810AC6CC 0XXX  -  Hill 6 pad
    810AC12E 0XXX      810AC6CE 0XXX  -  Hill 7 pad
    810AC130 0XXX      810AC6D0 0XXX  -  Hill 8 pad
    810AC132 0XXX      810AC6D2 0XXX  -  Hill 9 pad
    
    Like respawn points, Hills need to be tested. Use the same pad as the value of
    both codes below. Like the respawn tester, this can be changed during gameplay
    so you don't need to reload the level to try a different value.
    
    Hill Tester:
    NTSC               PAL
    800AC11D 0002      800AC6BD 0002
    810AC122 0XXX      810AC6C2 0XXX
    810AC124 0XXX      810AC6C4 0XXX
    
    I put the Hills for Skedar Ruins at the following pads:
    NTSC
    800AC11D 0009
    810AC122 0000
    810AC124 00A9
    810AC126 0030
    810AC128 003E
    810AC12A 004F
    810AC12C 00BE
    810AC12E 007F
    810AC130 008C
    810AC132 0094
    PAL
    800AC6BD 0009
    810AC6C2 0000
    810AC6C4 00A9
    810AC6C6 0030
    810AC6C8 003E
    810AC6CA 004F
    810AC6CC 00BE
    810AC6CE 007F
    810AC6D0 008C
    810AC6D2 0094
    
    
    Capture the Case, like King of the Hill, is modified using codes that work in
    all levels. Just use the same codes for each level. Capture the Case bases
    consist of a case position and 6 respawn points. The respawn points should be
    placed as close to the case as possible, but not so close next to one another
    that players start appearing in one another. Respawns need to be tested and an
    easy way to do this is put all players and 8 sims on the same team. If anyone
    dies when the level starts then one of the pads is faulty. 
    
    Capture the Case Modifier:
    NTSC               PAL
    Base 1:
    810AC128 0XXX      810AC6C8 0XXX  -  Case 1 and highlingt zone
    810AC12C 0XXX      810AC6CC 0XXX  -  Respawn 1
    810AC12E 0XXX      810AC6CE 0XXX  -  Respawn 2
    810AC130 0XXX      810AC6D0 0XXX  -  Respawn 3
    810AC132 0XXX      810AC6D2 0XXX  -  Respawn 4
    810AC134 0XXX      810AC6D4 0XXX  -  Respawn 5
    810AC136 0XXX      810AC6D6 0XXX  -  Respawn 6
    Base 2:
    810AC138 0XXX      810AC6D8 0XXX  -  Case 2 and highlingt zone
    810AC13C 0XXX      810AC6DC 0XXX  -  Respawn 1
    810AC13E 0XXX      810AC6DE 0XXX  -  Respawn 2
    810AC140 0XXX      810AC6E0 0XXX  -  Respawn 3
    810AC142 0XXX      810AC6E2 0XXX  -  Respawn 4
    810AC144 0XXX      810AC6E4 0XXX  -  Respawn 5
    810AC146 0XXX      810AC6E6 0XXX  -  Respawn 6
    Base 3:
    810AC148 0XXX      810AC6E8 0XXX  -  Case 3 and highlingt zone
    810AC14C 0XXX      810AC6EC 0XXX  -  Respawn 1
    810AC14E 0XXX      810AC6EE 0XXX  -  Respawn 2
    810AC150 0XXX      810AC6F0 0XXX  -  Respawn 3
    810AC152 0XXX      810AC6F2 0XXX  -  Respawn 4
    810AC154 0XXX      810AC6F4 0XXX  -  Respawn 5
    810AC156 0XXX      810AC6F6 0XXX  -  Respawn 6
    Base 4:
    810AC158 0XXX      810AC6F8 0XXX  -  Case 4 and highlingt zone
    810AC15C 0XXX      810AC6FC 0XXX  -  Respawn 1
    810AC15E 0XXX      810AC6FE 0XXX  -  Respawn 2
    810AC160 0XXX      810AC700 0XXX  -  Respawn 3
    810AC162 0XXX      810AC702 0XXX  -  Respawn 4
    810AC164 0XXX      810AC704 0XXX  -  Respawn 5
    810AC166 0XXX      810AC706 0XXX  -  Respawn 6
    
    I put the bases at the following pads in Skedar Ruins:
    NTSC
    Base 1:       - Royal Chamber
    810AC128 00D2
    810AC12C 00D0
    810AC12E 00D1
    810AC130 00D3
    810AC132 0130
    810AC134 012D
    810AC136 0095
    Base 2:       - Solo starting area
    810AC138 0000
    810AC13C 0001
    810AC13E 00A0
    810AC140 00A1
    810AC142 00A2
    810AC144 00A3
    810AC146 0006
    Base 3:       - WAR! starting area
    810AC148 004F
    810AC14C 00BA
    810AC14E 004D
    810AC150 00D7
    810AC152 0046
    810AC154 004C
    810AC156 0055
    Base 4:       - Slanting chamber with pillar
    810AC158 0030
    810AC15C 00B3
    810AC15E 00B4
    810AC160 00B1
    810AC162 00B2
    810AC164 002B
    810AC166 00DE
    PAL
    Base 1:       - Royal Chamber
    810AC6C8 00D2
    810AC6CC 00D0
    810AC6CE 00D1
    810AC6D0 00D3
    810AC6D2 0130
    810AC6D4 012D
    810AC6D6 0095
    Base 2:       - Solo starting area
    810AC6D8 0000
    810AC6DC 0001
    810AC6DE 00A0
    810AC6E0 00A1
    810AC6E2 00A2
    810AC6E4 00A3
    810AC6E6 0006
    Base 3:       - WAR! starting area
    810AC6E8 004F
    810AC6EC 00BA
    810AC6EE 004D
    810AC6F0 00D7
    810AC6F2 0046
    810AC6F4 004C
    810AC6F6 0055
    Base 4:       - Rectangular pillar room (without Skedar relic)
    810AC6F8 0030
    810AC6FC 00B3
    810AC6FE 00B4
    810AC700 00B1
    810AC702 00B2
    810AC704 002B
    810AC706 00DE
    
    
    Objects are the hardest to modify. You usually need to change several values in
    order to make them the way you want. The type and amount of objects at your
    disposal depends on the Mp_Setup thats used. You can either have a level with
    lots of doors (using Area 52 or Felicity), or a level with lots of objects
    (using Base or Ravine). You want to make the objects in your multiplayer level
    as much like they are in the solo mission. To do this you need to reference
    what values they have on the solo mission setup for the arena you're doing.
    
    Modifying the object type must be done with great care. When you change the
    type you usually end up with an object that doesn't quite work as you expected.
    More than just the object type must be modified to get the object you want.
    Doors should be left as doors, glass left as glass and lifts left as lifts.
    Normal objects like metal crates are the most flexible. Metal crates can be
    turned into Hoverbikes or Hovercrates. Turning a metal crate into a Hoverbike
    requires four metal crates in a row. I haven't worked out how to modify the
    way in which doors open, so you have to take into account that doors might
    swing or slide open in the wrong direction.
    
    I won't go into detail about how you modify objects. I've barely scratched the
    surface myself in the codes that I've made. Below you will find the object
    modifiers from my multiplayer levels, telling you what each code does. You
    should be able to figure out how I did certain stuff from the codes below. To
    give an example: if you find something you want to do yourself like making an
    object moveable, find the difference between the code that makes the object
    moveable and the code that modifies the objects pad. Then simply add that
    difference to the pad modifier of the object you want to make moveable.
    Values vary depending on what you want to do to the object.
    
    
    Skedar Ruins Objects: (using Bases Mp_Setup)
    Lifts
    81501144 0191  -  Turn lift image into Skedar bridge
    8150119C 0136  -  Move lift destination 1 to bridge pad 136
    8150119E 0136  -  Move lift destination 2 to bridge pad 136
    815011E6 0003  -  Turn lift into object
    815011E8 01B8  -  Turn lift image into Buddy bridge
    815011EA 00EA  -  Move lift to bridge pad EA
    81501240 00E9  -  Move lift destination 1 to bridge pad E9
    81501242 00E9  -  Move lift destination 2 to bridge pad E9
    Doors
    8150127C 006E  -  Turn door image into Skedar door
    8150127E 00F7  -  Move Skedar door to door pad F7
    81501334 8050  -  Connect first door to second door
    81501336 1354  -  Connect first door to second door
    8150133E 0400  -  Modify Skedar door sound
    81501358 006E  -  Turn door image into Skedar door
    8150135A 00F8  -  Move Skedar door to door pad F8
    81501410 8050  -  Connect second door to first door
    81501412 1278  -  Connect second door to first door
    8150141A 0400  -  Modify Skedar door sound
    81501434 006E  -  Turn door image into Skedar door
    81501436 00F5  -  Move Skedar door to door pad F5
    815014EC 8050  -  Connect third door to fourth door
    815014EE 150C  -  Connect third door to fourth door
    815014F6 0400  -  Modify Skedar door sound
    81501510 006E  -  Turn door image into Skedar door
    81501512 00F6  -  Move Skedar door to door pad F6
    815015C8 8050  -  Connect fourth door to third door
    815015CA 1430  -  Connect fourth door to third door
    815015D2 0400  -  Modify Skedar door sound
    815015EA 000A  -  Turn door into object
    815015EC 0079  -  Turn door image into power generator pillar
    815015EE 0126  -  Move door to power generator pillar pad 126
    815015F0 0002  -  Make power generator pillar indestructable
    Metal crates
    815016C8 00DC  -  Turn metal crate image into pillar
    815016CA 010C  -  Move pillar to pillar pad 10C
    81501724 00DC  -  Turn metal crate image into pillar
    81501726 010A  -  Move pillar to pillar pad 10A
    81501780 00DD  -  Turn metal crate image into pillar
    81501782 010D  -  Move pillar to pillar pad 10D
    815017DC 018C  -  Turn metal crate image into pillar
    815017DE 0111  -  Move pillar to pillar pad 111
    81501838 00DD  -  Turn metal crate image into pillar
    8150183A 010B  -  Move pillar to pillar pad 10B
    81501894 00DE  -  Turn metal crate image into pillar shadow on floor
    81501896 014F  -  Move floor piece to floor pad 14F
    815018F0 00DF  -  Turn metal crate image into pillar shadow on wall
    815018F2 0150  -  Move wall piece to wall pad 150
    8150194C 006A  -  Turn metal crate image into canyon wall
    8150194E 00E6  -  Move canyon wall to wall pad E6
    81501952 04E8  -  Fit canyon wall piece properly into place
    815019A8 006C  -  Turn metal crate image into hole-in-wall frame
    815019AA 00E8  -  Move hole-in-wall frame to wall pad E8
    815019AE 04E8  -  Fit hole-in-wall frame properly into place
    81501A04 00D1  -  Turn metal crate image into floor piece
    81501A06 014A  -  Move floor piece to floor pad 14A
    81501A60 00D2  -  Turn metal crate image into floor piece
    81501A62 014B  -  Move floor piece to floor pad 14B
    81501ABC 00D3  -  Turn metal crate image into floor piece
    81501ABE 014C  -  Move floor piece to floor pad 14C
    81501B18 00D4  -  Turn metal crate image into floor piece
    81501B1A 014D  -  Move floor piece to floor pad 14D
    81501B74 00D5  -  Turn metal crate image into floor piece
    81501B76 014E  -  Move floor piece to floor pad 14E
    81501BD0 00CC  -  Turn metal crate image into Skedar relic piece
    81501BD2 0145  -  Move Skedar relic piece to relic pad 145
    81501C2C 00CD  -  Turn metal crate image into Skedar relic piece
    81501C2E 0146  -  Move Skedar relic piece to relic pad 146
    81501C88 00CE  -  Turn metal crate image into Skedar relic piece
    81501C8A 0147  -  Move Skedar relic piece to relic pad 147
    81501CE4 00D0  -  Turn metal crate image into Skedar relic piece
    81501CE6 0148  -  Move Skedar relic piece to relic pad 148
    81501CEA 05E8  -  Fit Skedar relic piece properly into place
    81501D40 00CF  -  Turn metal crate image into Skedar relic piece
    81501D42 0149  -  Move Skedar relic piece to relic pad 149
    81501D46 05E8  -  Fit Skedar relic piece properly into place
    81501D9C 00E2  -  Turn metal crate image into metal barrel
    81501D9E 00C4  -  Move metal barrel to pad C4
    81501DAA 0001  -  Make metal barrel moveable
    81501DA0 0000  -  Make metal barrel explodable
    81501DF8 00E2  -  Turn metal crate image into metal barrel
    81501DFA 0089  -  Move metal barrel to pad 89
    81501E06 0001  -  Make metal barrel moveable
    81501DFC 0000  -  Make metal barrel explodable
    81501E54 00E2  -  Turn metal crate image into metal barrel
    81501E56 00B0  -  Move metal barrel to pad B0
    81501E62 0001  -  Make metal barrel moveable
    81501E58 0000  -  Make metal barrel explodable
    81501EB0 00E2  -  Turn metal crate image into metal barrel
    81501EB2 003E  -  Move metal barrel to pad 3E
    81501EBE 0001  -  Make metal barrel moveable
    81501EB4 0000  -  Make metal barrel explodable
    81501F0C 00E2  -  Turn metal crate image into metal barrel
    81501F0E 000E  -  Move metal barrel to pad E
    81501F1A 0001  -  Make metal barrel moveable
    81501F10 0000  -  Make metal barrel explodable
    
    
    Crash Site Caves Objects: (using Complexes Mp_Setup)
    Metal crates
    81503B84 00EB  -  Turn metal crate image into UFO
    81503B86 0095  -  Move UFO to pad 95
    81503BE0 00EB  -  Turn metal crate image into UFO
    81503BE2 0054  -  Move UFO to pad 54
    81503C3C 0190  -  Turn metal crate image into escape pod
    81503C3E 0057  -  Move escape pod to pad 57
    81503C98 0190  -  Turn metal crate image into escape pod
    81503C9A 018A  -  Move escape pod to pad 18A
    81503CF4 0190  -  Turn metal crate image into escape pod
    81503CF6 0158  -  Move escape pod to pad 158
    
    
    Crash Site Racing Ground Objects: (using Bases Mp_Setup)
    Metal crates
    81504116 0833  -  Turn object into Hoverbike
    81504118 003A  -  Turn metal crate image into Hoverbike
    8150411A 00D1  -  Move Hoverbike to pad D1
    8150411C 0000  -  Make Hoverbike destructable
    81504126 0003  -  Make Hoverbike weightless and moveable
    81504286 0833  -  Turn object into Hoverbike
    81504288 003A  -  Turn metal crate image into Hoverbike
    8150428A 00CA  -  Move Hoverbike to pad CA
    8150428C 0000  -  Make Hoverbike destructable
    81504296 0003  -  Make Hoverbike weightless and moveable
    815043F6 0833  -  Turn object into Hoverbike
    815043F8 003A  -  Turn metal crate image into Hoverbike
    815043FA 009C  -  Move Hoverbike to pad 9C
    815043FC 0000  -  Make Hoverbike destructable
    81504406 0003  -  Make Hoverbike weightless and moveable
    81504566 0833  -  Turn object into Hoverbike
    81504568 003A  -  Turn metal crate image into Hoverbike
    8150456A 000C  -  Move Hoverbike to pad C
    8150456C 0000  -  Make Hoverbike destructable
    81504576 0003  -  Make Hoverbike weightless and moveable
    815046D8 00EB  -  Turn metal crate image into UFO
    815046DA 0095  -  Move UFO to pad 95
    81504736 0103  -  Move metal crate to pad 103
    81504790 0190  -  Turn metal crate image into escape pod
    81504792 01D8  -  Move escape pod to escape pod pad 1D8
    
    
    Felicity's Mp_Setup has objects in the following order:
    
     Pad -  Object               -  Object in-game image value:
     46  -  Door (Slide across)  -  01B6
     47  -  Door (Slide across)
     48  -  Door (Slide across)
     49  -  Door (Slide across)
     4A  -  Door (Slide across)
     4B  -  Door (Slide across)
     4C  -  Door (Slide across)
     62  -  Glass (unbreakable)  -  003F
     63  -  Glass (unbreakable)
     64  -  Glass (unbreakable)
     65  -  Glass (unbreakable)
     66  -  Glass (unbreakable)
     67  -  Glass (unbreakable)
     68  -  Glass (unbreakable)
     69  -  Glass (unbreakable)
     4D  -  Door (Swing)         -  01B6
     4E  -  Door (Swing)
     4F  -  Door (Swing) - Connected to door at 50
     50  -  Door (Swing) - Connected to door at 4F
     51  -  Door (Swing) - Connected to door at 52
     52  -  Door (Swing) - Connected to door at 51
     53  -  Door (Swing) - Connected to door at 54
     54  -  Door (Swing) - Connected to door at 53
     55  -  Door (Swing) - Connected to door at 56
     56  -  Door (Swing) - Connected to door at 55
     58  -  Door (Swing)
     57  -  Door (Swing)
    
    Carrington Villa Residence Objects: (using Felicity's Mp_Setup)
    Slide doors
    814F8EA4 0029  -  Turn door image into Villa door
    814F8EA6 0174  -  Move Villa door to door pad 174
    814F8F5C 804F  -  Connect first door to second door
    814F8F5E 8F7C  -  Connect first door to second door
    814F8F80 0029  -  Turn door image into Villa door
    814F8F82 0175  -  Move Villa door to door pad 175
    814F9038 804F  -  Connect second door to first door
    814F903A 8EA0  -  Connect second door to first door
    814F905C 0029  -  Turn door image into Villa door
    814F905E 0172  -  Move Villa door to door pad 172
    814F90CE 0020  -  Lock third Villa door
    814F9114 804F  -  Connect third door to fourth door
    814F9116 9134  -  Connect third door to fourth door
    814F9138 0029  -  Turn door image into Villa door
    814F913A 0173  -  Move Villa door to door pad 173
    814F91AA 0020  -  Lock fourth Villa door
    814F91F0 804F  -  Connect fourth door to third door
    814F91F2 9058  -  Connect fourth door to third door
    814F9214 0029  -  Turn door image into Villa door
    814F9216 0170  -  Move Villa door to door pad 170
    814F9286 0020  -  Lock fifth Villa door
    814F92CC 804F  -  Connect fifth door to sixth door
    814F92CE 92EC  -  Connect fifth door to sixth door
    814F92F0 0029  -  Turn door image into Villa door
    814F92F2 0171  -  Move Villa door to door pad 171
    814F9362 0020  -  Lock sixth Villa door
    814F93A8 804F  -  Connect sixth door to fifth door
    814F93AA 9210  -  Connect sixth door to fifth door
    814F93CC 0029  -  Turn door image into Villa door
    814F93CE 0176  -  Move Villa door to door pad 176
    Glass
    814F94AA 016F  -  Move glass to glass pad 16F
    814F9512 015D  -  Move glass to glass pad 15D
    814F957A 016E  -  Move glass to glass pad 16E
    814F95E2 0165  -  Move glass to glass pad 165
    814F964A 0164  -  Move glass to glass pad 164
    814F96B2 015E  -  Move glass to glass pad 15E
    814F971A 016D  -  Move glass to glass pad 16D
    814F9782 016C  -  Move glass to glass pad 16C
    Swing doors
    814F97E8 0029  -  Turn door image into Villa door
    814F97EA 0177  -  Move Villa door to door pad 177
    814F98C4 0029  -  Turn door image into Villa door
    814F98C6 017B  -  Move Villa door to door pad 17B
    814F99A0 0029  -  Turn door image into Villa door
    814F99A2 0190  -  Move Villa door to door pad 190
    814F9A7C 0029  -  Turn door image into Villa door
    814F9A7E 018F  -  Move Villa door to door pad 18F
    814F9B58 0029  -  Turn door image into Villa door
    814F9B5A 0178  -  Move Villa door to door pad 178
    814F9C34 0029  -  Turn door image into Villa door
    814F9C36 0179  -  Move Villa door to door pad 179
    814F9D10 0029  -  Turn door image into Villa door
    814F9D12 018C  -  Move Villa door to door pad 18C
    814F9DEC 0029  -  Turn door image into Villa door
    814F9DEE 018B  -  Move Villa door to door pad 18B
    814F9EC8 0029  -  Turn door image into Villa door
    814F9ECA 017C  -  Move Villa door to door pad 17C
    814F9FA4 0029  -  Turn door image into Villa door
    814F9FA6 017D  -  Move Villa door to door pad 17D
    814FA080 002A  -  Turn door image into BETA Villa door
    814FA082 017E  -  Move BETA Villa door to BETA pad 17E
    814FA0D8 42B0  -  Modify BETA Villa door swing radius
    814FA0F2 0020  -  Lock BETA Villa door
    814FA15A 080D  -  Turn door into dronegun
    814FA15C 0032  -  Turn door image into Windmill propellar
    814FA15E 0191  -  Move Windmill propellar to dronegun pad 191
    
    
    Carrington Villa Rooftop Objects: (using Bases Mp_Setup)
    Lifts
    NTSC               PAL
    814FCB70 F441      814FAD30 F441  -  Move pad A1 X coordinate to F441
    814FCB74 ECC2      814FAD34 ECC2  -  Move pad A1 Y coordinate to ECC2
    8107B69A 0150      8107BB6A 0150  -  Modify CI lift size
    NTSC AND PAL
    814F8EB4 00C5                     -  Turn lift image into CI lift
    814F8EB6 009B                     -  Move CI lift to pad 9B
    814F8F0C 009B                     -  Move lift destination 1 to pad 9B
    814F8F0E 009C                     -  Move lift destination 2 to pad 9C
    NTSC               PAL
    814FCAF8 F4DB      814FACB8 F4DB  -  Move pad 9B X coordinate to F4DB
    814FCAFA 0120      814FACBA 0120  -  Move pad 9B Y coordinate to 0120
    814FCAFC 02FE      814FACBC 02FE  -  Move pad 9B Z coordinate to 02FE
    814FCB12 FDBA      814FACD2 FDBA  -  Move pad 9C Y coordinate to FDBA
    NTSC AND PAL
    814F8F58 00C5                     -  Turn lift image into CI lift
    814F8F5A 004E                     -  Move CI lift to pad 4E
    814F8FB0 004E                     -  Move lift destination 1 to pad 4E
    814F8FB2 004F                     -  Move lift destination 2 to pad 4F
    NTSC               PAL
    814FC5DC E7E8      814FA79C E7E8  -  Move pad 4E X coordinate to E7E8
    814FC5DE FEB0      814FA79E FEB0  -  Move pad 4E Y coordinate to FEB0
    814FC5E0 078A      814FA7A0 078A  -  Move pad 4E Z coordinate to 078A
    814FC5EA FDB0      814FA7AA FDB0  -  Move pad 4F Y coordinate to FDB0
    Doors
    814F8FEC 002A  -  Turn door into BETA Villa door
    814F8FEE 017F  -  Move BETA Villa door to door pad 17F
    814F90A4 804F  -  Connect first door to second door
    814F90A6 90C4  -  Connect first door to second door
    814F90AE 1000  -  Modify BETA Villa door sound
    814F90C8 002A  -  Turn door into BETA Villa door
    814F90CA 0180  -  Move BETA Villa door to door pad 180
    814F9180 804F  -  Connect second door to first door
    814F9182 8FE8  -  Connect second door to first door
    814F918A 1000  -  Modify BETA Villa door sound
    814F91A2 080D  -  Turn door into dronegun
    814F91A4 0032  -  Turn door image into Windmill propellar
    814F91A6 0191  -  Move Windmill propellar to dronegun pad 191
    814F9280 002A  -  Turn door into BETA Villa door
    814F9282 017E  -  Move BETA Villa door to door pad 17E
    814F9342 1000  -  Modify BETA Villa door sound
    814F935C 002A  -  Turn door into BETA Villa door
    814F935E 0182  -  Move BETA Villa door to door pad 182
    814F941E 1000  -  Modify BETA Villa door sound
    Metal crates
    814F9438 016A  -  Turn metal crate image into Villa sofa
    814F943A 019C  -  Move Villa sofa to sofa pad 19C
    814F9446 0001  -  Make Villa sofa moveable
    814F9494 016A  -  Turn metal crate image into Villa sofa
    814F9496 019D  -  Move Villa sofa to sofa pad 19D
    814F94A2 0001  -  Make Villa sofa moveable
    814F94F0 016A  -  Turn metal crate image into Villa sofa
    814F94F2 019E  -  Move Villa sofa to sofa pad 19E
    814F94FE 0001  -  Make Villa sofa moveable
    814F954C 016A  -  Turn metal crate image into Villa sofa
    814F954E 019F  -  Move Villa sofa to sofa pad 19F
    814F955A 0001  -  Make Villa sofa moveable
    814F95A8 016A  -  Turn metal crate image into Villa sofa
    814F95AA 01A1  -  Move Villa sofa to sofa pad 1A1
    814F95B6 0001  -  Make Villa sofa moveable
    814F9604 016A  -  Turn metal crate image into Villa sofa
    814F9606 01A2  -  Move Villa sofa to sofa pad 1A2
    814F9612 0001  -  Make Villa sofa moveable
    814F9660 016A  -  Turn metal crate image into Villa sofa
    814F9662 01A3  -  Move Villa sofa to sofa pad 1A3
    814F966E 0001  -  Make Villa sofa moveable
    814F96BC 016A  -  Turn metal crate image into Villa sofa
    814F96BE 01A4  -  Move Villa sofa to sofa pad 1A4
    814F96CA 0001  -  Make Villa sofa moveable
    814F9718 016A  -  Turn metal crate image into Villa sofa
    814F971A 01A5  -  Move Villa sofa to sofa pad 1A5
    814F9726 0001  -  Make Villa sofa moveable
    814F9774 016A  -  Turn metal crate image into Villa sofa
    814F9776 01A6  -  Move Villa sofa to sofa pad 1A6
    814F9782 0001  -  Make Villa sofa moveable
    814F97D0 016A  -  Turn metal crate image into Villa sofa
    814F97D2 01A0  -  Move Villa sofa to sofa pad 1A0
    814F97DE 0001  -  Make Villa sofa moveable
    814F982C 017B  -  Turn metal crate image into Villa wooden table
    814F982E 01A7  -  Move Villa wooden table to table pad 1A7
    814F983A 0001  -  Make Villa wooden table moveable
    814F9888 017B  -  Turn metal crate image into Villa wooden table
    814F988A 01A8  -  Move Villa wooden table to table pad 1A8
    814F9896 0001  -  Make Villa wooden table moveable
    814F98E4 017B  -  Turn metal crate image into Villa wooden table
    814F98E6 01B0  -  Move Villa wooden table to table pad 1B0
    814F98F2 0001  -  Make Villa wooden table moveable
    814F9940 0167  -  Turn metal crate image into Villa coffee table
    814F9942 01AD  -  Move Villa coffee table to table pad 1AD
    814F994E 0001  -  Make Villa coffee table moveable
    814F999C 0167  -  Turn metal crate image into Villa coffee table
    814F999E 01AE  -  Move Villa coffee table to table pad 1AE
    814F99AA 0001  -  Make Villa coffee table moveable
    814F99F8 0167  -  Turn metal crate image into Villa coffee table
    814F99FA 01AC  -  Move Villa coffee table to table pad 1AC
    814F9A06 0001  -  Make Villa coffee table moveable
    814F9A54 0167  -  Turn metal crate image into Villa coffee table
    814F9A56 01AB  -  Move Villa coffee table to table pad 1AB
    814F9A62 0001  -  Make Villa coffee table moveable
    814F9AB0 0167  -  Turn metal crate image into Villa coffee table
    814F9AB2 01AF  -  Move Villa coffee table to table pad 1AF
    814F9ABE 0001  -  Make Villa coffee table moveable
    814F9B0C 016E  -  Turn metal crate image into Villa double bed
    814F9B0E 0226  -  Move Villa double bed to bed pad 226
    814F9B68 003C  -  Turn metal crate image into rubber pot plant
    814F9B6A 0200  -  Move rubber plant to pot plant pad 200
    814F9BC4 003E  -  Turn metal crate image into spike pot plant
    814F9BC6 0212  -  Move spike plant to pot plant pad 212
    814F9C20 003E  -  Turn metal crate image into spike pot plant
    814F9C22 020A  -  Move spike plant to pot plant pad 20A
    814F9C7C 005B  -  Turn metal crate image into Carrington Institute drop ship
    814F9C7E 00A1  -  Move Carrington Institute drop ship to pad A1
    
    
    The pads file (pointed to from NTSC 8009D04C or PAL 8009D5AC) is located in
    different places in the memory of NTSC and PAL. You therefore need to make two
    sets of code for NTSC and PAL and put them in part one of the code together
    with the level modifier. You shouldn't have to move any pads unless you really
    need to. In the object code above from Carrington Villa Rooftop I moved three
    pads. The first moves the pad A1 to the centre of the hoverpad, and the CI drop
    ship is placed on it. The second moves the pad 4E above 4F and the third moves
    the pad 9B above 9C. I also moved pads 4F and 9C up a little bit, and changed
    the size of the CI lift. Pads use a format of coordinates that differs from
    that used in the real time coordinates list. It is however possible to convert
    between the two coordinate systems.
    
    The very first 32bit value you'll come across in the pads file shows the amount
    of pads there are in it. Next there will be four other 32bit values that do
    nothing we need to know about. After the five 32bit values you'll see a set of
    16bit values that are gradually increasing. These are internal pointers within
    the pads file to where pad coordinates are located. They start at pad 0. To use
    them simply add the 16bit pad pointer to the address from the beginning of the
    pads file. To give an example: if the pads file starts at 804F9F50 and the
    first 16bit pad pointer is 0488, 804F9F50 + 0488 = 804FA3D8. 804FA3D8 is the
    address where information and coordinates about pad 0 is located.
    
    804FA3D8 - 0009 4010 FCF9 0064 02E4 0000
    
    Pad 0 is a navigational pad and has nothing but coordinates defined. The first
    two 16bit values define which room the pad can be in. It also does lots of
    other stuff that I haven't worked out yet. If you want to move a pad from one
    room to another room you need to change this. If you're moving a pad within the
    same room (like I did in Carrington Villa Rooftop) this doesn't need to be
    changed. If you're using an N64 emulator and make a code that moves a pad
    elsewhere in the level without changing this value, don't be fooled. The code
    won't work in a Gameshark or Action Replay. FCF9 is the X coordinate, 0064 is
    the Y coordinate (up or down) and 02E4 is the Z coordinate. 0000 does something
    too (but what indeed?).
    
    To convert the pad coordinates (FCF9 0064 02E4) into real time coordinates you
    need a little program called Float Convert:
    
    http://www.gscentral.com/lib/downloads/FloatConvert.zip
    
    This program converts 32bit real time coordinates into decimal numbers and
    vice-versa. It doesn't convert them into hexadecimal numbers. Positive
    coordinates like 3F800000 and up will become positive decimal numbers, negative
    coordinates like BF800000 and up will become negative decimal numbers. The
    decimal coordinates then need to be converted to hexadecimal (using Windows
    Calculator). Positive pad coordinates are positive hexadecimal values.
    Negative pad coordinates are FFFF and down. 0000 is the middle, 0001 is
    positive and FFFF is negative. This can all get very confusing so I'll give you
    some examples of converting coordinates.
    
    Lets convert the Y coordinate 0064 into a real time coordinate. 64 in decimal
    is 100. Putting 100 in Float Convert we get 42C80000. 0064 = 42C80000.
    
    Next lets convert the X coordinate FCF9 into a real time coordinate. First we
    need to turn FCF9 into a negative hex number, 10000 - FCF9 = 307 = -307. -307
    in decimal is -755. -755 in Float Convert gives C43CC000. FCF9 = C43CC000.
    
    Converting a negative real time coordinate can get confusing. Lets convert
    C5675EE4 into a pad coordinate. C5675EE4 in decimal is -3701.93. Discard the
    fraction and you get -3701. -3701 in hex is -E74. 10000 - +E74 = F18C.
    F18C is roughly equal to C5675EE4.
    
    Real time coordinates are found by using the methods described at the end of
    Part Two. The pad modifications that I have made modify navigational pads. This
    should be avoided because it messes up the sim navigational routines. Move too
    many navigational pads away from an area and the sims will stand on the spot
    doing the CanCan. Try and move navigational pads from places sims are unlikely
    to go.
    
    
    Once you've created all the codes you need to put them all together in an
    understandable way so that other people can use them. Cheating devices won't
    accept more than about 60 lines of code per cheat code, so you need to divide
    the final complete code up into parts. Project 64 won't accept more than 100
    lines of code per cheat code either. You can't have the Hill codes and Base
    codes on at the same time. Likewise, the respawns don't need to be on when the
    Bases are turned on because they have their own respawns. We put the respawn
    and Hill codes in one part and the Base codes in another. You can then select
    between the two before loading the game up. The level modifier and any other
    codes that modify just NTSC or PAL are put in part one. Weapons and ammo are
    put in part two, objects are put in part three (and four if they're too long),
    the respawns and Hills are put in part four and the Bases in part five.
    
    Skedar Ruins in Multi:
    ----------------------
    Enablers:
    NTSC v1.0          PAL                NTSC PC v1.0       PAL PC
    D109C7E4 0030      D1099FB0 0030      8109940A 0320      8109995A 2860
    8109940A 02E0      8109995A 2820      D00714DB 0002      D00717BB 0002
    D109C7E4 0020      D1099FB0 0020      8109940A 5810      8109995A A0B0
    8109940A 02B0      8109995A 27F0      D00714DB 0003      D00717BB 0003
    D00714DB 0002      D00717BB 0002      8109940A 3590      8109995A A140
    8109940A 57A0      8109995A A040      D00714DB 0004      D00717BB 0004
    D00714DB 0003      D00717BB 0003      8109940A 17C0      8109995A 7C00
    8109940A 3520      8109995A A0D0
    D00714DB 0004      D00717BB 0004      NTSC v1.1
    8109940A 1750      8109995A 7B90      8109940A 0320
                                          D00714DB 0002
    NTSC v1.1                             8109940A 5010
    D109C7E4 0030                         D00714DB 0003
    8109940A 02E0                         8109940A 2D90
    D109C7E4 0020                         D00714DB 0004
    8109940A 02B0                         8109940A 1050
    D00714DB 0002
    8109940A 4FA0
    D00714DB 0003
    8109940A 2D20
    D00714DB 0004
    8109940A 0FE0
    
    Part One: (Level modifier code)
    NTSC
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    810801A0 01E2
    80084BF9 002A
    81084BFC 56A5
    81084C14 50FF
    PAL
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    810806E0 01E2
    80085149 002A
    8108514C 56A5
    81085164 50FF
    
    Part Two: (Weapons and ammo)
    NTSC AND PAL
    81500006 002D
    8150006E 002E
    81500116 002F
    815001BE 001F
    81500226 0020
    815002CE 0021
    81500376 0053
    815003DE 0051
    81500486 0052
    8150052E 0034
    81500596 0035
    8150063E 0037
    815006E6 0094
    8150074E 00CE
    815007F6 00CF
    8150089E 000B
    81500906 000C
    815009AE 000D
    81500A56 0060
    81500ABE 005F
    81500B66 0061
    81500C0E 006C
    81500C76 006B
    81500D1E 006D
    81500DC6 00D6
    81500E2E 007B
    81500ED6 007C
    81500F7E 008B
    81500FE6 0088
    8150108E 0082
    
    Part Three: (Objects)
    NTSC AND PAL
    81501144 0191
    8150119C 0136
    8150119E 0136
    815011E6 0003
    815011E8 01B8
    815011EA 00EA
    81501240 00E9
    81501242 00E9
    8150127C 006E
    8150127E 00F7
    81501334 8050
    81501336 1354
    8150133E 0400
    81501358 006E
    8150135A 00F8
    81501410 8050
    81501412 1278
    8150141A 0400
    81501434 006E
    81501436 00F5
    815014EC 8050
    815014EE 150C
    815014F6 0400
    81501510 006E
    81501512 00F6
    815015C8 8050
    815015CA 1430
    815015D2 0400
    815015EA 000A
    815015EC 0079
    815015EE 0126
    815015F0 0002
    815016C8 00DC
    815016CA 010C
    81501724 00DC
    81501726 010A
    81501780 00DD
    81501782 010D
    815017DC 018C
    815017DE 0111
    81501838 00DD
    8150183A 010B
    81501894 00DE
    81501896 014F
    815018F0 00DF
    815018F2 0150
    
    Part Four: (More objects)
    NTSC AND PAL
    8150194C 006A
    8150194E 00E6
    81501952 04E8
    815019A8 006C
    815019AA 00E8
    815019AE 04E8
    81501A04 00D1
    81501A06 014A
    81501A60 00D2
    81501A62 014B
    81501ABC 00D3
    81501ABE 014C
    81501B18 00D4
    81501B1A 014D
    81501B74 00D5
    81501B76 014E
    81501BD0 00CC
    81501BD2 0145
    81501C2C 00CD
    81501C2E 0146
    81501C88 00CE
    81501C8A 0147
    81501CE4 00D0
    81501CE6 0148
    81501CEA 05E8
    81501D40 00CF
    81501D42 0149
    81501D46 05E8
    81501D9C 00E2
    81501D9E 00C4
    81501DAA 0001
    81501DA0 0000
    81501DF8 00E2
    81501DFA 0089
    81501E06 0001
    81501DFC 0000
    81501E54 00E2
    81501E56 00B0
    81501E62 0001
    81501E58 0000
    81501EB0 00E2
    81501EB2 003E
    81501EBE 0001
    81501EB4 0000
    81501F0C 00E2
    81501F0E 000E
    81501F1A 0001
    81501F10 0000
    
    Part Five: (Hills and Respawns)
    NTSC AND PAL (Respawns)
    81501F6E 0000
    81501F7A 00A2
    81501F86 00A7
    81501F92 00AA
    81501F9E 00AE
    81501FAA 00B3
    81501FB6 00B8
    81501FC2 00BA
    81501FCE 00BE
    81501FDA 00E2
    81501FE6 00C1
    81501FF2 00C3
    81501FFE 00C5
    8150200A 008D
    81502016 008F
    81502022 00D2
    NTSC (Hills)
    800AC11D 0009
    810AC122 0000
    810AC124 00A9
    810AC126 0030
    810AC128 003E
    810AC12A 004F
    810AC12C 00BE
    810AC12E 007F
    810AC130 008C
    810AC132 0094
    PAL (Hills)
    800AC6BD 0009
    810AC6C2 0000
    810AC6C4 00A9
    810AC6C6 0030
    810AC6C8 003E
    810AC6CA 004F
    810AC6CC 00BE
    810AC6CE 007F
    810AC6D0 008C
    810AC6D2 0094
    
    Part Six: (Capture the Case Bases)
    NTSC
    810AC128 00D2
    810AC12C 00D0
    810AC12E 00D1
    810AC130 00D3
    810AC132 0130
    810AC134 012D
    810AC136 0095
    810AC138 0000
    810AC13C 0001
    810AC13E 00A0
    810AC140 00A1
    810AC142 00A2
    810AC144 00A3
    810AC146 0006
    810AC148 004F
    810AC14C 00BA
    810AC14E 004D
    810AC150 00D7
    810AC152 0046
    810AC154 004C
    810AC156 0055
    810AC158 0030
    810AC15C 00B3
    810AC15E 00B4
    810AC160 00B1
    810AC162 00B2
    810AC164 002B
    810AC166 00DE
    PAL
    810AC6C8 00D2
    810AC6CC 00D0
    810AC6CE 00D1
    810AC6D0 00D3
    810AC6D2 0130
    810AC6D4 012D
    810AC6D6 0095
    810AC6D8 0000
    810AC6DC 0001
    810AC6DE 00A0
    810AC6E0 00A1
    810AC6E2 00A2
    810AC6E4 00A3
    810AC6E6 0006
    810AC6E8 004F
    810AC6EC 00BA
    810AC6EE 004D
    810AC6F0 00D7
    810AC6F2 0046
    810AC6F4 004C
    810AC6F6 0055
    810AC6F8 0030
    810AC6FC 00B3
    810AC6FE 00B4
    810AC700 00B1
    810AC702 00B2
    810AC704 002B
    810AC706 00DE
    End
    
    
    Testing the code:
    ~~~~~~~~~~~~~~~~~
    Before releasing your multiplayer level to the public it's a good idea to test
    it first. The enablers need to be tested with the final complete code, and the
    level needs to be tested on both PC and cheating device to see if all the codes
    work as they should. There are some methods of modifying objects that only work
    on a PC, and some that only work on a cheating device.
    
    You'll need to test the code in all four formats. If you don't have access to
    one or more of them you need to ask someone else who has to do the testing for
    you. You don't need four controllers to test up to four players. You can pull
    controllers in and out of their sockets to control each player independently.
    
    Perfect Dark puts the in-game level data rather randomly in the memory, and it
    takes very little to knock it out of place so that the enablers no longer work.
    To test the enablers activate the enabler for the format you're testing, part
    one (level modifier) and part two (weapons and ammo). These parts are bound to
    work in all formats. Don't activate the objects, respawns, Hills or Bases just
    yet. Once the enabler, part one and part two are activated run Perfect Dark and
    go straight to the Advanced Menu in the Combat Simulator. Select your level
    from the arena menu. Press L+R if the enabler requires it. Load the level with
    one player and quit. Back at the menu press L if the enabler requires it. Load
    the level again with one player and quit. If everything worked up until now,
    and you found the weapons and ammo in the places you put them, then one player
    works and you should be able to keep loading it without the game freezing. If
    you're using an N64 emulator create a savestate at this stage. Two player,
    three player and four player are meant to work after one player has been
    loaded. Load two player (waiting for the two menus to appear for a second or
    two) and quit. Two player works as well if you found the weapons and ammo. At
    this stage do not activate a third player and test three players. Three player
    is meant to work after one player, not two player. Either load that savestate
    you created earlier, or deactivate the second player and load one player once
    (remembering to press L before entering the level if the enabler requires it).
    After one player load three player to see if it works. Repeat the process for
    four player. If all player amount modes have worked so far you can start
    switching between different amounts and testing the level after two, three and
    four player. If you can switch between player amount modes without the game
    freezing the enabler works perfectly.
    
    If you encounter the game freezing while trying a player amount mode after the
    stable one player mode, the enabler needs to be modified. The game is putting
    the in-game level data elsewhere than it should. It shouldn't be far off
    though. It can be something like +10 off. It will always be in the 10's off.
    If you're using an N64 emulator you can make a savestate to find out how much
    the memory deviates from where it should be. If you're using a cheating device
    you need to test the enabler by trial and error. To give an example: say the
    value that modifies the in-game level data placement is 2780 for two player
    mode. If two player mode doesn't work try 2790 or 2770 instead. Keep
    increasing or decreasing the value until two player works. You shouldn't have
    to go further than +-100. If the player amount mode still isn't working, and
    if the soundtrack is playing but the level isn't loading, you've made a
    mistake in the weapons and ammo moving codes (part two).
    
    Once you've got the enablers working in both a PC and cheating device
    (whatever format) you can test the entire multiplayer code. Activate all parts
    except five or six (depending on the scenario you want to play). If the game
    freezes then there is most likely a mistake in the object codes. This usually
    happens if you have changed the object type of any objects. Turning a door into
    an object tends to make the game freeze a lot. Stick to using the value 000A
    (which should work in both PC and cheating device).
    
    Instructions on how to use the enabler must be made for each format. Add any
    information about not being able to switch between various player amount modes
    here. As long as all modes work after the stable one player mode you don't
    need to fiddle with the enabler. Switching between player amounts isn't that
    important.
    
    
    When I tested Skedar Ruins in multiplayer all the enablers worked. I did
    however come across a problem in the PAL PC version. I couldn't switch from
    three players to two players. I also made a mistake in the code that changes
    the fifth door into a pillar. I originally used object type 36 to turn the
    door into an object. While this worked in an emulator it didn't work in a
    cheating device and needed to be changed to 0A.
    
    Skedar Ruins in Multi Enablers:
    -------------------------------
    NTSC Gameshark Enabler:
    Version 1.0        Version 1.1
    D109C7E4 0030      D109C7E4 0030
    8109940A 02E0      8109940A 02E0
    D109C7E4 0020      D109C7E4 0020
    8109940A 02B0      8109940A 02B0
    D00714DB 0002      D00714DB 0002
    8109940A 57A0      8109940A 4FA0
    D00714DB 0003      D00714DB 0003
    8109940A 3520      8109940A 2D20
    D00714DB 0004      D00714DB 0004
    8109940A 1750      8109940A 0FE0
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Select Skedar Ruins with one
    player but before entering the level press and hold L+R for a few seconds. When
    letting go make sure you pull your finger off L before R. Load the level and
    quit as soon as possible. Back at the Advanced Menu press and hold L for a few
    seconds. Load Skedar Ruins with one player again and quit. The code should work
    from then on. You can turn on the amount of players you want to play with. You
    can also switch between different player amounts. When switching back to one
    player mode you have to press L before loading the level. Allow time for each
    players independent multiplayer menu to appear before loading the level. Don't
    quickly add/remove another player and start the game before his menu has time
    to appear/disappear. Don't use the drop out function.
    
    PAL Action Replay Enabler:
    D1099FB0 0030
    8109995A 2820
    D1099FB0 0020
    8109995A 27F0
    D00717BB 0002
    8109995A A040
    D00717BB 0003
    8109995A A0D0
    D00717BB 0004
    8109995A 7B90
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Select Skedar Ruins with one
    player but before entering the level press and hold L+R for a few seconds. When
    letting go make sure you pull your finger off L before R. Load the level and
    quit as soon as possible. Back at the Advanced Menu press and hold L for a few
    seconds. Load Skedar Ruins with one player again and quit. The code should work
    from then on. You can turn on the amount of players you want to play with. You
    can also switch between different player amounts, but don't switch back to two
    players after playing with three players. When switching back to one player
    mode you have to press L before loading the level. Allow time for each players
    independent multiplayer menu to appear before loading the level. Don't quickly
    add/remove another player and start the game before his menu has time to
    appear/disappear. Don't use the drop out function.
    
    NTSC PC Enabler:
    Version 1.0        Version 1.1
    8109940A 0320      8109940A 0320
    D00714DB 0002      D00714DB 0002
    8109940A 5810      8109940A 5010
    D00714DB 0003      D00714DB 0003
    8109940A 3590      8109940A 2D90
    D00714DB 0004      D00714DB 0004
    8109940A 17C0      8109940A 1050
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Skedar Ruins with one
    player and quit as soon as possible. Load Skedar Ruins with one player again
    and quit. The code should work from then on. You can turn on the amount of
    players you want to play with. You can also switch between different player
    amounts. Allow time for each players independent multiplayer menu to appear
    before loading the level. Don't quickly add/remove another player and start the
    game before his menu has time to appear/disappear. Don't use the drop out
    function.
    
    PAL PC Enabler:
    8109995A 2860
    D00717BB 0002
    8109995A A0B0
    D00717BB 0003
    8109995A A140
    D00717BB 0004
    8109995A 7C00
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Skedar Ruins with one
    player and quit as soon as possible. Load Skedar Ruins with one player again
    and quit. The code should work from then on. You can turn on the amount of
    players you want to play with. You can also switch between different player
    amounts. Allow time for each players independent multiplayer menu to appear
    before loading the level. Don't quickly add/remove another player and start the
    game before his menu has time to appear/disappear. Don't use the drop out
    function.
    
    The full Skedar Ruins in multiplayer code can be found in the "Codes" section
    below.
    
    
    
    _______________________________________________________________________________
    
                                     <<< Outro >>>
    _______________________________________________________________________________
    
    The outro part contains codes and resources. You will find some awesome codes
    in the codes part, and the resources come in handy for when you want to hack a
    specific thing in Perfect Dark.
    
    
     > Codes
    
        ~ Fully working multiplayer levels
           - Crash Site Caves / Crash Site Racing Ground
           - Carrington Villa Residence / Carrington Villa Rooftop
           - Skedar Ruins
        ~ Fully working solo missions
           - Crash Site in Carrington Villa
           - WAR! in Deep Sea
           - Pelagic II in Carrington Villa
        ~ Extra Codes
    
     > Resources
    
        ~ Global object list (values and names)
        ~ Global object list (addresses in ROM)
        ~ In-game object list (sorted by number)
        ~ In-game object list (sorted by level)
        ~ Costume list
        ~ Weapon type list
        ~ Ammo type list
        ~ Object type list
        ~ Text lists
        ~ BETA Text compilation
    
     > End credits
    
    
    _____
    
    Codes
    _____
    
    The following section contains codes for fully working modified levels, and
    some cool extra codes as well.
    
    
    Fully working multiplayer levels:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Crash Site Caves / Crash Site Racing Ground:
    --------------------------------------------
    Since Crash Site is such a big arena I managed to place two fundamentally
    different multiplayer levels into it. Crash Site Caves takes place in the
    middle area of the arena, in the big and small caves. It resembles the original
    multiplayer levels in that you have multiple routes of going from one place to
    another. The areas that you're not supposed to go to are blocked off by UFO's
    and Presidential escape capsules. Crash Site Racing Ground takes place in the
    area where you start the solo mission, and the area around the front end of the
    crashed Air Force One. This version of Crash Site has four hoverbikes in it
    (hence the name Racing Ground), and is also an excellent level for sniping
    (something that none of the other original levels offer much of).
    
    Both Crash Site in multiplayer levels have been optimalised so that they are
    accessed in the same way, using the same player amount enablers. They can also
    both be played by people that only have a version 3.0 cheating device (the
    codes are under 79 lines of code). The only exception is that they have a few
    extra codes that can only be activated by version 3.3 users or PC users. In
    Crash Site Caves some of the ammo crates will be missing. In Crash Site Racing
    Ground there will only be two hoverbikes instead of four, and there are also
    some ammo crates missing. The PC versions have been tested and work in
    Project 64. There are two versions of the NTSC enablers. If you don't know
    which version you have you just have to try by trial and error the two
    enablers.
    
    How to use both codes:
    ----------------------
    Input the code in four different parts. Part one and two should always be on.
    If you want to play in any scenario other than Capture the Case activate part
    three (but not part four). If you want to play only Capture the Case, activate
    part four (but not part three). Both Crash Site Caves and Crash Site Racing
    Ground work in the same way. To get the codes working with different player
    amounts you have to use an enabler. In total you should have activated four
    different codes: part one and two, part three or four, and an enabler. Only
    activate either the Caves version or the Racing Ground version, you can't
    activate them both at the same time. If your cheating device version is below
    3.3, don't activate any other codes (except the must be on enabler).
    
    Once all the correct codes have been input, start the game and go straight to
    the Combat Simulator Advanced menu. From here follow the instructions that go
    with the enabler. Don't try and play in any arenas other than Crash Site. Once
    the code is working you can exit and enter the level as many times as you wish.
    
    
    Crash Site in Multiplayer Enablers:
    -----------------------------------
    NTSC Gameshark Enabler:
    Version 1.0        Version 1.1
    8109940A 0000      8109940A 0000
    D00714DB 0002      D00714DB 0002
    8109940A 5580      8109940A 4D10
    D00714DB 0003      D00714DB 0003
    8109940A 3300      8109940A 2B00
    D00714DB 0004      D00714DB 0004
    8109940A 15A0      8109940A 0CC0
    
    Version 3.3 Pro Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Crash Site with one
    player and quit as soon as possible. Load Crash Site with one player again and
    quit. The code should work from then on. You can turn on the amount of players
    you want to play with. You can also switch between different player amounts.
    Allow time for each players independent multiplayer menu to appear before
    loading the level. Don't quickly add/remove another player and start the game
    before his menu has time to appear/disappear. Don't use the drop out function.
    
    Version 3.0 Instructions:
    To play with one, two and three players activate only the first five lines of
    code in the enabler. To play with one, three and four players activate all
    lines of codes but the third and fourth. Don't use any other codes except the
    hi-rez enabler when using this code. Otherwise simply follow the instructions
    for version 3.3 users.
    
    PAL Action Replay Enabler:
    D1099FB0 0030
    8109995A 2570
    D1099FB0 0020
    8109995A 2540
    D00717BB 0002
    8109995A 9E20
    D00717BB 0003
    8109995A 9D90
    D00717BB 0004
    8109995A 7850
    
    Version 3.3 Pro Instructions:
    Go straight to the Advanced Combat Simulator menu. Select Crash Site with one
    player but before entering the level press and hold L+R for a few seconds. When
    letting go make sure you pull your finger off L before R. Load the level and
    quit as soon as possible. Back at the Advanced Menu press and hold L for a few
    seconds. Load Crash Site with one player again and quit. The code should work
    from then on. You can turn on the amount of players you want to play with. You
    can also switch between different player amounts. When switching back to one
    player mode you have to press L before loading the level. Allow time for each
    players independent multiplayer menu to appear before loading the level. Don't
    quickly add/remove another player and start the game before his menu has time
    to appear/disappear. Don't use the drop out function.
    
    Version 3.0 (Equalizer) Instructions:
    To play with one and two players activate only the first six lines of code in
    the enabler. To play with one and three players activate the first four lines
    and lines seven and eight. To play with one player and four players activate
    the first four lines and lines nine and ten. Don't use any other codes except
    the hi-rez enabler when using this code. Otherwise simply follow the
    instructions for version 3.3 users.
    
    NTSC PC Enabler:
    Version 1.0        Version 1.1
    8109940A 0050      8109940A 0050
    D00714DB 0002      D00714DB 0002
    8109940A 55D0      8109940A 4D60
    D00714DB 0003      D00714DB 0003
    8109940A 3350      8109940A 2B50
    D00714DB 0004      D00714DB 0004
    8109940A 15F0      8109940A 0D10
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Crash Site with one
    player and quit as soon as possible. Load Crash Site with one player again and
    quit. The code should work from then on. Next turn on the amount of players
    you want to play with. You can switch between different player amounts. Allow
    time for each players independent multiplayer menu to appear before loading
    the level. Don't quickly add/remove another player and start the game before
    his menu has time to appear/disappear. Don't use the drop out function.
    
    PAL PC Enabler:
    8109995A 2590
    D00717BB 0002
    8109995A 9E70
    D00717BB 0003
    8109995A 9DE0
    D00717BB 0004
    8109995A 78A0
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Crash Site with one
    player and quit as soon as possible. Load Crash Site with one player again and
    quit. The code should work from then on. You can turn on the amount of players
    you want to play with. You can also switch between different player amounts.
    Allow time for each players independent multiplayer menu to appear before
    loading the level. Don't quickly add/remove another player and start the game
    before his menu has time to appear/disappear. Don't use the drop out function.
    
    
    Crash Site Caves:
    -----------------
    Part One: (Level modifier code)
    NTSC
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    8107FE90 011B
    80084BF9 001C
    81084BFC 569B
    81084C14 50FF
    PAL
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    810803D0 011B
    80085149 001C
    8108514C 569B
    81085164 50FF
    
    Part Two: (Weapons, ammo and objects)
    NTSC AND PAL
    81502A56 0058
    81502ABE 0059
    81502B66 005A
    81502C0E 0071
    81502D1E 006D
    81502DC6 0061
    81502E2E 0078
    81502ED6 0062
    81502F7E 014C
    81502FE6 0150
    8150308E 01BD
    81503136 0086
    8150319E 0085
    815032EE 0080
    81503356 0081
    815034A6 01A2
    8150350E 01A1
    815035B6 01AB
    8150365E 0146
    815036C6 0145
    81503816 019A
    8150387E 019B
    81503926 0196
    815039CE 0191
    81503A36 018D
    81503ADE 0190
    81503B84 00EB
    81503B86 0095
    81503BE0 00EB
    81503BE2 0054
    81503C3C 0190
    81503C3E 0057
    81503C98 0190
    81503C9A 018A
    81503CF4 0190
    81503CF6 0158
    Version 3.3 / PC Objects (Don't activate these if you're using a version 3.0)
    81502C76 006C
    81503246 0088
    815033FE 007F
    8150376E 0147
    
    Part Three: (Hills and respawns)
    NTSC AND PAL (Respawns)
    81503D56 0192
    81503D62 005B
    81503D6E 006E
    81503D7A 0084
    81503D86 006B
    81503D92 014A
    81503D9E 014B
    81503DAA 0195
    81503DB6 0093
    81503DC2 01AA
    81503DCE 01A5
    81503DDA 018F
    81503DE6 005E
    81503DF2 01B3
    81503DFE 0062
    81503E0A 0074
    81503E16 0079
    81503E22 0154
    81503E2E 0090
    NTSC (Hills)
    800AC11D 0009
    810AC122 0059
    810AC126 01BD
    810AC128 0065
    810AC12C 0056
    810AC12E 019A
    810AC130 015D
    810AC132 018F
    PAL (Hills)
    800AC6BD 0009
    810AC6C2 0059
    810AC6C6 01BD
    810AC6C8 0065
    810AC6CC 0056
    810AC6CE 019A
    810AC6D0 015D
    810AC6D2 018F
    
    Part Four: (Capture the Case Bases)
    NTSC
    810AC128 0090
    810AC12C 0091
    810AC12E 0088
    810AC130 008F
    810AC132 0086
    810AC134 0085
    810AC136 0087
    810AC138 0079
    810AC13C 007E
    810AC13E 007A
    810AC140 007B
    810AC142 0081
    810AC144 007C
    810AC146 0082
    810AC148 014B
    810AC14C 014C
    810AC14E 01BD
    810AC150 01B6
    810AC152 01B5
    810AC154 0155
    810AC156 014F
    810AC158 0096
    810AC15C 0059
    810AC15E 0058
    810AC160 005A
    810AC162 005B
    810AC164 01B1
    810AC166 01B0
    PAL
    810AC6C8 0090
    810AC6CC 0091
    810AC6CE 0088
    810AC6D0 008F
    810AC6D2 0086
    810AC6D4 0085
    810AC6D6 0087
    810AC6D8 0079
    810AC6DC 007E
    810AC6DE 007A
    810AC6E0 007B
    810AC6E2 0081
    810AC6E4 007C
    810AC6E6 0082
    810AC6E8 014B
    810AC6EC 014C
    810AC6EE 01BD
    810AC6F0 01B6
    810AC6F2 01B5
    810AC6F4 0155
    810AC6F6 014F
    810AC6F8 0096
    810AC6FC 0059
    810AC6FE 0058
    810AC700 005A
    810AC702 005B
    810AC704 01B1
    810AC706 01B0
    End
    
    
    Crash Site Racing Ground:
    -------------------------
    Part One: (Level modifier code)
    NTSC
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    8107FE90 01E2
    80084BF9 001C
    81084BFC 569B
    81084C14 50FF
    PAL
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    810803D0 01E2
    80085149 001C
    8108514C 569B
    81085164 50FF
    
    Part Two: (Weapons, ammo and objects)
    NTSC AND PAL
    81502A56 0008
    81502ABE 0009
    81502B66 0007
    81502C0E 0015
    81502C76 0016
    81502D1E 0019
    81502DC6 0024
    81502E2E 0025
    81502ED6 0023
    81502F7E 00A1
    81502FE6 00A2
    8150308E 00A3
    81503136 00C5
    8150319E 00C4
    81503246 00C6
    815032EE 00B7
    81503356 00B6
    815033FE 00B8
    815034A6 00D5
    8150350E 00D6
    815035B6 00D4
    8150365E 00C9
    815036C6 00C8
    81504116 0833
    81504118 003A
    8150411A 00D1
    8150411C 0000
    81504126 0003
    81504286 0833
    81504288 003A
    8150428A 00CA
    8150428C 0000
    81504296 0003
    815046D8 00EB
    815046DA 0095
    81504736 0103
    Version 3.3 / PC Objects (Don't activate these if you're using a version 3.0)
    815043F6 0833
    815043F8 003A
    815043FA 009C
    815043FC 0000
    81504406 0003
    81504566 0833
    81504568 003A
    8150456A 000C
    8150456C 0000
    81504576 0003
    8150376E 00BF
    81503816 00AE
    8150387E 00A9
    81503926 00AF
    815039CE 001C
    81503A36 001D
    81503ADE 0002
    81504790 0190
    81504792 01D8
    
    Part Three: (Hills and Respawns)
    NTSC AND PAL (Respawns)
    815049BE 00BD
    815049CA 00C7
    815049E2 0000
    815049EE 0141
    815049FA 00C2
    81504A06 0097
    81504A12 009F
    81504A1E 000D
    81504A2A 0005
    81504A36 0013
    81504A42 00C1
    81504A4E 00BA
    81504A5A 00D3
    81504A66 0017
    81504A72 009B
    NTSC (Hills)
    800AC11D 0009
    810AC122 0094
    810AC124 00C9
    810AC12A 00A1
    810AC12C 0142
    810AC12E 0024
    810AC130 0009
    810AC132 0012
    PAL (Hills)
    800AC6BD 0009
    810AC6C2 0094
    810AC6C4 00C9
    810AC6CA 00A1
    810AC6CC 0142
    810AC6CE 0024
    810AC6D0 0009
    810AC6D2 0012
    
    Part Four: (Capture the Case Bases)
    NTSC
    810AC12C 0007
    810AC12E 000A
    810AC138 00BE
    810AC13C 00BD
    810AC13E 0094
    810AC140 00BC
    810AC142 00CB
    810AC144 00C8
    810AC146 00BF
    810AC148 00CC
    810AC14C 00A6
    810AC14E 00CD
    810AC150 0000
    810AC152 00AB
    810AC154 00CE
    810AC156 00B0
    810AC158 0101
    810AC15C 00FF
    810AC15E 013F
    810AC160 00D4
    810AC162 0142
    810AC164 00D6
    810AC166 00D5
    PAL
    810AC6CC 0007
    810AC6CE 000A
    810AC6D8 00BE
    810AC6DC 00BD
    810AC6DE 0094
    810AC6E0 00BC
    810AC6E2 00CB
    810AC6E4 00C8
    810AC6E6 00BF
    810AC6E8 00CC
    810AC6EC 00A6
    810AC6EE 00CD
    810AC6F0 0000
    810AC6F2 00AB
    810AC6F4 00CE
    810AC6F6 00B0
    810AC6F8 0101
    810AC6FC 00FF
    810AC6FE 013F
    810AC700 00D4
    810AC702 0142
    810AC704 00D6
    810AC706 00D5
    End
    
    
    Carrington Villa Residence / Carrington Villa Rooftop:
    ------------------------------------------------------
    Carrington Villa is one of the best solo levels in the game, and it also
    doubles as a great multiplayer level as well. Like with Crash Site, I have
    chosen to make two different multiplayer levels for Carrington Villa. The first
    level is called Carrington Villa Residence and takes place inside the actual
    building. This version just has doors and windows and is made to run at the
    best framerate possible. The second level is called Carrington Villa Rooftop,
    and allows you to walk around on the roof and some of the outside areas. It
    also has lots of objects inside the building, like sofas and tables to hide
    behind. Since you have such a good view of the entire level from the rooftop,
    this version can lag quite a bit sometimes. If you intend to play with three or
    four players and lots of sims, the best level to play in is Carrington Villa
    Residence. You can also lock the doors leading out into the empty parts of
    Carrington Villa Residence.
    
    Both Carrington Villa Residence and Carrington Villa Rooftop work in the same
    way. To get the codes working with different player amounts you have to use an
    enabler. Both codes are longer than 78 lines of code, so you can only play in
    the levels if you have a version 3.3 Professional cheating device. You will
    need to activate the following hirez enabler if you run these codes in a
    cheating device:
    
    NTSC
    FF72C5A0 0000
    PAL
    FF730000 0000
    
    Make sure any other enablers are off. The PC version enablers have been tested
    and work in Project 64. There are two versions of the NTSC enablers. If you
    don't know which version you have you just have to try by trial and error the
    two enablers.
    
    How to get both codes working:
    ------------------------------
    Enter the code into your cheating device in six different parts. Parts one, two
    and three should always be on when you run the code. In Villa Residence part
    four is optional, if you want to lock the doors leading to the empty parts of
    the level turn it on. The sims shouldn't try to go to the empty parts even if
    the doors are unlocked (unless you give them a good reason, like if you're
    holding the briefcase). Part four of Villa Rooftop should always be on. If you
    want to play in any scenario BUT Capture the Case, turn part five on, and leave
    part six off. If you want to play in just Capture the Case, turn part six on,
    and leave part five off.
    
    You also need to activate an enabler which gets the level working. Make sure
    you follow the enabler instuctions correctly or the game will freeze. Once the
    code is working you can exit and enter the level as many times as you wish.
    
    
    Carrington Villa in Multiplayer Enablers:
    -----------------------------------------
    NTSC Gameshark Enabler:
    Version 1.0        Version 1.1
    D109C7E4 0030      D109C7E4 0030
    8109940A 0040      8109940A 76D0
    D109C7E4 0020      D109C7E4 0020
    8109940A 0000      8109940A 7690
    D00714DB 0002      D00714DB 0002
    8109940A 77D0      8109940A EF30
    D00714DB 0003      D00714DB 0003
    8109940A 78A0      8109940A F070
    D00714DB 0004      D00714DB 0004
    8109940A 77D0      8109940A F070
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Select Carrington Villa with
    one player but before entering the level press and hold L+R for a few seconds.
    When letting go make sure you pull your finger off L before R. Load the level
    and quit as soon as possible. Back at the Advanced Menu press and hold L for a
    few seconds. Load Carrington Villa with one player again and quit. The code
    should work from then on. You can turn on the amount of players you want to
    play with. You can also switch between different player amounts. When switching
    back to one player mode you have to press L before loading the level. Allow
    time for each players independent multiplayer menu to appear before loading the
    level. Don't quickly add/remove another player and start the game before his
    menu has time to appear/disappear. Don't use the drop out function.
    
    PAL Action Replay Enabler:
    81099958 8042
    8109995A 1750
    D00717BB 0002
    81099958 8042
    D00717BB 0002
    8109995A 8FA0
    D00717BB 0003
    81099958 8040
    D00717BB 0003
    8109995A F070
    D00717BB 0004
    81099958 8040
    D00717BB 0004
    8109995A EF30
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Carrington Villa with
    one player and quit as soon as possible. Load Carrington Villa with one player
    again and quit. The code should work from then on. You can turn on the amount
    of players you want to play with. You can also switch between different player
    amounts. Allow time for each players independent multiplayer menu to appear
    before loading the level. Don't quickly add/remove another player and start the
    game before his menu has time to appear/disappear. Don't use the drop out
    function.
    
    NTSC PC Enabler:
    Version 1.0        Version 1.1
    8109940A 0060      8109940A 76F0
    D00714DB 0002      D00714DB 0002
    8109940A 7830      8109940A EF90
    D00714DB 0003      D00714DB 0003
    8109940A 7900      8109940A F0D0
    D00714DB 0004      D00714DB 0004
    8109940A 7830      8109940A F0D0
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Carrington Villa with
    one player and quit as soon as possible. Load Carrington Villa with one player
    again and quit. The code should work from then on. You can then turn on the
    amount of players you want to play with. Don't switch between different player
    amounts. Allow time for each players independent multiplayer menu to appear
    before loading the level. Don't quickly add/remove another player and start the
    game before his menu has time to appear/disappear. Don't use the drop out
    function.
    
    PAL PC Enabler:
    81099958 8042
    8109995A 17B0
    D00717BB 0002
    81099958 8042
    D00717BB 0002
    8109995A 9000
    D00717BB 0003
    81099958 8040
    D00717BB 0003
    8109995A F0D0
    D00717BB 0004
    81099958 8040
    D00717BB 0004
    8109995A EF90
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Carrington Villa with
    one player and quit as soon as possible. Load Carrington Villa with one player
    again and quit. The code should work from then on. You can then turn on the
    amount of players you want to play with. Don't switch between different player
    amounts. Allow time for each players independent multiplayer menu to appear
    before loading the level. Don't quickly add/remove another player and start the
    game before his menu has time to appear/disappear. Don't use the drop out
    function.
    
    
    Carrington Villa Residence:
    ---------------------------
    Part One: (Level modifier code)
    NTSC
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    80084BF9 002C
    81080210 020A
    81084BFC 568B
    81084C14 50FF
    PAL
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    80085149 002C
    81080750 020A
    8108514C 568B
    81085164 50FF
    
    Part Two: (Weapons and ammo)
    NTSC AND PAL
    814F7D76 006D
    814F7DDE 006C
    814F7E86 006E
    814F7F2E 01CE
    814F7F96 005D
    814F803E 01CC
    814F80E6 0210
    814F814E 0064
    814F81F6 0062
    814F829E 022B
    814F8456 004B
    814F84BE 004C
    814F8566 0049
    814F860E 01B0
    814F8676 0224
    814F871E 0225
    814F87C6 01AC
    814F882E 01A1
    814F88D6 01A2
    814F897E 01B7
    814F89E6 022C
    814F8A8E 01B8
    814F8B36 0008
    814F8B9E 0009
    814F8C46 0007
    814F8CEE 01AE
    814F8D56 019C
    814F8DFE 019D
    
    Part Three: (All Objects)
    NTSC AND PAL
    814F8EA4 0029
    814F8EA6 0174
    814F8F5C 804F
    814F8F5E 8F7C
    814F9038 804F
    814F903A 8EA0
    814F8F80 0029
    814F8F82 0175
    814F905C 0029
    814F905E 0172
    814F9114 804F
    814F9116 9134
    814F91F0 804F
    814F91F2 9058
    814F9138 0029
    814F913A 0173
    814F9214 0029
    814F9216 0170
    814F92CC 804F
    814F92CE 92EC
    814F93A8 804F
    814F93AA 9210
    814F92F0 0029
    814F92F2 0171
    814F93CC 0029
    814F93CE 0176
    814F94AA 016F
    814F9512 015D
    814F957A 016E
    814F95E2 0165
    814F964A 0164
    814F96B2 015E
    814F971A 016D
    814F9782 016C
    814F97E8 0029
    814F97EA 0177
    814F98C4 0029
    814F98C6 017B
    814F99A0 0029
    814F99A2 0190
    814F9A7C 0029
    814F9A7E 018F
    814F9B58 0029
    814F9B5A 0178
    814F9C34 0029
    814F9C36 0179
    814F9D10 0029
    814F9D12 018C
    814F9DEC 0029
    814F9DEE 018B
    814F9EC8 0029
    814F9ECA 017C
    814F9FA4 0029
    814F9FA6 017D
    814FA080 002A
    814FA082 017E
    814FA0D8 42B0
    814FA15A 080D
    814FA15C 0032
    814FA15E 0191
    
    Part Four: (Lock Doors)
    NTSC AND PAL
    814F90CE 0020
    814F91AA 0020
    814F9286 0020
    814F9362 0020
    814FA0F2 0020
    
    Part Five: (Hills and Respawns)
    NTSC AND PAL (Respawns)
    814FA23E 01CD
    814FA24A 01C9
    814FA256 0060
    814FA262 004D
    814FA26E 01A3
    814FA27A 01BF
    814FA286 0014
    814FA292 01B5
    814FA29E 01BB
    814FA2AA 01B2
    814FA2B6 01B3
    814FA2C2 0226
    NTSC (Hills)
    800AC11D 0009
    810AC122 01CD
    810AC124 01C9
    810AC126 0065
    810AC128 0052
    810AC12A 01B6
    810AC12C 001B
    810AC12E 01BB
    810AC130 01A7
    810AC132 0028
    PAL (Hills)
    800AC6BD 0009
    810AC6C2 01CD
    810AC6C4 01C9
    810AC6C6 0065
    810AC6C8 0052
    810AC6CA 01B6
    810AC6CC 001B
    810AC6CE 01BB
    810AC6D0 01A7
    810AC6D2 0028
    
    Part Six: (Capture the Case Bases)
    NTSC
    810AC128 01CD
    810AC12C 01CC
    810AC12E 01CE
    810AC130 005B
    810AC132 005F
    810AC134 005D
    810AC136 005E
    810AC138 0019
    810AC13C 001A
    810AC13E 001B
    810AC140 001C
    810AC142 0009
    810AC144 0008
    810AC146 0007
    810AC148 0035
    810AC14C 0036
    810AC14E 01A3
    810AC150 01A4
    810AC152 01BD
    810AC154 01BE
    810AC156 0037
    810AC158 0226
    810AC15C 000F
    810AC15E 000E
    810AC160 0234
    810AC162 000B
    810AC164 000A
    810AC166 000D
    PAL
    810AC6C8 01CD
    810AC6CC 01CC
    810AC6CE 01CE
    810AC6D0 005B
    810AC6D2 005D
    810AC6D4 005E
    810AC6D6 005F
    810AC6D8 0019
    810AC6DC 001A
    810AC6DE 001B
    810AC6E0 001C
    810AC6E2 0007
    810AC6E4 0008
    810AC6E6 0009
    810AC6E8 0035
    810AC6EC 0036
    810AC6EE 0037
    810AC6F0 01A3
    810AC6F2 01A4
    810AC6F4 01BD
    810AC6F6 01BE
    810AC6F8 0226
    810AC6FC 000A
    810AC6FE 000B
    810AC700 000D
    810AC702 000E
    810AC704 000F
    810AC706 0234
    End
    
    
    Carrington Villa Rooftop:
    -------------------------
    Part One: (Level modifier code and lifts code)
    NTSC
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    80084BF9 002C
    81080210 01E2
    81084BFC 568B
    81084C14 50FF
    814FCB70 F441
    814FCB74 ECC2
    8107B69A 0150
    814F8EB4 00C5
    814F8EB6 009B
    814F8F0C 009B
    814F8F0E 009C
    814FCAF8 F4DB
    814FCAFA 0120
    814FCAFC 02FE
    814FCB12 FDBA
    814F8F58 00C5
    814F8F5A 004E
    814F8FB0 004E
    814F8FB2 004F
    814FC5DC E7E8
    814FC5DE FEB0
    814FC5E0 078A
    814FC5EA FDB0
    PAL
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    80085149 002C
    81080750 01E2
    8108514C 568B
    81085164 50FF
    814FAD30 F441
    814FAD34 ECC2
    8107BB6A 0150
    814F8EB4 00C5
    814F8EB6 009B
    814F8F0C 009B
    814F8F0E 009C
    814FACB8 F4DB
    814FACBA 0120
    814FACBC 02FE
    814FACD2 FDBA
    814F8F58 00C5
    814F8F5A 004E
    814F8FB0 004E
    814F8FB2 004F
    814FA79C E7E8
    814FA79E FEB0
    814FA7A0 078A
    814FA7AA FDB0
    
    Part Two: (Weapons and ammo)
    NTSC AND PAL
    814F7D76 01ED
    814F7DDE 01EC
    814F7E86 01EE
    814F7F2E 009A
    814F7F96 0099
    814F803E 0094
    814F80E6 022B
    814F814E 003B
    814F81F6 003A
    814F829E 0089
    814F8306 0088
    814F83AE 0083
    814F8456 0008
    814F84BE 0007
    814F8566 0009
    814F860E 0033
    814F8676 0031
    814F871E 0032
    814F87C6 0005
    814F882E 0004
    814F88D6 0006
    814F897E 0015
    814F89E6 01B9
    814F8A8E 0016
    814F8B36 01B5
    814F8B9E 01B6
    814F8C46 0011
    814F8CEE 0023
    814F8D56 0022
    814F8DFE 01BC
    
    Part Three: (Objects)
    NTSC AND PAL
    814F8FEC 002A
    814F8FEE 017F
    814F90AE 1000
    814F90A4 804F
    814F90A6 90C4
    814F9180 804F
    814F9182 8FE8
    814F90C8 002A
    814F90CA 0180
    814F918A 1000
    814F91A2 080D
    814F91A4 0032
    814F91A6 0191
    814F9280 002A
    814F9282 017E
    814F9342 1000
    814F935C 002A
    814F935E 0182
    814F941E 1000
    814F9438 016A
    814F943A 019C
    814F9446 0001
    814F9494 016A
    814F9496 019D
    814F94A2 0001
    814F94F0 016A
    814F94F2 019E
    814F94FE 0001
    814F954C 016A
    814F954E 019F
    814F955A 0001
    814F95A8 016A
    814F95AA 01A1
    814F95B6 0001
    814F9604 016A
    814F9606 01A2
    814F9612 0001
    814F9660 016A
    814F9662 01A3
    814F966E 0001
    814F96BC 016A
    814F96BE 01A4
    814F96CA 0001
    814F9718 016A
    814F971A 01A5
    814F9726 0001
    814F9774 016A
    814F9776 01A6
    814F9782 0001
    814F97D0 016A
    814F97D2 01A0
    814F97DE 0001
    814F982C 017B
    814F982E 01A7
    814F983A 0001
    814F9888 017B
    814F988A 01A8
    814F9896 0001
    814F98E4 017B
    814F98E6 01B0
    
    Part Four: (More objects)
    NTSC AND PAL
    814F98F2 0001
    814F9940 0167
    814F9942 01AD
    814F994E 0001
    814F999C 0167
    814F999E 01AE
    814F99AA 0001
    814F99F8 0167
    814F99FA 01AC
    814F9A06 0001
    814F9A54 0167
    814F9A56 01AB
    814F9A62 0001
    814F9AB0 0167
    814F9AB2 01AF
    814F9ABE 0001
    814F9B0C 016E
    814F9B0E 0226
    814F9B68 003C
    814F9B6A 0200
    814F9BC4 003E
    814F9BC6 0212
    814F9C20 003E
    814F9C22 020A
    814F9C7C 005B
    814F9C7E 00A1
    
    Part Five: (Hills and Respawns)
    NTSC AND PAL (Respawns)
    814F9CDE 01B4
    814F9CEA 003D
    814F9CF6 009F
    814F9D02 000F
    814F9D0E 001E
    814F9D1A 01B8
    814F9D26 001D
    814F9D32 0013
    814F9D3E 0015
    814F9D4A 01EC
    814F9D56 0198
    814F9D62 0001
    814F9D6E 0194
    814F9D7A 0196
    814F9D86 0021
    814F9D92 002E
    NTSC (Hills)
    800AC11D 0009
    810AC122 01EC
    810AC124 003D
    810AC126 01B3
    810AC128 0039
    810AC12A 0211
    810AC12C 000F
    810AC12E 0205
    810AC130 0050
    810AC132 002C
    PAL (Hills)
    800AC6BD 0009
    810AC6C2 01EC
    810AC6C4 003D
    810AC6C6 01B3
    810AC6C8 0039
    810AC6CA 0211
    810AC6CC 000F
    810AC6CE 0205
    810AC6D0 0050
    810AC6D2 002C
    
    Part Six: (Capture the Case Bases)
    NTSC
    810AC128 0238
    810AC12C 01EC
    810AC12E 0095
    810AC130 019A
    810AC132 00A0
    810AC134 0198
    810AC136 0094
    810AC138 0039
    810AC13C 003B
    810AC13E 0038
    810AC140 003C
    810AC142 003E
    810AC144 003F
    810AC146 0040
    810AC148 0219
    810AC14C 01B3
    810AC14E 0000
    810AC150 01FE
    810AC152 000C
    810AC154 0002
    810AC156 01FF
    810AC158 0053
    810AC15C 0054
    810AC15E 0056
    810AC160 0057
    810AC162 0058
    810AC164 005A
    810AC166 0213
    PAL
    810AC6C8 0238
    810AC6CC 01EC
    810AC6CE 0095
    810AC6D0 019A
    810AC6D2 00A0
    810AC6D4 0198
    810AC6D6 0094
    810AC6D8 0039
    810AC6DC 003B
    810AC6DE 0038
    810AC6E0 003C
    810AC6E2 003E
    810AC6E4 003F
    810AC6E6 0040
    810AC6E8 0219
    810AC6EC 01B3
    810AC6EE 0000
    810AC6F0 01FE
    810AC6F2 000C
    810AC6F4 0002
    810AC6F6 01FF
    810AC6F8 0053
    810AC6FC 0054
    810AC6FE 0056
    810AC700 0057
    810AC702 0058
    810AC704 005A
    810AC706 0213
    End
    
    
    Skedar Ruins:
    -------------
    I created Skedar Ruins at the same time as writing about multiplayer level
    modding. I chose to make a level full of objects rather than doors. You'll see
    almost all the objects seen in the solo mission, but you'll only find two sets
    of doors. I placed the Buddy bridge over the canyon (as seen in Co-Operative
    mode) and the sims have no problems in passing over it. Two of the Bases are
    where the Maian leader and third Skedar King are in WAR!, so you can relive
    WAR! by playing Capture the Case. The PC versions have been tested and work in
    Project 64. There are two versions of the NTSC enablers. If you don't know
    which version you have you just have to try by trial and error the two
    enablers.
    
    Version 3.0 Gameshark / Equalizer users can use this code but must use the
    version 3.0 objects instead of parts three and four, and not all of the weapons
    and ammo codes. All objects will be missing except the bridges. Some of the
    ammo crates will be missing too.
    
    How to use the code:
    --------------------
    Input the code in six different parts. Part one, two, three and four should
    always be on. If you want to play in any scenario other than Capture the Case
    activate part five (but not part six). If you want to play only Capture the
    Case, activate part six (but not part five). To get the codes working with
    different player amounts you have to use an enabler. In total you should have
    activated six different codes: part one, two, three and four, part five or six,
    and an enabler.
    
    Once all the correct codes have been input, start the game and go straight to
    the Combat Simulator Advanced menu. From here follow the instructions that go
    with the enabler. Don't try and play in any arenas other than Skedar Ruins.
    Once the code is working you can exit and enter the level as many times as you
    wish.
    
    
    Skedar Ruins in Multi Enablers:
    -------------------------------
    NTSC Gameshark Enabler:
    Version 1.0        Version 1.1
    D109C7E4 0030      D109C7E4 0030
    8109940A 02E0      8109940A 02E0
    D109C7E4 0020      D109C7E4 0020
    8109940A 02B0      8109940A 02B0
    D00714DB 0002      D00714DB 0002
    8109940A 57A0      8109940A 4FA0
    D00714DB 0003      D00714DB 0003
    8109940A 3520      8109940A 2D20
    D00714DB 0004      D00714DB 0004
    8109940A 1750      8109940A 0FE0
    
    Version 3.3 Pro Instructions:
    Go straight to the Advanced Combat Simulator menu. Select Skedar Ruins with one
    player but before entering the level press and hold L+R for a few seconds. When
    letting go make sure you pull your finger off L before R. Load the level and
    quit as soon as possible. Back at the Advanced Menu press and hold L for a few
    seconds. Load Skedar Ruins with one player again and quit. The code should work
    from then on. You can turn on the amount of players you want to play with. You
    can also switch between different player amounts. When switching back to one
    player mode you have to press L before loading the level. Allow time for each
    players independent multiplayer menu to appear before loading the level. Don't
    quickly add/remove another player and start the game before his menu has time
    to appear/disappear. Don't use the drop out function.
    
    Version 3.0 Instructions:
    To play with one and two players activate only the first six lines of code in
    the enabler. To play with one and three players activate the first four lines
    and lines seven and eight. To play with one player and four players activate
    the first four lines and lines nine and ten. Don't use any other codes except
    the hi-rez enabler when using this code. Otherwise simply follow the
    instructions for version 3.3 users.
    
    PAL Action Replay Enabler:
    D1099FB0 0030
    8109995A 2820
    D1099FB0 0020
    8109995A 27F0
    D00717BB 0002
    8109995A A040
    D00717BB 0003
    8109995A A0D0
    D00717BB 0004
    8109995A 7B90
    
    Version 3.3 Pro Instructions:
    Go straight to the Advanced Combat Simulator menu. Select Skedar Ruins with one
    player but before entering the level press and hold L+R for a few seconds. When
    letting go make sure you pull your finger off L before R. Load the level and
    quit as soon as possible. Back at the Advanced Menu press and hold L for a few
    seconds. Load Skedar Ruins with one player again and quit. The code should work
    from then on. You can turn on the amount of players you want to play with. You
    can also switch between different player amounts, but don't switch back to two
    players after playing with three players. When switching back to one player
    mode you have to press L before loading the level. Allow time for each players
    independent multiplayer menu to appear before loading the level. Don't quickly
    add/remove another player and start the game before his menu has time to
    appear/disappear. Don't use the drop out function.
    
    Version 3.0 (Equalizer) Instructions:
    To play with one and two players activate only the first six lines of code in
    the enabler. To play with one and three players activate the first four lines
    and lines seven and eight. To play with one player and four players activate
    the first four lines and lines nine and ten. Don't use any other codes except
    the hi-rez enabler when using this code. Otherwise simply follow the
    instructions for version 3.3 users.
    
    NTSC PC Enabler:
    Version 1.0        Version 1.1
    8109940A 0320      8109940A 0320
    D00714DB 0002      D00714DB 0002
    8109940A 5810      8109940A 5010
    D00714DB 0003      D00714DB 0003
    8109940A 3590      8109940A 2D90
    D00714DB 0004      D00714DB 0004
    8109940A 17C0      8109940A 1050
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Skedar Ruins with one
    player and quit as soon as possible. Load Skedar Ruins with one player again
    and quit. The code should work from then on. You can turn on the amount of
    players you want to play with. You can also switch between different player
    amounts. Allow time for each players independent multiplayer menu to appear
    before loading the level. Don't quickly add/remove another player and start the
    game before his menu has time to appear/disappear. Don't use the drop out
    function.
    
    PAL PC Enabler:
    8109995A 2860
    D00717BB 0002
    8109995A A0B0
    D00717BB 0003
    8109995A A140
    D00717BB 0004
    8109995A 7C00
    
    Instructions:
    Go straight to the Advanced Combat Simulator menu. Load Skedar Ruins with one
    player and quit as soon as possible. Load Skedar Ruins with one player again
    and quit. The code should work from then on. You can turn on the amount of
    players you want to play with. You can also switch between different player
    amounts. Allow time for each players independent multiplayer menu to appear
    before loading the level. Don't quickly add/remove another player and start the
    game before his menu has time to appear/disappear. Don't use the drop out
    function.
    
    
    Skedar Ruins:
    -------------
    Part One: (Level modifier code)
    NTSC
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    810801A0 01E2
    80084BF9 002A
    81084BFC 56A5
    81084C14 50FF
    PAL
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    810806E0 01E2
    80085149 002A
    8108514C 56A5
    81085164 50FF
    
    Part Two: (Weapons and ammo)
    NTSC AND PAL
    81500006 002D
    8150006E 002E
    815001BE 001F
    81500226 0020
    815002CE 0021
    81500376 0053
    81500486 0052
    815006E6 0094
    8150074E 00CE
    815007F6 00CF
    8150089E 000B
    81500906 000C
    815009AE 000D
    81500A56 0060
    81500B66 0061
    81500C0E 006C
    81500D1E 006D
    81500DC6 00D6
    81500ED6 007C
    81500F7E 008B
    8150108E 0082
    Version 3.3 / PC (Don't activate these if you're using a version 3.0)
    81500116 002F
    815003DE 0051
    8150052E 0034
    81500596 0035
    8150063E 0037
    81500ABE 005F
    81500C76 006B
    81500E2E 007B
    81500FE6 0088
    
    Version 3.0 Objects:
    Use these instead of parts three and four if you only have a version 3.0
    cheating device.
    NTSC AND PAL
    81501144 0191
    8150119C 0136
    8150119E 0136
    815011E6 0003
    815011E8 01B8
    815011EA 00EA
    81501240 00E9
    81501242 00E9
    8150127E 0096
    8150135A 0097
    81501436 0098
    81501512 0099
    815015EE 009A
    NTSC
    8107B178 0100
    8107B17A 0001
    PAL
    8107B648 0100
    8107B64A 0001
    
    Part Three: (Objects) For version 3.3 Pro and PC users
    NTSC AND PAL
    81501144 0191
    8150119C 0136
    8150119E 0136
    815011E6 0003
    815011E8 01B8
    815011EA 00EA
    81501240 00E9
    81501242 00E9
    8150127C 006E
    8150127E 00F7
    81501334 8050
    81501336 1354
    8150133E 0400
    81501358 006E
    8150135A 00F8
    81501410 8050
    81501412 1278
    8150141A 0400
    81501434 006E
    81501436 00F5
    815014EC 8050
    815014EE 150C
    815014F6 0400
    81501510 006E
    81501512 00F6
    815015C8 8050
    815015CA 1430
    815015D2 0400
    815015EA 000A
    815015EC 0079
    815015EE 0126
    815015F0 0002
    815016C8 00DC
    815016CA 010C
    81501724 00DC
    81501726 010A
    81501780 00DD
    81501782 010D
    815017DC 018C
    815017DE 0111
    81501838 00DD
    8150183A 010B
    81501894 00DE
    81501896 014F
    815018F0 00DF
    815018F2 0150
    
    Part Four: (More objects) For version 3.3 Pro and PC users
    NTSC AND PAL
    8150194C 006A
    8150194E 00E6
    81501952 04E8
    815019A8 006C
    815019AA 00E8
    815019AE 04E8
    81501A04 00D1
    81501A06 014A
    81501A60 00D2
    81501A62 014B
    81501ABC 00D3
    81501ABE 014C
    81501B18 00D4
    81501B1A 014D
    81501B74 00D5
    81501B76 014E
    81501BD0 00CC
    81501BD2 0145
    81501C2C 00CD
    81501C2E 0146
    81501C88 00CE
    81501C8A 0147
    81501CE4 00D0
    81501CE6 0148
    81501CEA 05E8
    81501D40 00CF
    81501D42 0149
    81501D46 05E8
    81501D9C 00E2
    81501D9E 00C4
    81501DAA 0001
    81501DA0 0000
    81501DF8 00E2
    81501DFA 0089
    81501E06 0001
    81501DFC 0000
    81501E54 00E2
    81501E56 00B0
    81501E62 0001
    81501E58 0000
    81501EB0 00E2
    81501EB2 003E
    81501EBE 0001
    81501EB4 0000
    81501F0C 00E2
    81501F0E 000E
    81501F1A 0001
    81501F10 0000
    
    Part Five: (Hills and Respawns)
    NTSC AND PAL (Respawns)
    81501F6E 0000
    81501F7A 00A2
    81501F86 00A7
    81501F92 00AA
    81501F9E 00AE
    81501FAA 00B3
    81501FB6 00B8
    81501FC2 00BA
    81501FCE 00BE
    81501FDA 00E2
    81501FE6 00C1
    81501FF2 00C3
    81501FFE 00C5
    8150200A 008D
    81502016 008F
    81502022 00D2
    NTSC (Hills)
    800AC11D 0009
    810AC122 0000
    810AC124 00A9
    810AC126 0030
    810AC128 003E
    810AC12A 004F
    810AC12C 00BE
    810AC12E 007F
    810AC130 008C
    810AC132 0094
    PAL (Hills)
    800AC6BD 0009
    810AC6C2 0000
    810AC6C4 00A9
    810AC6C6 0030
    810AC6C8 003E
    810AC6CA 004F
    810AC6CC 00BE
    810AC6CE 007F
    810AC6D0 008C
    810AC6D2 0094
    
    Part Six: (Capture the Case Bases)
    NTSC
    810AC128 00D2
    810AC12C 00D0
    810AC12E 00D1
    810AC130 00D3
    810AC132 0130
    810AC134 012D
    810AC136 0095
    810AC138 0000
    810AC13C 0001
    810AC13E 00A0
    810AC140 00A1
    810AC142 00A2
    810AC144 00A3
    810AC146 0006
    810AC148 004F
    810AC14C 00BA
    810AC14E 004D
    810AC150 00D7
    810AC152 0046
    810AC154 004C
    810AC156 0055
    810AC158 0030
    810AC15C 00B3
    810AC15E 00B4
    810AC160 00B1
    810AC162 00B2
    810AC164 002B
    810AC166 00DE
    PAL
    810AC6C8 00D2
    810AC6CC 00D0
    810AC6CE 00D1
    810AC6D0 00D3
    810AC6D2 0130
    810AC6D4 012D
    810AC6D6 0095
    810AC6D8 0000
    810AC6DC 0001
    810AC6DE 00A0
    810AC6E0 00A1
    810AC6E2 00A2
    810AC6E4 00A3
    810AC6E6 0006
    810AC6E8 004F
    810AC6EC 00BA
    810AC6EE 004D
    810AC6F0 00D7
    810AC6F2 0046
    810AC6F4 004C
    810AC6F6 0055
    810AC6F8 0030
    810AC6FC 00B3
    810AC6FE 00B4
    810AC700 00B1
    810AC702 00B2
    810AC704 002B
    810AC706 00DE
    End
    
    
    Fully working solo missions:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Crash Site in Carrington Villa:
    -------------------------------
    To get this code working, go to the Solo Mission menu and select Crash Site in
    either Perfect Agent or Perfect Dark Agent mode. Once the cut-scene starts,
    press L and R at the same time. If you want to restart the level, go back to
    the empty level and walk off the edge, then repeat the process. This code will
    work in all versions of cheating devices. The PC versions work in Project 64.
    It should be possible to complete this level, the Skedar shuttle has been
    moved into the level and changed into a different object.
    
    NTSC Gameshark: (Both versions)
    8107FE88 0018
    8107FE8A 016A
    8107FE8C 0169
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    80084563 003D
    800A221B 00FF
    D109C7E4 0030
    81516248 C5E0
    D109C7E4 0030
    8151624C 4492
    D109C7E4 0030
    81516250 C582
    815004F2 00BF
    81501E3C 0032
    81501E3E 0191
    815160E0 C5AE
    815160E4 449D
    815160E8 4528
    End
    
    NTSC PC: (Both versions)
    8107FE88 0018
    8107FE8A 016A
    8107FE8C 0169
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    80084563 003D
    800A221B 00FF
    D109C7E4 0030
    81516228 C5E0
    D109C7E4 0030
    8151622C 4492
    D109C7E4 0030
    81516230 C582
    815004D2 00BF
    81501E1C 0032
    81501E1E 0191
    815160C0 C5AE
    815160C4 449D
    815160C8 4528
    End
    
    PAL Action Replay:
    810803C8 0018
    810803CA 016A
    810803CC 0169
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    80084AB3 003D
    800A27BB 00FF
    D1099FB0 0030
    81513948 C5E0
    D1099FB0 0030
    8151394C 4492
    D1099FB0 0030
    81513950 C582
    814FF5F2 00BF
    81500F3C 0032
    81500F3E 0191
    815137E0 C5AE
    815137E4 449D
    815137E8 4528
    End
    
    PAL PC:
    810803C8 0018
    810803CA 016A
    810803CC 0169
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    80084AB3 003D
    800A27BB 00FF
    D1099FB0 0030
    81513928 C5E0
    D1099FB0 0030
    8151392C 4492
    D1099FB0 0030
    81513930 C582
    814FF5D2 00BF
    81500F1C 0032
    81500F1E 0191
    815137C0 C5AE
    815137C4 449D
    815137C8 4528
    End
    
    
    WAR! in Deep Sea:
    -----------------
    Briefing:
    
    The true conspiracy has finally been revealed! Using a modified version of the
    Ceten teleports, a Carrington Institute S.W.A.T team has infiltrated the Ceten
    battleship. It would seem that part of the ship survived the explosion, and
    that the CI are there to retrieve data on the Ceten Megaweapon. Join a team of
    Maian soldiers and put a stop to their evil plans.
    
    Objective One: Complete objective two before objective three
    
    Objective Two: Eliminate Elvis
    
    This human-loving traitor has allied himself with the humans. He is in control
    of the Carrington Institute troops that are swarming the Ceten ship. It is
    therefore imperative that you eliminate him as fast as possible.
    
    Objective Three: Assassinate Daniel Carrington
    
    Daniel Carrington is currently retrieving the data on the Ceten Megaweapon. He
    knows too much and must be silenced. Unfortunately, Carrington has got hold of
    one of those mass-spawning-clone machines of the Skedar. He's currently using
    it to spawn an army of Perfect Dark's, the Carrington Institute's best agent.
    Expect heavy resistance.
    
    END
    
    To get this code working, simply choose WAR! on either the Perfect Agent, or
    Perfect Dark Agent difficulty, from the Solo Missions menu. Once the cutscene
    starts, press L and R. If you've got a Gameshark version 3.0, then don't
    activate any other codes while using this one. This level might be a bit
    difficult, so you'll want to adjust the settings in Perfect Dark Agent Mode.
    You can change the costumes, weapons and soundtrack. If you remove the costumes
    and weapons you end up with Skedar, like in WAR!. Costumes can be changed by
    using the values on the costume list, weapons can be changes by using the
    weapon type list and the in-game object list (see resources section). The PC
    versions have been tested and work in Project 64.
    
    NTSC Gameshark v1.0: (77 lines of code)
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    8107FD38 0024
    8107FD3A 017A
    8107FD3C 0179
    D1067E56 0400
    81067E56 0600
    D109C7E4 0030
    8150BA78 450A
    D109C7E4 0030
    8150BA7C 4352
    D109C7E4 0030
    8150BA80 463D
    814F5B8A 0000
    814F5D2A 0003
    814F5DAA 0004
    814F7936 0005
    814F7A12 0006
    814F7AEE 0007
    814F7BCA 0008
    814F7CA6 0009
    814F6176 0013
    814F6252 0014
    814F632E 0015
    814F640A 0016
    814F6506 0017
    814F65E2 0018
    814F66DE 0019
    814F67BA 001A
    814F68B6 001B
    814F6992 001C
    814F6A6E 001D
    814F6B4A 001E
    814F6C46 001F
    814F6D22 0020
    814F6E1E 0021
    814F6EFA 0022
    814F7152 0023
    814F71BE 0024
    814F7262 0025
    814F5736 0026
    814F5792 0027
    814F5802 0028
    814F58DE 0029
    814F5036 00D2
    814F8880 00D7
    814F888E DD04
    814F889A 00D8
    814F88A8 E004
    814F88B4 00D2
    814F88C2 D904
    814F51F2 00EE
    814F8A8A 00F0
    814F8A98 E904
    814F8AA4 00EF
    814F8AB2 EB04
    814F5286 010E
    814F8C8E 1204
    814F515E 029B
    814F528A 0404
    814F52AC 0108
    Second Skedar Kings costume
    814F51F4 9405
    Second Skedar respawns costumes
    814F8A88 92FF
    814F8A94 C692
    814F8AA2 92FF
    814F8AAE C692
    Third Skedar Kings costume
    814F5288 5A07
    Third Skedar respawns costume
    814F8C8A C695
    814F8C8C 0C01
    Second Skedar respawns weapon
    814F8D22 00FE
    814F8D24 1100
    Third Skedar respawns weapon
    814F8DBA 011D
    814F8DBC 2A00
    Player One's weapon
    814F86A6 000C
    Soundtrack
    810845AA 003C
    End
    
    NTSC Gameshark v1.1: (77 lines of code)
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    8107FD38 0024
    8107FD3A 017A
    8107FD3C 0179
    D1067E56 0400
    81067E56 0600
    D109C7E4 0030
    815042D8 450A
    D109C7E4 0030
    815042DC 4352
    D109C7E4 0030
    815042E0 463D
    814EE3EA 0000
    814EE58A 0003
    814EE60A 0004
    814F0196 0005
    814F0272 0006
    814F034E 0007
    814F042A 0008
    814F0506 0009
    814EE9D6 0013
    814EEAB2 0014
    814EEB8E 0015
    814EEC6A 0016
    814EED66 0017
    814EEE42 0018
    814EEF3E 0019
    814EF01A 001A
    814EF116 001B
    814EF1F2 001C
    814EF2CE 001D
    814EF3AA 001E
    814EF4A6 001F
    814EF582 0020
    814EF67E 0021
    814EF75A 0022
    814EF9B2 0023
    814EFA1E 0024
    814EFAC2 0025
    814EDF96 0026
    814EDFF2 0027
    814EE062 0028
    814EE13E 0029
    814ED896 00D2
    814F10E0 00D7
    814F10EE DD04
    814F10FA 00D8
    814F1108 E004
    814F1114 00D2
    814F1122 D904
    814EDA52 00EE
    814F12EA 00F0
    814F12F8 E904
    814F1304 00EF
    814F1312 EB04
    814EDAE6 010E
    814F14EE 1204
    814ED9BE 029B
    814EDAEA 0404
    814EDB0C 0108
    Second Skedar Kings costume
    814EDA54 9405
    Second Skedar respawns costumes
    814F12E8 92FF
    814F12F4 C692
    814F1302 92FF
    814F130E C692
    Third Skedar Kings costume
    814EDAE8 5A07
    Third Skedar respawns costume
    814F14EA C695
    814F14EC 0C01
    Second Skedar respawns weapon
    814F1582 00FE
    814F1584 1100
    Third Skedar respawns weapon
    814F161A 011D
    814F161C 2A00
    Player One's weapon
    814F0F06 000C
    Soundtrack
    810845AA 003C
    End
    
    NTSC PC v1.0:
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    8107FD38 0024
    8107FD3A 017A
    8107FD3C 0179
    D1067E56 0400
    81067E56 0600
    D109C7E4 0030
    8150BA38 450A
    D109C7E4 0030
    8150BA3C 4352
    D109C7E4 0030
    8150BA40 463D
    814F5B4A 0000
    814F5CEA 0003
    814F5D6A 0004
    814F78F6 0005
    814F79D2 0006
    814F7AAE 0007
    814F7B8A 0008
    814F7C66 0009
    814F6136 0013
    814F6212 0014
    814F62EE 0015
    814F63CA 0016
    814F64C6 0017
    814F65A2 0018
    814F669E 0019
    814F677A 001A
    814F6876 001B
    814F6952 001C
    814F6A2E 001D
    814F6B0A 001E
    814F6C06 001F
    814F6CE2 0020
    814F6DDE 0021
    814F6EBA 0022
    814F7112 0023
    814F717E 0024
    814F7222 0025
    814F56F6 0026
    814F5752 0027
    814F57C2 0028
    814F589E 0029
    814F4FF6 00D2
    814F8840 00D7
    814F884E DD04
    814F885A 00D8
    814F8868 E004
    814F8874 00D2
    814F8882 D904
    814F51B2 00EE
    814F8A4A 00F0
    814F8A58 E904
    814F8A64 00EF
    814F8A72 EB04
    814F5246 010E
    814F8C4E 1204
    814F511E 029B
    814F524A 0404
    814F526C 0108
    Second Skedar Kings costume
    814F51B4 9405
    Second Skedar respawns costumes
    814F8A48 92FF
    814F8A54 C692
    814F8A62 92FF
    814F8A6E C692
    Third Skedar Kings costume
    814F5248 5A07
    Third Skedar respawns costume
    814F8C4A C695
    814F8C4C 0C01
    Second Skedar respawns weapon
    814F8CE2 00FE
    814F8CE4 1100
    Third Skedar respawns weapon
    814F8D7A 011D
    814F8D7C 2A00
    Player One's weapon
    814F8666 000C
    Soundtrack
    810845AA 003C
    End
    
    NTSC PC v1.1:
    810800B8 0001
    810800BA 0184
    810800BC 0183
    810800BE 013C
    8107FD38 0024
    8107FD3A 017A
    8107FD3C 0179
    D1067E56 0400
    81067E56 0600
    D109C7E4 0030
    81504298 450A
    D109C7E4 0030
    8150429C 4352
    D109C7E4 0030
    815042A0 463D
    814EE3AA 0000
    814EE54A 0003
    814EE5CA 0004
    814F0156 0005
    814F0232 0006
    814F030E 0007
    814F03EA 0008
    814F04C6 0009
    814EE996 0013
    814EEA72 0014
    814EEB4E 0015
    814EEC2A 0016
    814EED26 0017
    814EEE02 0018
    814EEEFE 0019
    814EEFDA 001A
    814EF0D6 001B
    814EF1B2 001C
    814EF28E 001D
    814EF36A 001E
    814EF466 001F
    814EF542 0020
    814EF63E 0021
    814EF71A 0022
    814EF972 0023
    814EF9DE 0024
    814EFA82 0025
    814EDF56 0026
    814EDFB2 0027
    814EE022 0028
    814EE0FE 0029
    814ED856 00D2
    814F10A0 00D7
    814F10AE DD04
    814F10BA 00D8
    814F10C8 E004
    814F10D4 00D2
    814F10E2 D904
    814EDA12 00EE
    814F12AA 00F0
    814F12B8 E904
    814F12C4 00EF
    814F12D2 EB04
    814EDAA6 010E
    814F14AE 1204
    814ED97E 029B
    814EDAAA 0404
    814EDACC 0108
    Second Skedar Kings costume
    814EDA14 9405
    Second Skedar respawns costumes
    814F12A8 92FF
    814F12B4 C692
    814F12C2 92FF
    814F12CE C692
    Third Skedar Kings costume
    814EDAA8 5A07
    Third Skedar respawns costume
    814F14AA C695
    814F14AC 0C01
    Second Skedar respawns weapon
    814F1542 00FE
    814F1544 1100
    Third Skedar respawns weapon
    814F15DA 011D
    814F15DC 2A00
    Player One's weapon
    814F0EC6 000C
    Soundtrack
    810845AA 003C
    End
    
    PAL Action Replay: (78 lines of code)
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    81080278 0024
    8108027A 017A
    8108027C 0179
    D1067B36 0400
    81067B36 0600
    D1099FB0 0030
    815037D8 450A
    D1099FB0 0030
    815037DC 4352
    D1099FB0 0030
    815037E0 463D
    814EE36A 0000
    814EE50A 0003
    814EE58A 0004
    814F0116 0005
    814F01F2 0006
    814F02CE 0007
    814F03AA 0008
    814F0486 0009
    814EE956 0013
    814EEA32 0014
    814EEB0E 0015
    814EEBEA 0016
    814EECE6 0017
    814EEDC2 0018
    814EEEBE 0019
    814EEF9A 001A
    814EF096 001B
    814EF172 001C
    814EF24E 001D
    814EF32A 001E
    814EF426 001F
    814EF502 0020
    814EF5FE 0021
    814EF6DA 0022
    814EF932 0023
    814EF99E 0024
    814EFA42 0025
    814EDF16 0026
    814EDF72 0027
    814EDFE2 0028
    814EE0BE 0029
    814ED816 00D2
    814F1060 00D7
    814F106E DD04
    814F107A 00D8
    814F1088 E004
    814F1094 00D2
    814F10A2 D904
    814ED9D2 00EE
    814F126A 00F0
    814F1278 E904
    814F1284 00EF
    814F1292 EB04
    814EDA66 010E
    814F146E 1204
    814ED93E 029B
    Second Skedar King's costume
    814ED9D4 9405
    Second Skedar respawn costumes
    814F1268 92FF
    814F1274 C692
    814F1282 92FF
    814F128E C692
    Third Skedar King's costume
    814EDA68 5A07
    Third Skedar respawns costume
    814F146A C695
    814F146C 0C01
    Second Skedar respawns weapon
    814F1502 00FE
    814F1504 1100
    Third Skedar respawns weapon
    814F159A 011D
    814F159C 2A00
    Third Skedar King's weapon
    814EDA8C 00F9
    814EDAE4 0900
    Player One's weapon
    814F0E86 000C
    Third Skedar King's behaviour
    814EDA6A 0404
    Soundtrack
    81084AFA 003C
    End
    
    PAL PC:
    810805F8 0001
    810805FA 0184
    810805FC 0183
    810805FE 013C
    81080278 0024
    8108027A 017A
    8108027C 0179
    D1099FB0 0030
    81503798 450A
    D1099FB0 0030
    8150379C 4352
    D1099FB0 0030
    815037A0 463D
    D1067B36 0400
    81067B36 0600
    814EE32A 0000
    814EE4CA 0003
    814EE54A 0004
    814F00D6 0005
    814F01B2 0006
    814F028E 0007
    814F036A 0008
    814F0446 0009
    814EE916 0013
    814EE9F2 0014
    814EEACE 0015
    814EEBAA 0016
    814EECA6 0017
    814EED82 0018
    814EEE7E 0019
    814EEF5A 001A
    814EF056 001B
    814EF132 001C
    814EF20E 001D
    814EF2EA 001E
    814EF3E6 001F
    814EF4C2 0020
    814EF5BE 0021
    814EF69A 0022
    814EF8F2 0023
    814EF95E 0024
    814EFA02 0025
    814EDED6 0026
    814EDF32 0027
    814EDFA2 0028
    814EE07E 0029
    814ED7D6 00D2
    814F1020 00D7
    814F102E DD04
    814F103A 00D8
    814F1048 E004
    814F1054 00D2
    814F1062 D904
    814ED992 00EE
    814F122A 00F0
    814F1238 E904
    814F1244 00EF
    814F1252 EB04
    814EDA26 010E
    814F142E 1204
    814ED8FE 029B
    814EDA2A 0404
    Second Skedar Kings costume
    814ED994 9405
    Second Skedar respawns costumes
    814F1228 92FF
    814F1234 C692
    814F1242 92FF
    814F124E C692
    Third Skedar Kings costume
    814EDA28 5A07
    Third Skedar respawns costume
    814F142A C695
    814F142C 0C01
    Second Skedar respawns weapon
    814F14C2 00FE
    814F14C4 1100
    Third Skedar respawns weapon
    814F155A 011D
    814F155C 2A00
    Third Skedar Kings weapon
    814EDA4C 00F9
    814EDAA4 0900
    Player One's weapon
    814F0E46 000C
    Soundtrack
    81084AFA 003C
    End
    
    
    Pelagic II in Carrington Villa:
    -------------------------------
    Maian terrorists have invaded Carrington's Villa! In order to stop this alien
    invasion you need to eliminate all of them. Reconnesiance reveals that the
    Maians have made a stonghold in the lower basement where they are testing a new
    kind of time manipulative device, resulting in what can only be described as
    real time lag. Avoid meeting too many Maians at once. Time could slow so much
    down that they overwhelm you!
    
    This code will work a few seconds after the small Rareware logo at the bottom
    of the screen turns up. The aim of the mission is to kill as many Maians as
    possible! If you die simply press A a few times to restart. Don't press B at
    the objectives menu. The only value that you can change is the one for the last
    code on the list. This is the difficulty mod, so set this to 0 for Agent, 1 for
    Special Agent and 2 for Perfect Agent (which is extremely hard).
    
    NTSC:
    8105D9B7 0021
    8009DFE9 0021
    81075582 0000
    81074602 0000
    8107459A 0000
    8107FFA0 0018
    8107FFA2 016A
    8107FFA4 0169
    8108456A 003E
    8107B178 0100
    8107B17A 0001
    8106FF42 EB40
    8107B858 036E
    8107D904 0DA8
    8107D906 0266
    8107D90C 3F12
    8107D90E A10D
    81062C5A 0029
    81062C5E 0029
    81062C62 0029
    81062C66 0029
    80084023 000X
    End
    
    PAL
    8105D656 0021
    8009E589 0021
    81075A52 0000
    81074AAA 0000
    81074A42 0000
    810804E0 0018
    810804E2 016A
    810804E4 0169
    81084ABA 003E
    8107B648 0100
    8107B64A 0001
    810702D2 EED0
    8107BD28 036E
    8107DDD4 0DA8
    8107DDD6 0266
    8107DDDC 3F12
    8107DDDE A10D
    8106293A 0029
    8106293E 0029
    81062942 0029
    81062946 0029
    80084563 000X
    End
    
    
    ___________
    
    Extra Codes
    ___________
    
    Perfect Bloodness: (Increases blood amount)
    ------------------
    NTSC
    8107F8A8 4180
    8107F8B0 4534
    8107F8B8 4358
    8007F8A0 0042
    8007F8A4 0043
    8007F8B4 0043
    PAL
    8107FE08 4180
    8107FE10 4534
    8107FE18 4358
    8007FE00 0042
    8007FE04 0043
    8007FE14 0043
    
    This code can be really...satisfying...sometimes.
    
    
    Real Skedar in multiplayer:
    ---------------------------
    They run like Skedar, they roar like Skedar and they die like Skedar!
    
    The following codes change the ShockTrooper character into Skedar, and change
    the human animations seen in multiplayer into Skedar animations. To get this
    code working set all the sim characters to ShockTrooper, with ShockTrooper
    helmets. Exit the character select menu and hold down L for a few seconds.
    Unfortunately, you can't play as a Skedar, so make sure none of the human
    players are using the ShockTrooper costume. Once you've pressed L, don't enter
    the character costume menu again.
    
    Replace the XX on line four with:
    5C - Skedar
    7B - Mini Skedar
    93 - Skedar King
    
    NTSC Gameshark:
    D009C7E5 0020
    80087561 00FF
    D009C7E5 0020
    80087875 00XX
    81070768 0337
    8107076A 0338
    8107076C 0339
    8107076E 033A
    81070770 033B
    81070772 033C
    81070774 033D
    81070776 0336
    81065BE0 00C0
    81067AA0 0392
    81067AE8 0394
    810709F4 032A
    81070A3C 032A
    810656C0 00C0
    81067A10 0392
    81067A58 0394
    81070A84 032A
    81070ACC 032A
    81070CF8 032F
    81070D10 0392
    81070D28 0394
    81070D40 032A
    81070D58 032A
    81070D70 032A
    81070D88 032A
    810663D8 00C0
    81067B30 0392
    81067B78 0394
    81070B14 032A
    81070B5C 032A
    
    PAL Action Replay / Equalizer:
    D0099FB1 0020
    80087AB1 00FF
    D0099FB1 0020
    80087DC5 00XX
    81070A48 0337
    81070A4A 0338
    81070A4C 0339
    81070A4E 033A
    81070A50 033B
    81070A52 033C
    81070A54 033D
    81070A56 0336
    810658C0 00C0
    81067780 0392
    810677C8 0394
    81070CD4 032A
    81070D1C 032A
    810653A0 00C0
    810676F0 0392
    81067738 0394
    81070D64 032A
    81070DAC 032A
    81070FD8 032F
    81070FF0 0392
    81071008 0394
    81071020 032A
    81071038 032A
    81071050 032A
    81071068 032A
    810660B8 00C0
    81067810 0392
    81067858 0394
    81070DF4 032A
    81070E3C 032A
    
    If you want to play with a selection of different Skedar types, use these
    additional codes. These codes use the same values as above. To give an example,
    if you want to play with Skedar and Skedar Kings at the same time, set the main
    code as Skedar (5C), and the dataDyne Sniper code as Skedar King (93). When you
    select character costumes for the sims, set all Skedar to the ShockTrooper
    costume, and all Skedar Kings to the dataDyne Sniper costume (with the correct
    masks):
    
    dataDyne Sniper costume and mask mod:
    NTSC
    D009C7E5 0020
    80087569 00FF
    D009C7E5 0020
    800878BD 00XX
    PAL
    D0099FB1 0020
    80087AB9 00FF
    D0099FB1 0020
    80087E0D 00XX
    
    Biotechnician costume and mask mod:
    NTSC
    D009C7E5 0020
    80087565 00FF
    D009C7E5 0020
    80087925 00XX
    PAL
    D0099FB1 0020
    80087AB5 00FF
    D0099FB1 0020
    80087E75 00XX
    
    This code has one major flaw. The human player animations have been changed
    into Skedar animations, which means that all the human players that are using
    human bodies will look weird. They will be flying in the air with their legs
    and arms sticking out! This code works best with just one player (because you
    can't see yourself). Several minor flaws result from the fact that the Skedar
    animations were never meant to be used in multiplayer. When the Skedar run
    their guns will point downward, but they will still shoot in the right
    direction. Another flaw is the fact that there is no Skedar bent down
    animation. I used a BETA halting Skedar animation that has the Skedar look like
    it's bent down, but they jump up and down. Don't play with the sims in
    Warehouse because the Skedar sims jump out of the level in the small air ducts.
    
    I changed the "sim standing still with no guns" animation into the BETA Skedar
    Scratching His Left Ear animation, because it's cute to watch.
    
    
    GoldenEye Weapons in Multiplayer:
    ---------------------------------
    These codes change Perfect Darks weapons into GoldenEye's weapons, and allow
    you to use them in multiplayer. The codes are a mixture of codes that I have
    hacked myself, and codes that I got from SquareGuru's PD weapons FAQ on
    gamefaqs.com. There's a code for each weapon, so you can choose which GE
    weapons to activate. There are also different versions of some of the codes. If
    you want to play with a specific Perfect Dark weapon at the same time as a
    GoldenEye weapon, you can choose between several weapons to change into that
    GoldenEye weapon. To get the best results use the first eight codes, these give
    you all eight GE weapons. They will be in the correct order, and the sims will
    use them correctly according to how powerful each weapon is. The PAL versions
    are slightly longer because they change the name of the weapon to it's PAL name
    (like PP9i to PP7). Some of the guns have an extra code that only lets players
    pick up one gun (by default you will be able to get double). These codes aren't
    just limited to multiplayer, they work perfectly in the solo mission. To give
    an example, Falcon 2 to PP91 (PP7) gives you a PP91 (PP7) at the start of
    Investigation.
    
    
    Falcon 2 to PP9i (PP7)
    NTSC
    8106B658 0408
    8106FF22 E85C
    8107B818 036A
    PAL
    8106B9E8 0408
    810702B2 EBEC
    8107BCE8 036A
    8106AA98 4C32
    811A6C56 3720
    
    
    Falcon 2 Scope to CC13 (DD44) Dostovei.
    NTSC
    8106B654 40C0
    8106FF2A E918
    8107B850 036B
    PAL
    8106B9E4 40C0
    810702BA ECA8
    8107BD20 036B
    8106AAB8 4C33
    811A6C5C 4444
    811A6C5E 3434
    
    
    Magsec 4 to KLO1313 (Klobb)
    NTSC
    8106B98C 3F19
    8106B990 4170
    8106B994 0000
    80087291 0002
    80087292 0032
    8106FF2E E9D0
    8107B820 036C
    PAL
    8106BD1C 3F19
    8106BD20 4170
    8106BD24 0000
    800877E1 0002
    800877E2 0032
    810702BE ED60
    8107BCF0 036C
    8106AAC8 4C34
    801A6C65 006C
    811A6C66 6F62
    811A6C68 620A
    811A6C6A 0000
    
    
    Laptop Gun to KF7 Special (KF7 Soviet)
    NTSC
    8106D0FC 3F80
    8106D100 4120
    8106D104 040C
    800872EB 0004
    8106FF52 EA88
    8107B898 036D
    8006EAD7 0050
    Can only hold one:
    8006EAD6 0026
    PAL
    8106D48C 3F80
    8106D490 4120
    8106D494 040C
    8008783B 0004
    810702E2 EE18
    8107BD68 036D
    8006EE67 0050
    8106AB58 4C35
    801A6C75 006F
    811A6C76 7669
    811A6C78 6574
    801A6C7A 0020
    Can only hold one:
    8006EE66 0026
    
    
    CMP150 to ZZT (9mm) (ZMG (9mm))
    NTSC
    8106C328 4110
    8106FF42 EB40
    8107B858 036E
    PAL
    8106C6B8 4110
    810702D2 EED0
    8107BD28 036E
    8106AB18 4C36
    801A6C81 004D
    801A6C82 0047
    
    
    Dragon to DMC (D5K) Deutsche
    NTSC
    8106C928 3F80
    8106C92C 40E0
    800872F5 0002
    800872F6 0064
    8106FF56 EBF8
    8107B868 036F
    8006EC47 0050
    Can only hold one:
    8006EC46 0026
    PAL
    8106CCB8 3F80
    8106CCBC 40E0
    80087845 0002
    80087846 0064
    810702E6 EF88
    8107BD38 036F
    8006EFD7 0050
    8106AB68 4C37
    801A6C8D 0035
    801A6C8E 004B
    Can only hold one:
    8006EFD6 0026
    
    
    K7 Avenger to AR53 (AR33) Assault Rifle
    NTSC
    8106CEB8 3FB3
    8006EC84 0005
    8106FF5A ECB0
    8107B878 0370
    8006ECFF 0050
    Change AR53 to AR33:
    801A52C6 0033
    Can only hold one:
    8006ECFE 0026
    PAL
    8106D248 3FB3
    8006F014 0005
    810702EA F040
    8107BD48 0370
    8006F08F 0050
    8106AB78 4C38
    801A6C96 0033
    Can only hold one:
    8006F08E 0026
    
    
    AR34 to RC-P45 (RC-P90)
    NTSC
    8106CCE0 3FE6
    8106CCE4 40C0
    8106CCE8 0408
    8006ED3C 0005
    80087309 0002
    8106FF5E ED68
    8107B860 0371
    8006EDB7 0050
    Can only hold one:
    8006EDB6 0026
    PAL
    8106D070 3FE6
    8106D074 40C0
    8106D078 0408
    8006F0CC 0005
    80087859 0002
    810702EE F0F8
    8107BD30 0371
    8006F147 0050
    8106AB88 4C39
    811A6CA0 3930
    Can only hold one:
    8006F146 0026
    
    -----------------------------------------
    
    Cyclone to KLO1313 (Klobb) (Blue bullets)
    NTSC
    8106C4D0 3F19
    8106C4D4 4170
    8106C4D8 0000
    8106FF46 E9D0
    8107B880 036C
    800872CE 0032
    PAL
    8106C860 3F19
    8106C864 4170
    8106C868 0000
    810702D6 ED60
    8107BD50 036C
    8008781E 0032
    8106AB28 4C34
    801A6C65 006C
    811A6C66 6F62
    811A6C68 620A
    811A6C6A 0000
    
    
    Phoenix to KLO1313 (Klobb) (Green bullets)
    NTSC
    8106BEBC 3F19
    8106BEC0 4170
    8106BEC4 0000
    800872A5 0002
    800872A6 0032
    8106FF36 E9D0
    8107B840 036C
    PAL
    8106C24C 3F19
    8106C250 4170
    8106C254 0000
    800877F5 0002
    800877F6 0032
    810702C6 ED60
    8107BD10 036C
    8106AAE8 4C34
    801A6C65 006C
    811A6C66 6F62
    811A6C68 620A
    811A6C6A 0000
    
    
    K7 Avenger to KF7 Special (KF7 Soviet)
    NTSC
    8106CEB8 3F80
    8106CEBC 4120
    8106CEC0 040C
    8106FF5A EA88
    8107B878 036D
    8006EAD7 0050
    Can only hold one:
    8006EAD6 0026
    PAL
    8106D248 3F80
    8106D24C 4120
    8106D250 040C
    810702EA EE18
    8107BD48 036D
    8006EE67 0050
    8106AB78 4C35
    801A6C75 006F
    811A6C76 7669
    811A6C78 6574
    801A6C7A 0020
    Can only hold one:
    8006EE66 0026
    
    
    Callisto NTG to ZZT (9mm) (ZMG (9mm)) (Green bullets)
    NTSC
    8106C7A8 3F80
    800872D8 0064
    8106FF4A EB40
    8107B888 036E
    PAL
    8106CB38 3F80
    80087828 0064
    810702DA EED0
    8107BD58 036E
    8106AB38 4C36
    801A6C81 004D
    801A6C82 0047
    
    
    Phoenix to DMC (D5K) Deutsche (Green bullets)
    NTSC
    8106BEBC 3F80
    8106BEC0 40E0
    8106BEC4 0612
    800872A5 0002
    800872A6 0064
    8106FF36 EBF8
    8107B840 036F
    8006EC47 0050
    Can only hold one:
    8006EC46 0026
    PAL
    8106C24C 3F80
    8106C250 40E0
    8106C254 0612
    800877F5 0002
    800877F6 0064
    810702C6 EF88
    8107BD10 036F
    8006EFD7 0050
    8106AAE8 4C37
    801A6C8D 0035
    801A6C8E 004B
    Can only hold one:
    8006EFD6 0026
    
    
    Cyclone to DMC (D5K) Deutsche (Blue bullets)
    NTSC
    8106C4D0 3F80
    8106C4D4 40E0
    8106C4D8 0612
    8106FF46 EBF8
    8107B880 036F
    800872CE 0032
    8006EC47 0050
    Can only hold one:
    8006EC46 0026
    PAL
    8106C860 3F80
    8106C864 40E0
    8106C868 0612
    810702D6 EF88
    8107BD50 036F
    8008781E 0032
    8006EFD7 0050
    8106AB28 4C37
    801A6C8D 0035
    801A6C8E 004B
    Can only hold one:
    8006EFD6 0026
    
    
    AR34 to AR53 (AR33) Assault Rifle
    NTSC
    8106CCE4 40C0
    8006EC84 0005
    8106FF5E ECB0
    8107B860 0370
    8006ECFF 0050
    Change AR53 to AR33:
    801A52C6 0033
    Can only hold one:
    8006ECFE 0026
    PAL
    8106D074 40C0
    8006F014 0005
    810702EE F040
    8107BD30 0370
    8006F08F 0050
    8106AB88 4C38
    801A6C96 0033
    Can only hold one:
    8006F08E 0026
    
    
    Laptop Gun to RC-P45 (RC-P90)
    NTSC
    8106D0FC 3FE6
    8106D104 0408
    8006ED3C 0005
    8106FF52 ED68
    8107B898 0371
    8006EDB7 0050
    Can only hold one:
    8006EDB6 0026
    PAL
    8106D48C 3FE6
    8106D494 0408
    8006F0CC 0005
    810702E2 F0F8
    8107BD68 0371
    8006F147 0050
    8106AB58 4C39
    811A6CA0 3930
    Can only hold one:
    8006F146 0026
    
    
    _______________________________________________________________________________
    
                                     < Resources >
    _______________________________________________________________________________
    
    The Resources section contains the following lists:
    
    Global object list (values and names)
    Global object list (addresses in ROM)
    In-game object list (sorted by number)
    In-game object list (sorted by level)
    Costume list
    Weapon type list
    Ammo type list
    Text lists
    BETA Text compilation
    
    
    Perfect Dark Global object list: (showing values and names)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The values on this list are used as a first reference to any object in the
    game. To find an object in the memory, do a search for its value. These values
    are best used to locate the level list (for level modding), weapon list (for
    weapon modding), costumes list (for costume modding) and local (in-game) object
    list (for object modding). The file names are found in the ROM.
    
    Value: File name:                What it is (if known):
     |        |                           |
     v        v                           v
    0000 - Nothing
    0001 - bgdata/bg_sev.seg
    0002 - bgdata/bg_silo.seg
    0003 - bgdata/bg_stat.seg
    0004 - bgdata/bg_arec.seg      - Ravine bgdata
    0005 - bgdata/bg_arch.seg
    0006 - bgdata/bg_tra.seg
    0007 - bgdata/bg_dest.seg
    0008 - bgdata/bg_sevb.seg
    0009 - bgdata/bg_azt.seg       - Crash Site bgdata
    000A - bgdata/bg_pete.seg      - Chicago bgdata
    000B - bgdata/bg_depo.seg      - G5 Building (Solo) bgdata
    000C - bgdata/bg_ref.seg       - Complex bgdata
    000D - bgdata/bg_cryp.seg      - G5 Building (MP) bgdata
    000E - bgdata/bg_dam.seg       - Pelagic II bgdata
    000F - bgdata/bg_ark.seg
    0010 - bgdata/bg_run.seg
    0011 - bgdata/bg_sevx.seg
    0012 - bgdata/bg_jun.seg       - Temple bgdata
    0013 - bgdata/bg_dish.seg      - CI Training bgdata
    0014 - bgdata/bg_cave.seg      - Air Base bgdata
    0015 - bgdata/bg_cat.seg
    0016 - bgdata/bg_crad.seg      - Pipes bgdata
    0017 - bgdata/bg_sho.seg       - Skedar Ruins bgdata
    0018 - bgdata/bg_eld.seg       - Villa bgdata
    0019 - bgdata/bg_imp.seg
    001A - bgdata/bg_ash.seg
    001B - bgdata/bg_lue.seg       - Area 51 bgdata
    001C - bgdata/bg_ame.seg       - dataDyne Building bgdata
    001D - bgdata/bg_rit.seg       - Air Force One bgdata
    001E - bgdata/bg_oat.seg       - Skedar bgdata
    001F - bgdata/bg_ear.seg       - Investigation bgdata
    0020 - bgdata/bg_lee.seg       - Attack Ship bgdata
    0021 - bgdata/bg_lip.seg
    0022 - bgdata/bg_len.seg
    0023 - bgdata/bg_wax.seg
    0024 - bgdata/bg_pam.seg       - Deep Sea bgdata
    0025 - bgdata/bg_uff.seg
    0026 - bgdata/bg_old.seg
    0027 - bgdata/bg_ate.seg
    0028 - bgdata/bg_lam.seg
    0029 - bgdata/bg_mp1.seg       - Base bgdata
    002A - bgdata/bg_mp2.seg
    002B - bgdata/bg_mp3.seg       - Area 52 bgdata
    002C - bgdata/bg_mp4.seg       - Warehouse bgdata
    002D - bgdata/bg_mp5.seg       - Car Park bgdata
    002E - bgdata/bg_mp6.seg
    002F - bgdata/bg_mp7.seg
    0030 - bgdata/bg_mp8.seg
    0031 - bgdata/bg_mp9.seg       - Ruins bgdata
    0032 - bgdata/bg_mp10.seg      - Sewers bgdata
    0033 - bgdata/bg_mp11.seg      - Felicity bgdata
    0034 - bgdata/bg_mp12.seg      - Fortress bgdata
    0035 - bgdata/bg_mp13.seg      - Villa bgdata
    0036 - bgdata/bg_mp14.seg
    0037 - bgdata/bg_mp15.seg      - Grid bgdata
    0038 - bgdata/bg_mp16.seg
    0039 - bgdata/bg_mp17.seg
    003A - bgdata/bg_mp18.seg
    003B - bgdata/bg_mp19.seg
    003C - bgdata/bg_mp20.seg
    003D - ob/ob_mid.seg
    003E - Ca51guardZ              - BETA Area 51 Guard
    003F - Carea51guardZ           - Area 51 Guard
    0040 - CcarringtonZ            - Carrington
    0041 - CcassandraZ             - Cassandra de Vries
    0042 - Cdark_combatZ           - Joanna Dark Combat Suit
    0043 - Cdark_frockZ            - Joanna Dark Party Frock
    0044 - Cdark_trenchZ           - Joanna Dark Trench Coat
    0045 - CddshockZ               - dataDyne Shock Trooper
    0046 - Cdd_secguardZ           - dataDyne Security Guard
    0047 - CdjbondZ                - Black Tuxedo
    0048 - CdrcarrollZ             - Dr. Caroll
    0049 - CelvisZ                 - Elvis
    004A - Celvis1Z                - Elvis1
    004B - CeyespyZ                - Camspy, Drugspy, Bombspy
    004C - Cfem_guardZ             - Cassandra’s Bodyguard
    004D - ClabtechZ               - CI Lab Technician
    004E - CmrblondeZ              - Mr. Blonde
    004F - CofficeworkerZ          - dataDyne Programmer
    0050 - Cofficeworker2Z         - dataDyne Programmer
    0051 - CoverallZ               - Area 51 Overall
    0052 - CsecretaryZ             - dataDyne Secretary
    0053 - CskedarZ                - Skedar
    0054 - CstripesZ               - Trent Easton’s Bodyguard
    0055 - CtestchrZ               - Trent Easton Standing upright
    0056 - CthekingZ               - Maian with Blue Shoes
    0057 - CtrentZ                 - Trent Easton
    0058 - GcartblueZ              - Bullet long version
    0059 - GcartridgeZ             - Bullet short version
    005A - GcartrifleZ             - Slayer Rocket
    005B - GcartshellZ             - Shotgun shell
    005C - GjoypadZ                - Nintendo 64 Controller
    005D - Pa51_crate1Z            - Crate
    005E - Pa51_crate2Z            - Blue Tinted Crate
    005F - Pa51_crate3Z            - Brown Tinted Crate
    0060 - Pa51_exp1Z              - Area 51 Hole-in-wall frame
    0061 - Pa51_exp2Z              - Area 51 Hole-in-wall frame
    0062 - Pa51_horiz_door_botZ    - Area 51 Square Door (Bottom part)
    0063 - Pa51_horiz_door_glZ     - Area 51 Door with glass window
    0064 - Pa51_horiz_door_secretZ - Area 51 Door
    0065 - Pa51_horiz_door_topZ    - Area 51 Square Door (Top part)
    0066 - Pa51_lift_controlZ      - Area 51 Small lift from hanger
    0067 - Pa51_lift_hangarZ       - Area 51 Hanger lift
    0068 - Pa51_lift_storeZ        - Area 51 Storage lift 1
    0069 - Pa51_lift_thinwallZ     - Area 51 Storage lift 2
    006A - Pa51_unexp1Z            - Area 51 Wall you blow up
    006B - Pa51_unexp2Z            - Area 51 Wall you blow up
    006C - Pa51_unexp3Z            - Area 51 Wall you blow up
    006D - Pa51_vert_door_leftZ    - Area 51 Door (Left)
    006E - Pa51_vert_door_rightZ   - Area 51 Door (Right)
    006F - Pa51_vert_door_stZ      - Area 51 Door
    0070 - Pa51boardZ              - Area 51 Bulletin board with Maian pictures
    0071 - Pa51chairZ              - BETA Area 51 Chair
    0072 - Pa51deskentZ            - Area 51 Entrance hall desk
    0073 - Pa51divideZ             - Area 51 Office divider (Peachy coloured)
    0074 - Pa51screenZ             - BETA Area 51 Screen
    0075 - Pa51tableZ              - Area 51 Table
    0076 - Pa51trolleyZ            - Area 51 Empty Hoverbed
    0077 - Pa51wastebinZ           - Area51 Trashcan
    0078 - Paivillabot1Z           - Villa Wine Bottle (Green)
    0079 - Paivillabot2Z           - Villa Wine Bottle (Red)
    007A - Paivillabot3Z           - Villa Wine Bottle (Red, not JUNG brand)
    007B - Paivilladoor1Z          - BETA Villa door
    007C - Paivilladoor2aZ         - Villa Wooden door
    007D - Paivilladoor4Z          - BETA Villa Wooden slide door
    007E - PaivillawindmillZ       - Villa Windmill propellar
    007F - Pal_airlockZ            - Deep Sea Door from beginning of level
    0080 - Pal_dockliftZ           - Deep Sea Lift
    0081 - Paldoor_lZ              - Deep Sea Door (Left)
    0082 - Paldoor_rZ              - Deep Sea Door (Right)
    0083 - Pborg_crateZ            - BETA Cube with a circuit-like texture
    0084 - PcaseZ                  - Case
    0085 - Pch_shutter1Z           - Chicago Metal shutter
    0086 - PchrbriefcaseZ          - Briefcase
    0087 - PchrbugZ                - Tracer Bug
    0088 - PchrdatathiefZ          - Data Uplink
    0089 - Pcryptdoor1bZ           - BETA Door
    008A - Pdd_ac_expZ             - dataDyne Building Hole-in-tube frame
    008B - Pdd_ac_unexpZ           - dataDyne Building Hole-in-tube unexploded
    008C - Pdd_acbot_expZ          - dataDyne Building Hole-in-wall frame
    008D - Pdd_acbot_unexpZ        - dataDyne Building Hole-in-wall unexploded
    008E - Pdd_bannerZ             - dataDyne Building Rooftop banner
    008F - Pdd_chairZ              - dataDyne Building Desk chair
    0090 - Pdd_decodoorZ           - dataDyne Building Slide door
    0091 - Pdd_deskZ               - dataDyne Building Desk
    0092 - Pdd_fanroofZ            - dataDyne Building Roof fan
    0093 - Pdd_fanwallZ            - dataDyne Building Wall fan
    0094 - Pdd_hovcabZ             - Hovercab
    0095 - Pdd_hovcarZ             - Hovercar
    0096 - Pdd_hovcopZ             - Hovercop
    0097 - Pdd_hovercopterZ        - dataDyne Hovercopter
    0098 - Pdd_hovmotoZ            - Hovermoto
    0099 - Pdd_hovtruckZ           - Hovertruck
    009A - Pdd_lab_cautionZ        - Investigation Caution door with window
    009B - Pdd_lab_cautiontopZ     - Investigation Slide-up door caution (Top)
    009C - Pdd_lab_door_bsZ        - BETA Investigation Door
    009D - Pdd_lab_door_secZ       - Investigation Secret door
    009E - Pdd_lab_door_windZ      - Investigation Sector One Door
    009F - Pdd_lab_hazardZ         - Investigation Slide-up door hazardous (Top)
    00A0 - Pdd_lab_restrictedZ     - Investigation Slide-up door restricted (Top)
    00A1 - Pdd_lab_sector2botZ     - Investigation Slide-down door (Bottom)
    00A2 - Pdd_lab_sector2topZ     - Investigation Sector Two Slide-up door (Top)
    00A3 - Pdd_lab_sector3Z        - Investigation Sector Three Door
    00A4 - Pdd_lab_sector3topZ     - Investigation Sector Three Slide-up door (Top)
    00A5 - Pdd_lab_sector3windZ    - Investigation Sector Three Door with window
    00A6 - Pdd_lab_sector4topZ     - Investigation Sector Four Slide-up door (Top)
    00A7 - Pdd_liftdoorZ           - dataDyne Building Lift door
    00A8 - Pdd_liftrZ              - dataDyne Building Lift
    00A9 - Pdd_officedoorZ         - dataDyne Building Office door
    00AA - Pdd_plantrubberZ        - Pot plant (Rubber plant)
    00AB - Pdd_plantspiderZ        - Pot plant (Spider plant)
    00AC - Pdd_plantspikeZ         - Pot plant (Spike plant)
    00AD - Pdd_redarmZ             - dataDyne Building Armchair
    00AE - Pdd_redsofaZ            - dataDyne Building Sofa
    00AF - Pdd_secretdoorZ         - dataDyne Building Secret Door 1
    00B0 - Pdd_secretdoor2Z        - dataDyne Building Secret door 2
    00B1 - Pdd_servicedoorZ        - dataDyne Building Service door
    00B2 - Pdd_stonedeskZ          - dataDyne Building Cassandra's desk
    00B3 - Pdd_vertblindZ          - dataDyne Building Vertical blind
    00B4 - Pdd_winddoorZ           - dataDyne Building Grating door
    00B5 - Pdd_windowZ             - dataDyne Building Pane of glass
    00B6 - PddjumpshipZ            - CI Jumpship from Defection Intro
    00B7 - Pdoor1a_G5Z             - G5 Building Part of fire door
    00B8 - Pdoor1atri_G5Z          - G5 Building Part of fire door
    00B9 - Pdoor1b_G5Z             - G5 Building Part of fire door
    00BA - Pdoor2_G5Z              - G5 Building Slide open door with window
    00BB - Pdoor2a_G5Z             - G5 Building Slide open door without window
    00BC - Pdoor4a_G5Z             - G5 Building Slide door with dataDyne logo
    00BD - Pdoor4b_G5Z             - G5 Building Slide door with dataDyne logo
    00BE - Pdoor_rollertrainZ      - Metal panel
    00BF - PdoorconsoleZ           - BETA Computer Terminal from GoldenEye
    00C0 - Pdr_caroll_doorZ        - A part of Dr. Caroll’s hiding place
    00C1 - Pdr_caroll_door_baseZ   - A part of Dr. Caroll’s hiding place
    00C2 - Pdr_caroll_door_bleftZ  - A part of Dr. Caroll’s hiding place
    00C3 - Pdr_caroll_door_bmainZ  - A part of Dr. Caroll’s hiding place
    00C4 - Pdr_caroll_door_brightZ - A part of Dr. Caroll’s hiding place
    00C5 - Pdr_caroll_door_leftZ   - A part of Dr. Caroll’s hiding place
    00C6 - Pdr_caroll_door_mainZ   - A part of Dr. Caroll’s hiding place
    00C7 - Pdr_caroll_door_rightZ  - A part of Dr. Caroll’s hiding place
    00C8 - PdropshipZ              - CI Jumpship from Villa, Defense
    00C9 - PdumpsterZ              - Chicago Dumpster
    00CA - PexplosionbitZ          - Explosion bit (Freezes game)
    00CB - PflagZ                  - BETA Flag from GoldenEye
    00CC - Pg5_escdoordownZ        - G5 Building Lower hole-in-wall unexploded
    00CD - Pg5_escdoordownboomZ    - G5 Building Lower hole-in-wall frame
    00CE - Pg5_escdoorupZ          - G5 Building Upper hole-in-wall unexploded
    00CF - Pg5_escdoorupboomZ      - G5 Building Upper hole-in-wall frame
    00D0 - Pg5_mainframeZ          - G5 Building Mainframe
    00D1 - Pg5safedoorZ            - G5 Building Vault door
    00D2 - Pg5carliftdoorZ         - Chicago Unopened fire door
    00D3 - PgoldeneyelogoZ         - BETA GoldenEye Logo
    00D4 - PhooverbotZ             - Hoverbot (Orange)
    00D5 - PhovbikeZ               - Hoverbike
    00D6 - PhoverbedZ              - Area 51 Hoverbed with Elvis
    00D7 - Phovercrate1Z           - Hovercrate
    00D8 - PlasdoorZ               - Laser beam Door / Block
    00D9 - PmarkerZ                - BETA Muilticoloured crate
    00DA - Pmedlabwin1Z            - Area 51 Caution glass 1
    00DB - Pmedlabwin2Z            - Area 51 Caution glass 2
    00DC - PmodemboxZ              - Area51 Button / Control panel
    00DD - PnintendologoZ          - Nintendo Logo
    00DE - Pnlogo2Z                - Changing N logo 2
    00DF - Pnlogo3Z                - Changing N logo 3
    00E0 - PnlogoZ                 - Changing N logo
    00E1 - Ppc1Z                   - Blue Computer
    00E2 - PpdfourZ                - Perfect Dark Logo 4
    00E3 - PpdoneZ                 - Perfect Dark Logo 1
    00E4 - PpdthreeZ               - Perfect Dark Logo 3
    00E5 - PpdtwoZ                 - Perfect Dark Logo 2
    00E6 - PperfectdarkZ           - Perfect Dark Logo
    00E7 - PpolicecarZ             - Chicago Police hovercar
    00E8 - PravineliftZ            - Ravine Lift
    00E9 - PropeZ                  - dataDyne Building Defection Intro Rope
    00EA - Psk_cryopod1_botZ       - Secret Skedar Army hatch door (Bottom)
    00EB - Psk_cryopod1_topZ       - Secret Skedar Army hatch door (Top)
    00EC - Psk_door1Z              - Skedar Ruins Door
    00ED - Psk_fighter1Z           - BETA Skedar Fighter ship
    00EE - Psk_hangardoor_botZ     - Attack Ship Hanger door (Bottom half)
    00EF - Psk_hangardoor_topZ     - Attack Ship Hanger door (Top half)
    00F0 - Psk_ship_door1Z         - Attack Ship yYellow slide door
    00F1 - Psk_ship_holo1Z         - Attack Ship Holographic star map
    00F2 - Psk_ship_holo2Z         - Attack Ship Holographic star map
    00F3 - Psk_ship_hulldoor1Z     - Attack Ship Hanger hull door part 1
    00F4 - Psk_ship_hulldoor2Z     - Attack Ship Hanger hull door part 2
    00F5 - Psk_ship_hulldoor3Z     - Attack Ship Hanger hull door part 3
    00F6 - Psk_ship_hulldoor4Z     - Attack Ship Hanger hull door part 4
    00F7 - Psk_under_generatorZ    - Skedar Ruins Spinning power generator pillar
    00F8 - Psk_under_transZ        - Skedar Ruins Rolling round pillar
    00F9 - Pskcrev_exp1Z           - Skedar Ruins Canyon wall after blowing up rock
    00FA - Pskcrev_unexp1Z         - Skedar Ruins Canyon rock
    00FB - Psktnl_exp1Z            - Skedar Ruins Hole-in-wall frame
    00FC - Psktnl_unexp1Z          - Skedar Ruins Hole-in-wall unexploded
    00FD - PtaxicabZ               - Chicago Hovertaxi
    00FE - PtesterbotZ             - Hoverbot (White/blue)
    00FF - PtestobjZ               - BETA Chicago Limo
    0100 - PtvscreenZ              - Tv screen
    0101 - PwindowZ                - Pane of glass
    0102 - Ump_setupameZ   
    0103 - Ump_setuparchZ  
    0104 - Ump_setuparecZ          - Ravine mp_setup
    0105 - Ump_setuparkZ   
    0106 - Ump_setupashZ   
    0107 - Ump_setupaztZ   
    0108 - Ump_setupcatZ   
    0109 - Ump_setupcaveZ  
    010A - Ump_setupcradZ          - Pipes mp_setup
    010B - Ump_setupcrypZ          - G5 Building (MP) mp_setup
    010C - Ump_setupdamZ           - BETA GoldenEye Dam solo setup something
    010D - Ump_setupdepoZ  
    010E - Ump_setupdestZ  
    010F - Ump_setupdishZ  
    0110 - Ump_setupearZ   
    0111 - Ump_setupeldZ   
    0112 - Ump_setupimpZ   
    0113 - Ump_setupjunZ           - Temple mp_setup
    0114 - Ump_setupleeZ   
    0115 - Ump_setuplenZ   
    0116 - Ump_setuplipZ   
    0117 - Ump_setuplueZ   
    0118 - Ump_setupoatZ           - Skedar mp_setup
    0119 - Ump_setuppamZ   
    011A - Ump_setuppeteZ          - BETA GoldenEye Streets solo setup something
    011B - Ump_setuprefZ           - Complex mp_setup
    011C - Ump_setupritZ   
    011D - Ump_setuprunZ   
    011E - Ump_setupsevZ   
    011F - Ump_setupsevbZ          - Retaking the Institute mp_setup
    0120 - Ump_setupsevxZ  
    0121 - Ump_setupshoZ   
    0122 - Ump_setupsiloZ  
    0123 - Ump_setupstatZ  
    0124 - Ump_setuptraZ   
    0125 - Ump_setupwaxZ   
    0126 - UsetupameZ              - Defection solo setup
    0127 - UsetuparchZ 
    0128 - UsetuparecZ 
    0129 - UsetuparkZ              - Extraction solo setup
    012A - UsetupashZ  
    012B - UsetupaztZ              - Crash Site solo setup
    012C - UsetupcatZ  
    012D - UsetupcaveZ             - Air Base solo setup
    012E - UsetupcradZ 
    012F - UsetupcrypZ 
    0130 - UsetupdamZ              - Pelagic II solo setup
    0131 - UsetupdepoZ             - G5 Building (Solo) solo setup
    0132 - UsetupdestZ 
    0133 - UsetupdishZ             - CI Training solo setup
    0134 - UsetupearZ              - Investigation solo setup
    0135 - UsetupeldZ              - Villa (Solo) solo setup
    0136 - UsetupimpZ              - Defense solo setup
    0137 - UsetupjunZ  
    0138 - UsetupleeZ              - Attack Ship solo setup
    0139 - UsetuplenZ  
    013A - UsetuplipZ              - Rescue solo setup
    013B - UsetuplueZ              - Infiltration solo setup
    013C - UsetupoatZ              - Skedar solo setup
    013D - UsetuppamZ              - Deep Sea solo setup
    013E - UsetuppeteZ             - Chicago solo setup
    013F - UsetuprefZ  
    0140 - UsetupritZ              - Air Force One solo setup
    0141 - UsetuprunZ  
    0142 - UsetupsevZ              - Maian SOS solo setup
    0143 - UsetupsevbZ             - Retaking the Institute solo setup
    0144 - UsetupsevxZ 
    0145 - UsetupsevxbZ    
    0146 - UsetupshoZ              - Skedar Ruins solo setup
    0147 - UsetupsiloZ             - Unknown solo setup
    0148 - UsetupstatZ             - WAR! solo setup
    0149 - UsetuptraZ              - Escape solo setup
    014A - UsetupwaxZ              - Mr. Blondes Revenge solo setup
    014B - bgdata/bg_ame_padsZ     - Defection pads
    014C - bgdata/bg_ame_tilesZ    - dataDyne Building tiles
    014D - bgdata/bg_arch_padsZ    
    014E - bgdata/bg_arch_tilesZ   
    014F - bgdata/bg_arec_padsZ    - Ravine pads
    0150 - bgdata/bg_arec_tilesZ   - Ravine tiles
    0151 - bgdata/bg_ark_padsZ     - Extraction pads
    0152 - bgdata/bg_ark_tilesZ    
    0153 - bgdata/bg_ash_padsZ 
    0154 - bgdata/bg_ash_tilesZ    
    0155 - bgdata/bg_azt_padsZ     - Crash Site pads
    0156 - bgdata/bg_azt_tilesZ    - Crash Site tiles
    0157 - bgdata/bg_cat_padsZ 
    0158 - bgdata/bg_cat_tilesZ    
    0159 - bgdata/bg_cave_padsZ    - Air Base pads
    015A - bgdata/bg_cave_tilesZ   - Air Base tiles
    015B - bgdata/bg_crad_padsZ    - Pipes pads
    015C - bgdata/bg_crad_tilesZ   - Pipes tiles
    015D - bgdata/bg_cryp_padsZ    - G5 Building (MP) pads
    015E - bgdata/bg_cryp_tilesZ   - G5 Building (MP) tiles
    015F - bgdata/bg_dam_padsZ     - Pelagic II pads
    0160 - bgdata/bg_dam_tilesZ    - Pelagic II tiles
    0161 - bgdata/bg_depo_padsZ    - G5 Building (Solo) pads
    0162 - bgdata/bg_depo_tilesZ   - G5 Building (Solo) tiles
    0163 - bgdata/bg_dest_padsZ    
    0164 - bgdata/bg_dest_tilesZ   
    0165 - bgdata/bg_dish_padsZ    - CI Training pads
    0166 - bgdata/bg_dish_tilesZ   - Carrington Institute tiles
    0167 - bgdata/bg_ear_padsZ     - Investigation pads
    0168 - bgdata/bg_ear_tilesZ    - Investigation tiles
    0169 - bgdata/bg_eld_padsZ     - Villa (Solo) pads
    016A - bgdata/bg_eld_tilesZ    - Villa (Solo) tiles
    016B - bgdata/bg_imp_padsZ     - Defense pads
    016C - bgdata/bg_imp_tilesZ    
    016D - bgdata/bg_jun_padsZ     - Temple pads
    016E - bgdata/bg_jun_tilesZ    - Temple tiles
    016F - bgdata/bg_lee_padsZ     - Attack Ship pads
    0170 - bgdata/bg_lee_tilesZ    - Attack Ship tiles
    0171 - bgdata/bg_len_padsZ 
    0172 - bgdata/bg_len_tilesZ    
    0173 - bgdata/bg_lip_padsZ     - Rescue pads
    0174 - bgdata/bg_lip_tilesZ    
    0175 - bgdata/bg_lue_padsZ     - Infiltration pads
    0176 - bgdata/bg_lue_tilesZ    - Area 51 tiles
    0177 - bgdata/bg_oat_padsZ     - Skedar pads
    0178 - bgdata/bg_oat_tilesZ    - Skedar tiles
    0179 - bgdata/bg_pam_padsZ     - Deep Sea pads
    017A - bgdata/bg_pam_tilesZ    - Deep Sea tiles
    017B - bgdata/bg_pete_padsZ    - Chicago pads
    017C - bgdata/bg_pete_tilesZ   - Chicago tiles
    017D - bgdata/bg_ref_padsZ     - Complex pads
    017E - bgdata/bg_ref_tilesZ    - Complex tiles
    017F - bgdata/bg_rit_padsZ     - Air Force One pads
    0180 - bgdata/bg_rit_tilesZ    - Air Force One tiles
    0181 - bgdata/bg_run_padsZ 
    0182 - bgdata/bg_run_tilesZ    
    0183 - bgdata/bg_sev_padsZ     - Maian SOS pads
    0184 - bgdata/bg_sev_tilesZ    
    0185 - bgdata/bg_sevb_padsZ    - Retaking the Institute pads
    0186 - bgdata/bg_sevb_tilesZ   
    0187 - bgdata/bg_sevx_padsZ    
    0188 - bgdata/bg_sevx_tilesZ   
    0189 - bgdata/bg_sho_padsZ     - Skedar Ruins pads
    018A - bgdata/bg_sho_tilesZ    - Skedar Ruins tiles
    018B - bgdata/bg_silo_padsZ    - Unknown pads
    018C - bgdata/bg_silo_tilesZ   - Unknown tiles
    018D - bgdata/bg_stat_padsZ    - WAR! pads
    018E - bgdata/bg_stat_tilesZ   
    018F - bgdata/bg_tra_padsZ     - Escape pads
    0190 - bgdata/bg_tra_tilesZ    
    0191 - bgdata/bg_wax_padsZ     - Mr. Blonde's Revenge pads
    0192 - bgdata/bg_wax_tilesZ    
    0193 - GtestgunZ               - Testgun (Looks like grenade) player
    0194 - Cdd_labtechZ            - dataDyne Lab Technician
    0195 - Pcctv_pdZ               - Security Camera
    0196 - PcomhubZ                - Communications hub
    0197 - PquadpodZ               - dataDyne Building Rocket Launcher stand
    0198 - Ppd_consoleZ            - Blue computer terminal
    0199 - CconneryZ               - White Tuxedo
    019A - CmooreZ                 - Black Tuxedo
    019B - CdaltonZ                - Black Tuxedo with open jacket
    019C - Cheaddark_combatZ       - Joanna Head
    019D - CheadelvisZ             - Elvis Head
    019E - CheadrossZ              - Enemy Head (Ross)
    019F - CheadcarringtonZ        - Carrington’s Head
    01A0 - CheadmrblondeZ          - Mr. Blonde Head
    01A1 - CheadtrentZ             - Trent Easton Head
    01A2 - CheadddshockZ           - Shock Trooper Head
    01A3 - CheadgrahamZ            - Enemy Head (Graham)
    01A4 - Cheaddark_frockZ        - Joanna Frock Head
    01A5 - CheadsecretaryZ         - dataDyne Secretary Head
    01A6 - CheadcassandraZ         - Cassandra’s Head
    01A7 - CheadthekingZ           - Maian head with closes eyes
    01A8 - Cheadfem_guardZ         - Female Enemy Head
    01A9 - CheadjonZ               - Enemy Head (Jon)
    01AA - Plift_platformZ         - Investigation Lift
    01AB - Pdd_grateZ              - Red grate panel
    01AC - PlightswitchZ           - Light switch
    01AD - PblastshieldZ           - dataDyne Building Extraction Blue blast shield
    01AE - Plightswitch2Z          - dataDyne Building Light switch
    01AF - Pdd_accessdoorupZ       - Investigation Sector Four Door (Top half)
    01B0 - Pdd_accessdoordnZ       - Investigation Sector Four Door (Bottom half)
    01B1 - Cdark_rippedZ           - Joanna Frock (ripped)
    01B2 - Cheadmark2Z             - Enemy Head (Mark2)
    01B3 - CheadchristZ            - Enemy Head (Christ)
    01B4 - Plab_containerZ         - Area 51 Oil container
    01B5 - Plab_chairZ             - Investigation Metal chair
    01B6 - Plab_tableZ             - Investigation Table
    01B7 - Plab_microscopeZ        - BETA Investigation Microscope
    01B8 - Plab_mainframeZ         - BETA Investigation Mainframe
    01B9 - Pdd_labdoorZ            - Investigation Laboratory door
    01BA - Pdd_lab_doortopZ        - Investigation Slide-up door laboratory (Top)
    01BB - Pmulti_ammo_crateZ      - Ammo Crate
    01BC - CheadrussZ              - Enemy Head (Russ)
    01BD - CheadgreyZ              - BETA Head
    01BE - CheaddarlingZ           - Enemy Head (Darling)
    01BF - Cdd_guardZ              - dataDyne Guard
    01C0 - CheadrobertZ            - Enemy Head (Robert)
    01C1 - Cdd_shockZ              - Shock Trooper
    01C2 - CheadbeauZ              - Enemy Head (Beau)
    01C3 - PchrchainZ              - Cassandra De Vries Necklace
    01C4 - Cdd_shock_infZ          - dataDyne Guard from Investigation
    01C5 - Cheadfem_guard2Z        - Female Enemy Head
    01C6 - ProofgunZ               - Investigation Ceiling dronegun
    01C7 - PtdoorZ                 - Temple Door
    01C8 - CbiotechZ               - Area 51 Bio Technician
    01C9 - CfbiguyZ                - FBI Agent
    01CA - PgroundgunZ             - Crash Site Dronegun
    01CB - CciaguyZ                - CIA Agent
    01CC - Ca51trooperZ            - Area 51 Trooper
    01CD - CheadbrianZ             - Enemy Head (Brian)
    01CE - CheadjamieZ             - Enemy Head (Jamie)
    01CF - Cheadduncan2Z           - Enemy Head (Duncan)
    01D0 - CheadbiotechZ           - Bio Technician Head
    01D1 - UsetupuffZ  
    01D2 - Ump_setupuffZ   
    01D3 - bgdata/bg_uff_padsZ 
    01D4 - bgdata/bg_uff_tilesZ    
    01D5 - UsetupoldZ  
    01D6 - Ump_setupoldZ   
    01D7 - bgdata/bg_old_padsZ 
    01D8 - bgdata/bg_old_tilesZ    
    01D9 - UsetupateZ              - Duel solo setup
    01DA - Ump_setupateZ   
    01DB - bgdata/bg_ate_padsZ     - Duel pads
    01DC - bgdata/bg_ate_tilesZ    
    01DD - UsetuplamZ  
    01DE - Ump_setuplamZ   
    01DF - bgdata/bg_lam_padsZ 
    01E0 - bgdata/bg_lam_tilesZ    
    01E1 - Usetupmp1Z  
    01E2 - Ump_setupmp1Z           - Base mp_setup
    01E3 - bgdata/bg_mp1_padsZ     - Base pads
    01E4 - bgdata/bg_mp1_tilesZ    - Base tiles
    01E5 - Usetupmp2Z  
    01E6 - Ump_setupmp2Z   
    01E7 - bgdata/bg_mp2_padsZ 
    01E8 - bgdata/bg_mp2_tilesZ    
    01E9 - Usetupmp3Z  
    01EA - Ump_setupmp3Z           - Area 52 mp_setup
    01EB - bgdata/bg_mp3_padsZ     - Area 52 pads
    01EC - bgdata/bg_mp3_tilesZ    - Area 52 tiles
    01ED - Usetupmp4Z  
    01EE - Ump_setupmp4Z           - Warehouse mp_setup
    01EF - bgdata/bg_mp4_padsZ     - Warehouse pads
    01F0 - bgdata/bg_mp4_tilesZ    - Warehouse tiles
    01F1 - Usetupmp5Z  
    01F2 - Ump_setupmp5Z           - Car Park mp_setup
    01F3 - bgdata/bg_mp5_padsZ     - Car Park pads
    01F4 - bgdata/bg_mp5_tilesZ    - Car Park tiles
    01F5 - Usetupmp6Z  
    01F6 - Ump_setupmp6Z   
    01F7 - bgdata/bg_mp6_padsZ 
    01F8 - bgdata/bg_mp6_tilesZ    
    01F9 - Usetupmp7Z  
    01FA - Ump_setupmp7Z   
    01FB - bgdata/bg_mp7_padsZ 
    01FC - bgdata/bg_mp7_tilesZ    
    01FD - Usetupmp8Z  
    01FE - Ump_setupmp8Z   
    01FF - bgdata/bg_mp8_padsZ 
    0200 - bgdata/bg_mp8_tilesZ    
    0201 - Usetupmp9Z  
    0202 - Ump_setupmp9Z           - Ruins mp_setup
    0203 - bgdata/bg_mp9_padsZ     - Ruins pads
    0204 - bgdata/bg_mp9_tilesZ    - Ruins tiles
    0205 - Usetupmp10Z 
    0206 - Ump_setupmp10Z          - Sewers mp_setup
    0207 - bgdata/bg_mp10_padsZ    - Sewers pads
    0208 - bgdata/bg_mp10_tilesZ   - Sewers tiles
    0209 - Usetupmp11Z 
    020A - Ump_setupmp11Z          - Felicity mp_setup
    020B - bgdata/bg_mp11_padsZ    - Felicity pads
    020C - bgdata/bg_mp11_tilesZ   - Felicity tiles
    020D - Usetupmp12Z 
    020E - Ump_setupmp12Z          - Fortress mp_setup
    020F - bgdata/bg_mp12_padsZ    - Fortress pads
    0210 - bgdata/bg_mp12_tilesZ   - Fortress tiles
    0211 - Usetupmp13Z 
    0212 - Ump_setupmp13Z          - Villa mp_setup
    0213 - bgdata/bg_mp13_padsZ    - Villa pads
    0214 - bgdata/bg_mp13_tilesZ   - Villa tiles
    0215 - Usetupmp14Z 
    0216 - Ump_setupmp14Z  
    0217 - bgdata/bg_mp14_padsZ    
    0218 - bgdata/bg_mp14_tilesZ   
    0219 - Usetupmp15Z 
    021A - Ump_setupmp15Z          - Grid mp_setup
    021B - bgdata/bg_mp15_padsZ    - Grid pads
    021C - bgdata/bg_mp15_tilesZ   - Grid tiles
    021D - Usetupmp16Z 
    021E - Ump_setupmp16Z  
    021F - bgdata/bg_mp16_padsZ    
    0220 - bgdata/bg_mp16_tilesZ   
    0221 - Usetupmp17Z 
    0222 - Ump_setupmp17Z  
    0223 - bgdata/bg_mp17_padsZ    
    0224 - bgdata/bg_mp17_tilesZ   
    0225 - Usetupmp18Z 
    0226 - Ump_setupmp18Z  
    0227 - bgdata/bg_mp18_padsZ    
    0228 - bgdata/bg_mp18_tilesZ   
    0229 - Usetupmp19Z 
    022A - Ump_setupmp19Z  
    022B - bgdata/bg_mp19_padsZ    
    022C - bgdata/bg_mp19_tilesZ   
    022D - Usetupmp20Z 
    022E - Ump_setupmp20Z  
    022F - bgdata/bg_mp20_padsZ    
    0230 - bgdata/bg_mp20_tilesZ   
    0231 - Ca51airmanZ             - Area 51 Pilot
    0232 - Cheadneil2Z             - Enemy Head (Neil)
    0233 - Pci_sofaZ               - Carrington Institute Sofa (with mirror image)
    0234 - Pci_liftZ               - Carrington Institute Lift
    0235 - Pci_liftdoorZ           - Carrington Institute Glass door
    0236 - CchicrobZ               - Sentry Robot
    0237 - CstewardZ               - Steward
    0238 - CheadedmcgZ             - Enemy Head (Edmcg)
    0239 - CstewardessZ            - Stewardess
    023A - CheadankaZ              - Enemy Head (Anka)
    023B - CpresidentZ             - US President
    023C - Cstewardess_coatZ       - Stewardess with scarf on
    023D - Cheadleslie_sZ          - Enemy Head (Leslie)
    023E - PlasercutZ              - Laser beam
    023F - Psk_shuttleZ            - Skedar Shuttle
    0240 - CminiskedarZ            - Mini Skedar
    0241 - PnewvilladoorZ          - Villa Door with wooden frame
    0242 - Cnsa_lackeyZ            - NSA Lackey
    0243 - Cheadmatt_cZ            - Enemy Head (Matt)
    0244 - Cpres_securityZ         - Presidential Bodyguard
    0245 - Cheadpeer_sZ            - Enemy Head (Peer)
    0246 - CnegotiatorZ            - Negotiator
    0247 - Cheadeileen_tZ          - Enemy Head (Eileen)
    0248 - Psk_pillarleftZ         - Skedar Ruins Royal Chamber Stone block
    0249 - Psk_pillarrightZ        - Skedar Ruins Royal Chamber Stone block
    024A - Psk_plinth_tZ           - Skedar statue relic piece
    024B - Psk_plinth_mlZ          - Skedar statue relic piece
    024C - Psk_plinth_mrZ          - Skedar statue relic piece
    024D - Psk_plinth_blZ          - Skedar statue relic piece
    024E - Psk_plinth_brZ          - Skedar statue relic piece
    024F - Psk_fl_shad_tZ          - Skedar Ruins Floor piece
    0250 - Psk_fl_shad_mlZ         - Skedar Ruins Floor piece
    0251 - Psk_fl_shad_mrZ         - Skedar Ruins Floor piece
    0252 - Psk_fl_shad_blZ         - Skedar Ruins Floor piece
    0253 - Psk_fl_shad_brZ         - Skedar Ruins Floor piece
    0254 - Psk_fl_noshad_tZ        - Skedar Ruins Floor piece
    0255 - Psk_fl_noshad_mlZ       - Skedar Ruins Floor piece
    0256 - Psk_fl_noshad_mrZ       - Skedar Ruins Floor piece
    0257 - Psk_fl_noshad_blZ       - Skedar Ruins Floor piece
    0258 - Psk_fl_noshad_brZ       - Skedar Ruins Floor piece
    0259 - GhudpieceZ              - Menu Image Projector
    025A - Psk_templecolumn1Z      - Skedar Ruins Pillar 1
    025B - Psk_templecolumn2Z      - Skedar Ruins Pillar 2
    025C - Psk_templecolumn3Z      - Skedar Ruins Pillar 3
    025D - Psk_sunshad1Z           - Skedar Ruins Floor piece
    025E - Psk_sunshad2Z           - Skedar Ruins Wall piece
    025F - Psk_sunnoshad1Z         - Skedar Ruins Floor piece
    0260 - Psk_sunnoshad2Z         - Skedar Ruins Wall piece
    0261 - Cg5_guardZ              - G5 Building Guard
    0262 - Cheadandy_rZ            - Enemy Head (Andy)
    0263 - Cpelagic_guardZ         - Pelagic II Guard
    0264 - Cg5_swat_guardZ         - G5 Building Swat Guard
    0265 - Calaskan_guardZ         - Air Base White Guard
    0266 - Cmaian_soldierZ         - Maian
    0267 - Cheadben_rZ             - Enemy Head (Ben)
    0268 - Cheadsteve_kZ           - Enemy Head (Steve)
    0269 - PbarrelZ                - Area 51 Metal barrel
    026A - Pglass_floorZ           - Grid Pane of glass used as floor
    026B - Pesca_stepZ             - Air Base Escalator step
    026C - Pmatrix_liftZ           - Grid lift
    026D - Prubble1Z               - Skedar Ruins Rubble (Wall)
    026E - Prubble2Z               - Skedar Ruins Rubble (Pillar)
    026F - Prubble3Z               - Skedar Ruins Rubble (Block)
    0270 - Prubble4Z               - Skedar Ruins Rubble (Small pillar)
    0271 - Arecep01M   
    0272 - Arecep02M   
    0273 - Arecep03M   
    0274 - Arecep04M   
    0275 - Arecep05M   
    0276 - Arecep06M   
    0277 - Arlguard1M  
    0278 - Arltech01M  
    0279 - Arltech02M  
    027A - Arltech03M  
    027B - Arltech04M  
    027C - Arltech05M  
    027D - Arltech06M  
    027E - Ascie2aM    
    027F - Ascie2bM    
    0280 - Ascie2cM    
    0281 - Ascie2dM    
    0282 - Ascie2eM    
    0283 - Ascie2fM    
    0284 - Ascie2gM    
    0285 - Ascie3aM    
    0286 - Ascie3bM    
    0287 - Ascie3cM    
    0288 - Ascie3dM    
    0289 - Ascie3eM    
    028A - Ascie3gM    
    028B - Ascien10aM  
    028C - Ascien2_aM  
    028D - Ascien3_aM  
    028E - Ascien4_aM  
    028F - Ascien5_aM  
    0290 - Ascien6_aM  
    0291 - Ascien7_aM  
    0292 - Ascien9_aM  
    0293 - AvilgrimM   
    0294 - Awepgd01M   
    0295 - Awepgd02M   
    0296 - Awepgd03M   
    0297 - Awepsc01M   
    0298 - Awepsc02M   
    0299 - Awepsc03M   
    029A - Aa51elv01M  
    029B - Aa51elv02M  
    029C - Aa51elv03M  
    029D - Aa51grd01M  
    029E - Aa51grd02M  
    029F - Aa51grd03M  
    02A0 - Aa51grd04M  
    02A1 - Aa51grd05M  
    02A2 - Aa51grd06M  
    02A3 - Aa51grd07M  
    02A4 - Aa51grd08M  
    02A5 - Aa51grd09M  
    02A6 - Aa51grd10M  
    02A7 - Aa51jo1M    
    02A8 - Aa51jo2M    
    02A9 - Aa51jo3M    
    02AA - Aa51jo4M    
    02AB - Aa51jo5M 
    02AC - Aa51jo6M    
    02AD - Aa51jon01M  
    02AE - Aa51jon02M  
    02AF - Aa51jon03M  
    02B0 - Aa51jon04M  
    02B1 - Aa51jon05M  
    02B2 - Aa51jon06M  
    02B3 - Aa51jon07M  
    02B4 - Aa51jon08M  
    02B5 - Aa51jon09M  
    02B6 - Aa51jon10M  
    02B7 - Aa51jon11M  
    02B8 - Aa51jon12M  
    02B9 - Aa51jon14M  
    02BA - Aa51jon15M  
    02BB - Aa51sci1M   
    02BC - Aaf1jo01M   
    02BD - Aaf1jo02M   
    02BE - Aaf1jo03M   
    02BF - Aaf1pr01M   
    02C0 - Aaf1pr02M   
    02C1 - Aaf1pr03M   
    02C2 - Aaf1pr04M   
    02C3 - Aaf1pr05M   
    02C4 - Aaf1pr06M   
    02C5 - Aaf1pr07M   
    02C6 - Aaf1pr08M   
    02C7 - Aaf1pr09M   
    02C8 - Aaf1pr10M   
    02C9 - Aaf1tr01M   
    02CA - Aaf1tr02M  
    02CB - Aaf1tr03M   
    02CC - Aairbgd01M  
    02CD - Aairbgd02M  
    02CE - Aairbgd03M  
    02CF - Aairbgd04M  
    02D0 - Aairbgd05M  
    02D1 - Aairbgd06M  
    02D2 - Aairbgd07M  
    02D3 - Aairbgd08M  
    02D4 - Aairbgd09M  
    02D5 - Aairbgd10M  
    02D6 - Aairbgd11M  
    02D7 - Aairbgd12M  
    02D8 - Aairbgd13M  
    02D9 - Aairbgd14M  
    02DA - Aairbgd15M  
    02DB - Aairbgd16M  
    02DC - Aairstw01M  
    02DD - Aairstw02M  
    02DE - Aairstw03M  
    02DF - Aassael01M  
    02E0 - Aassael02M  
    02E1 - Aassael03M  
    02E2 - Aassael04M  
    02E3 - Aassael05M  
    02E4 - Aassael06M  
    02E5 - Absewrk01M  
    02E6 - Absewrk02M  
    02E7 - Absewrk03M  
    02E8 - Absewrk04M  
    02E9 - Absewrk05M  
    02EA - Acetael01M  
    02EB - Achdroid1M  
    02EC - Achdroid2M  
    02ED - Acsec01M    
    02EE - Acsec02M    
    02EF - Acsec03M    
    02F0 - Acstan1M    
    02F1 - Acstan2M    
    02F2 - Adevr01M    
    02F3 - Adevr02M    
    02F4 - Adevr03M    
    02F5 - Adevr04M    
    02F6 - Adevr05M    
    02F7 - Adevr06M    
    02F8 - Adevr07M    
    02F9 - Adevr08M    
    02FA - Adevr09M    
    02FB - Adevr10M    
    02FC - Adevr11M    
    02FD - Adevr12M    
    02FE - Aexec01M    
    02FF - Aexec02M    
    0300 - Aexec04M    
    0301 - Aexec05M    
    0302 - Aexec06M    
    0303 - Aexec07M    
    0304 - Aexec08M    
    0305 - Aexec09M    
    0306 - Aexec10M    
    0307 - Aexec11M    
    0308 - Aexec12M    
    0309 - Aexec13M    
    030A - Aexec14M    
    030B - Ahelic01M   
    030C - Ahelic02M   
    030D - Ahelic03M   
    030E - Ahologd01M  
    030F - AholohopkM  
    0310 - Ainvcar01M  
    0311 - Ainvcar02M  
    0312 - Ainvcar03M  
    0313 - Ainvcar04M  
    0314 - Ainvcar05M  
    0315 - Ainvcar06M  
    0316 - Ainvcar07M  
    0317 - Ainvcar08M  
    0318 - Ainvcar09M  
    0319 - Ainvcar10M  
    031A - Ainvcar11M  
    031B - Ainvcar12M  
    031C - AinvfarrM   
    031D - AinvfemaM   
    031E - AinvfostM   
    031F - AinvgrimM   
    0320 - AinvhopkM   
    0321 - AinvmaleM   
    0322 - Ajoexec01M  
    0323 - Ajoexec02M  
    0324 - Ajosci01M   
    0325 - Ajosci02M   
    0326 - Ajosci03M   
    0327 - Alabacc1M   
    0328 - Alabacc2M   
    0329 - Alabacc3M   
    032A - Alabacc4M   
    032B - Alabacc5M   
    032C - Alabacc6M   
    032D - Alabtech1M  
    032E - Alabtech2M  
    032F - Alabtech3M  
    0330 - Alabtech5M  
    0331 - Alabtech6M  
    0332 - Alabtech7M  
    0333 - Alabtech8M  
    0334 - Alabtech9M  
    0335 - Aoffwrk01M  
    0336 - Aoffwrk02M  
    0337 - Aoffwrk03M  
    0338 - Aoffwrk04M  
    0339 - Cpresident_cloneZ       - President Clone
    033A - CheadjonathanZ          - Enemy Head (Jonathan)
    033B - Cheadmaian_sZ           - Maian head with maian hat
    033C - Cdark_af1Z              - Joanna Stewardess Suit
    033D - Pcable_carZ             - Air Base Intro Cable Car
    033E - Pelvis_saucerZ          - Maian Saucer
    033F - Pstewardess_trolleyZ    - Air Base Stewardesses Bag
    0340 - Pairbase_lift_enclosedZ - Air Base Small hanger lift
    0341 - Pairbase_lift_angleZ    - Air Base Diagonal lift
    0342 - Pairbase_safedoorZ      - Air Base Safe Door
    0343 - Paf1_pilotchairZ        - Air Force One Pilots seat
    0344 - Paf1_passchairZ         - Air Force One Passenger seat
    0345 - CheadshaunZ             - Enemy Head (Shaun)
    0346 - PchrnightsightZ         - NightVision Goggles
    0347 - PchrshieldZ             - Shield
    0348 - Pchrfalcon2Z            - Falcon 2 item
    0349 - Pchrleegun1Z            - Magsec 4 item
    034A - PchrmaulerZ             - Mauler item
    034B - Pchrdy357Z              - DY357 Magnum item
    034C - Pchrdy357trentZ         - DY357-LX item
    034D - PchrmaianpistolZ        - Phoenix item
    034E - Pchrfalcon2silZ         - Falcon 2 Silencer item
    034F - Pchrfalcon2scopeZ       - Falcon 2 Scope item
    0350 - Pchrcmp150Z             - CMP150 item
    0351 - Pchrar34Z               - AR34 item
    0352 - PchrdragonZ             - Dragon item
    0353 - PchrsuperdragonZ        - SuperDragon item
    0354 - PchravengerZ            - K7 Avenger item
    0355 - PchrcycloneZ            - Cyclone item
    0356 - PchrmaiansmgZ           - Callisto NTG item
    0357 - Pchrrcp120Z             - RC-P120 item
    0358 - PchrpcgunZ              - Laptop Gun item
    0359 - PchrshotgunZ            - Shotgun item
    035A - PchrskminigunZ          - Reaper item
    035B - PchrdyrocketZ           - Rocket Launcher item
    035C - PchrdevastatorZ         - Devastator item
    035D - PchrskrocketZ           - Slayer item
    035E - Pchrz2020Z              - Farsight XR-20 item
    035F - PchrsniperrifleZ        - Sniper Rifle item
    0360 - PchrcrossbowZ           - Crossbow item
    0361 - PchrdruggunZ            - Psychosis / Tranquilizer item
    0362 - PchrknifeZ              - Combat Knife item
    0363 - PchrnbombZ              - N-Bomb item
    0364 - PchrflashbangZ          - BETA Flashbang (Grenade from GoldenEye)
    0365 - PchrgrenadeZ            - Grenade item
    0366 - PchrtimedmineZ          - Timed Mine
    0367 - PchrproximitymineZ      - Proximity Mine
    0368 - PchrremotemineZ         - Remote Mine
    0369 - PchrecmmineZ            - ECM Mine item
    036A - PchrwppkZ               - PP9i (PP7) item
    036B - Pchrtt33Z               - CC13 (DD44) Dostovei. item
    036C - PchrskorpionZ           - KLO1313 (Klobb) item
    036D - PchrkalashZ             - KF7 Special (KF7 Soviet) item
    036E - PchruziZ                - ZZT (9mm) (ZMG (9mm)) item
    036F - Pchrmp5kZ               - DMC (D5K) Deutsche item
    0370 - Pchrm16Z                - AR53 (AR33) Assualt Rifle item
    0371 - Pchrfnp90Z              - RC-P45 (RC-P90) item
    0372 - PchrdyrocketmisZ        - Rocket Launcher Rocket
    0373 - PchrskrocketmisZ        - Slayer Rocket
    0374 - PchrcrossboltZ          - Bolt
    0375 - PchrdevgrenadeZ         - Devastator Grenade
    0376 - PchrdraggrenadeZ        - Dragon Grenade
    0377 - Gfalcon2Z               - Falcon 2 Silencer Scope player
    0378 - Gleegun1Z               - Magsec 4 player
    0379 - GskpistolZ              - Mauler player
    037A - Gdy357Z                 - DY357 Magnum player
    037B - Gdy357trentZ            - DY357-LX player
    037C - GmaianpistolZ           - Phoenix player
    037D - Gcmp150Z                - CMP150 player
    037E - Gar34Z                  - AR34 player
    037F - GdydragonZ              - Dragon player
    0380 - GdysuperdragonZ         - SuperDragon player
    0381 - Gk7avengerZ             - K7 Avenger player
    0382 - GcycloneZ               - Cyclone player
    0383 - GmaiansmgZ              - Callisto NTG player
    0384 - Grcp120Z                - RC-P120 player
    0385 - GpcgunZ                 - Laptop Gun player
    0386 - GshotgunZ               - Shotgun player
    0387 - GskminigunZ             - Reaper player
    0388 - GdyrocketZ              - Rocket Launcher player
    0389 - GdydevastatorZ          - Devastator player
    038A - GskrocketZ              - Slayer player
    038B - Gz2020Z                 - Farsight XR-20 player
    038C - GsniperrifleZ           - Sniper Rifle player
    038D - GcrossbowZ              - Crossbow player
    038E - GdruggunZ               - Psychosis / Tranquilizer player
    038F - GknifeZ                 - Combat Knife player
    0390 - GgrenadeZ               - Grenade player
    0391 - GtimedmineZ             - Timed Mine player
    0392 - GproximitymineZ         - Proximity Mine player
    0393 - GremotemineZ            - Remote Mine and Detonator player
    0394 - GwppkZ                  - PP9i (PP7) player
    0395 - Gtt33Z                  - CC13 (DD44) Dostovei. player
    0396 - GskorpionZ              - KLO1313 (Klobb) player
    0397 - Gak47Z                  - KF7 Special (KF7 Soviet) player
    0398 - GuziZ                   - ZZT (9mm) (ZMG (9mm)) player
    0399 - Gmp5kZ                  - DMC (D5K) Deutsche player
    039A - Gm16Z                   - AR53 (AR33) Assualt Rifle player
    039B - Gfnp90Z                 - RC-P45 (RC-P90) player
    039C - Gfalcon2lodZ            - Falcon 2 Silencer Scope reloader
    039D - GskminigunlodZ          - Reaper reloader
    039E - Pa51_turretZ            - Area 51 Infiltration Brown dronegun
    039F - PpelagicdoorZ           - Pelagic II Door with window
    03A0 - Am1_l1_aM   
    03A1 - Am1_l1_bM   
    03A2 - Am1_l1_cM   
    03A3 - Am1_l1_dM   
    03A4 - Am1_l2_aM   
    03A5 - Am1_l2_bM   
    03A6 - Am1_l2_cM   
    03A7 - Am1_l2_dM   
    03A8 - Am1_l3_aM   
    03A9 - Am1_l3_bM   
    03AA - Am1_l3_cM   
    03AB - Am1_l3_dM   
    03AC - Am2_l1_aM   
    03AD - Am2_l1_bM   
    03AE - Am2_l1_cM   
    03AF - Am2_l1_dM   
    03B0 - Am3_l1_aM   
    03B1 - Am3_l1_bM   
    03B2 - Am3_l1_cM   
    03B3 - Am3_l1_dM   
    03B4 - Am3_l2_aM   
    03B5 - Am3_l2_bM   
    03B6 - Am3_l2_cM   
    03B7 - Am3_l2_dM   
    03B8 - Am4_l1_aM   
    03B9 - Am4_l1_bM  
    03BA - Am4_l1_cM   
    03BB - Am4_l1_dM   
    03BC - Am4_l2_aM   
    03BD - Am4_l2_bM   
    03BE - Am4_l2_cM   
    03BF - Am4_l2_dM   
    03C0 - Am4_l3_aM   
    03C1 - Am4_l3_bM   
    03C2 - Am4_l3_cM   
    03C3 - Am4_l3_dM   
    03C4 - Am5_l1_aM   
    03C5 - Am5_l1_bM   
    03C6 - Am5_l1_cM   
    03C7 - Am5_l1_dM   
    03C8 - Am5_l2_aM   
    03C9 - Am5_l2_bM   
    03CA - Am5_l2_cM   
    03CB - Am5_l2_dM   
    03CC - Am5_l3_aM 
    03CD - Am5_l3_bM   
    03CE - Am5_l3_cM   
    03CF - Am5_l3_dM   
    03D0 - Am6_l1_aM   
    03D1 - Am6_l1_bM   
    03D2 - Am6_l1_cM   
    03D3 - Am6_l1_dM   
    03D4 - Am6_l2_aM   
    03D5 - Am6_l2_bM   
    03D6 - Am6_l2_cM   
    03D7 - Am6_l2_dM   
    03D8 - Am7_l1_aM   
    03D9 - Am7_l1_bM   
    03DA - Am7_l1_cM   
    03DB - Am7_l1_dM   
    03DC - Am8_l1_aM   
    03DD - Am8_l1_bM   
    03DE - Am8_l1_cM   
    03DF - Am8_l1_dM   
    03E0 - Am9_l1_aM   
    03E1 - Am9_l1_bM   
    03E2 - Am9_l1_cM   
    03E3 - Am9_l1_dM   
    03E4 - Ap1_01_joM  
    03E5 - Ap1_02_caM 
    03E6 - Ap1_03_joM  
    03E7 - Ap1_04_caM  
    03E8 - Ap1_05_joM  
    03E9 - Ap1_06_caM  
    03EA - Ap1_07_joM  
    03EB - Ap1_08_caM  
    03EC - Ap2_01_joM  
    03ED - Ap2_02_joM  
    03EE - Ap2_03_drM  
    03EF - Ap2_04_joM  
    03F0 - Ap2_05_joM  
    03F1 - Ap2_06_drM  
    03F2 - Ap2_07_drM  
    03F3 - Ap3_01_gdM  
    03F4 - Ap3_02_joM  
    03F5 - Ap3_03_joM  
    03F6 - Ap4_01_dvM  
    03F7 - Ap4_02_joM  
    03F8 - Ap4_03_dvM  
    03F9 - Ap4_04_joM  
    03FA - Ap4_05_dvM  
    03FB - Ap4_06_joM  
    03FC - Ap4_07_blM  
    03FD - Ap4_08_dvM  
    03FE - Ap4_09_dvM 
    03FF - Ap5_01_joM  
    0400 - Ap5_02_joM  
    0401 - Ap5_03_joM  
    0402 - Ap6_01_joM  
    0403 - Ap6_02_caM  
    0404 - Ap6_03_joM  
    0405 - Ap6_04_caM  
    0406 - Ap6_05_joM  
    0407 - Ap6_06_caM  
    0408 - Ap7_01_caM  
    0409 - Ap7_02_joM  
    040A - Ap7_03_caM  
    040B - Ap7_04_joM  
    040C - Ap8_01_dvM  
    040D - Ap8_02_blM  
    040E - Ap8_03_dvM  
    040F - Ap8_04_blM  
    0410 - Ap8_06_blM  
    0411 - Ap8_07_trM  
    0412 - Ap8_08_dvM  
    0413 - Ap8_09_trM  
    0414 - Ap8_10_blM  
    0415 - Ap9_01_joM  
    0416 - Ap9_02_caM  
    0417 - Ap9_03_joM 
    0418 - Ap10_01_caM 
    0419 - Ap10_02_caM 
    041A - Ap10_03_caM 
    041B - Ap10_04_caM 
    041C - Ap10_05_joM 
    041D - Ap10_06_caM 
    041E - Ap10_07_joM 
    041F - Ap10_08_caM 
    0420 - Ap10_09_joM 
    0421 - Ap11_01_jnM 
    0422 - Ap11_02_joM 
    0423 - Ap11_03_jnM 
    0424 - Ap11_04_joM 
    0425 - Ap11_05_jnM 
    0426 - Ap11_06_joM 
    0427 - Ap11_07_jnM 
    0428 - Ap11_08_joM 
    0429 - Ap12_01_jnM 
    042A - Ap12_02_joM 
    042B - Ap12_03_jnM 
    042C - Ap12_04_joM 
    042D - Ap12_05_jnM 
    042E - Ap12_06_joM 
    042F - Ap12_07_jnM 
    0430 - Ap12_08_joM 
    0431 - Ap12_09_jnM 
    0432 - Ap12_10_joM 
    0433 - Ap13_01_joM 
    0434 - Ap13_02_suM 
    0435 - Ap13_03_joM 
    0436 - Ap13_04_suM 
    0437 - Ap13_06_suM 
    0438 - Ap14_03_suM 
    0439 - Ap14_04_joM 
    043A - Ap14_05_suM 
    043B - Ap14_07_joM 
    043C - Ap15_01_elM 
    043D - Ap15_02_elM 
    043E - Ap15_03_joM 
    043F - Ap15_04_jnM 
    0440 - Ap15_05_elM 
    0441 - Ap15_06_joM 
    0442 - Ap15_07_elM 
    0443 - Ap15_08_joM 
    0444 - Ap15_09_elM 
    0445 - Ap15_10_joM 
    0446 - Ap15_11_elM 
    0447 - Ap16_01_joM 
    0448 - Ap16_02_caM 
    0449 - Ap16_04_caM 
    044A - Ap16_05_joM 
    044B - Ap16_06_caM 
    044C - Ap17_01_trM 
    044D - Ap17_02_prM 
    044E - Ap17_03_trM 
    044F - Ap17_04_prM 
    0450 - Ap17_05_trM 
    0451 - Ap17_06_trM 
    0452 - Ap18_01_joM 
    0453 - Ap18_02_elM 
    0454 - Ap18_03_elM 
    0455 - Ap18_04_joM 
    0456 - Ap18_05_elM 
    0457 - Ap19_01_caM 
    0458 - Ap19_02_caM 
    0459 - Ap19_03_joM 
    045A - Ap19_04_caM 
    045B - Ap19_05_joM 
    045C - Ap19_06_joM 
    045D - Ap20_01_joM 
    045E - Ap20_02_prM 
    045F - Ap20_03_joM 
    0460 - Ap20_04_prM 
    0461 - Ap20_05_joM 
    0462 - Ap20_06_blM 
    0463 - Ap20_07_trM 
    0464 - Ap20_08_trM 
    0465 - Ap21_01_elM 
    0466 - Ap21_02_joM 
    0467 - Ap21_03_elM 
    0468 - Ap21_04_joM 
    0469 - Ap22_01_elM 
    046A - Ap22_02_joM 
    046B - Ap22_03_elM 
    046C - Ap22_04_joM 
    046D - Ap23_01_joM 
    046E - Ap23_02_drM 
    046F - Ap23_03_joM 
    0470 - Ap23_04_drM 
    0471 - Ap23_05_joM 
    0472 - Ap23_06_drM 
    0473 - Ap23_07_joM 
    0474 - Ap23_08_drM 
    0475 - Ap24_01_caM 
    0476 - Ap24_02_joM 
    0477 - Ap24_03_caM 
    0478 - Ap24_04_joM 
    0479 - Ap24_05_caM 
    047A - Ap24_06_caM 
    047B - Ap24_07_joM 
    047C - Ap24_08_joM 
    047D - Ap25_01_joM 
    047E - Ap25_02_joM 
    047F - Ap26_01_joM 
    0480 - Ap26_02_dvM 
    0481 - Ap26_03_joM 
    0482 - Ap26_04_dvM 
    0483 - Ap26_05_dvM 
    0484 - Ap26_06_joM 
    0485 - Ap26_07_dvM 
    0486 - Ap26_08_dvM 
    0487 - Ap27_01_joM 
    0488 - Ap27_02_elM 
    0489 - Ap27_03_elM 
    048A - Ap27_04_joM 
    048B - Ap27_05_joM 
    048C - Ap27_06_elM 
    048D - Ap28_01_elM 
    048E - Ap28_02_joM 
    048F - Ap28_03_elM 
    0490 - Ap28_04_joM 
    0491 - Ap28_05_elM 
    0492 - Ap28_06_joM 
    0493 - Ap29_01_elM 
    0494 - Ap29_02_joM
    0495 - Ap29_03_elM 
    0496 - Ap29_04_joM 
    0497 - Ap29_05_joM 
    0498 - Ap29_06_elM 
    0499 - Ap29_07_joM 
    049A - Ap29_08_elM 
    049B - Ap29_09_joM 
    049C - Ap29_10_elM 
    049D - PautosurgeonZ           - Area 51 Alien Medpak
    049E - CdarkwetZ               - Joanna Dive Suit
    049F - CdarkaqualungZ          - Joanna Dive Suit 2
    04A0 - CdarksnowZ              - Joanna Arctic Suit
    04A1 - CdarklabZ               - Area 51 Lab Technician (Man)
    04A2 - CfemlabtechZ            - Area 51 Lab Technician (Woman)
    04A3 - CddsniperZ              - dataDyne Sniper
    04A4 - Cpilotaf1Z              - Air Force One Pilot
    04A5 - CcilabtechZ             - Carrington Institute Lab Technician (Man)
    04A6 - CcifemtechZ             - Carrington Institute Lab Technician (Woman)
    04A7 - Cheadeileen_hZ          - Enemy Head (Eileen)
    04A8 - Cheadscott_hZ           - Enemy Head (Scott)
    04A9 - CcarreveningsuitZ       - Daniel Carrington White Tuxedo
    04AA - CjonathonZ              - Jonathon
    04AB - CcisoldierZ             - Carrington Institute Agent
    04AC - CheadsanchezZ           - Enemy Head (Sanchez)
    04AD - CheaddarkaquaZ          - Joanna Scuba Head
    04AE - CheadddsniperZ          - Sniper Head
    04AF - PlimoZ                  - Chicago Limo
    04B0 - PpdmenuZ                - Part of Perfect Dark logo
    04B1 - Pa51interceptorZ        - Area 51 Interceptor
    04B2 - Pa51dishZ               - Area 51 Parabola Dish
    04B3 - Pa51radarconsoleZ       - BETA Area51 Radar Console
    04B4 - Pa51lockerdoorZ         - Area51 Locker door
    04B5 - Pg5generatorZ           - BETA G5 Generator
    04B6 - Pg5dumpsterZ            - BETA G5 Dumpster
    04B7 - Gar34lodZ               - AR34 reloader
    04B8 - GavengerlodZ            - K7 Avenger reloader
    04B9 - Gcmp150lodZ             - CMP150 reloader
    04BA - GcrossbowlodZ           - Crossbow reloader
    04BB - GcyclonelodZ            - Cyclone reloader
    04BC - GdruggunlodZ            - Phychosis / Tranquilizer reloader
    04BD - Gdy357lodZ              - DY357 Magnum reloader
    04BE - Gdy357trentlodZ         - DY357-LX reloader
    04BF - GdevastatorlodZ         - Devastator reloader
    04C0 - GdydragonlodZ           - Dragon reloader
    04C1 - GdysuperdragonlodZ      - SuperDragon reloader
    04C2 - GknifelodZ              - Combat Knife reloader
    04C3 - GlaserlodZ              - Laser reloader
    04C4 - GmagseclodZ             - Magsec 4 reloader
    04C5 - GmayanpistollodZ        - Phoenix reloader
    04C6 - GmayansmglodZ           - Callisto NTG reloader
    04C7 - GpcgunlodZ              - Laptop Gun reloader
    04C8 - Grcp120lodZ             - RC-P120 reloader
    04C9 - GrocketlodZ             - Rocket Launcher reloader
    04CA - GshotgunlodZ            - Shotgun reloader
    04CB - GskpistollodZ           - Mauler reloader
    04CC - GskrocketlodZ           - Slayer reloader
    04CD - GsniperlodZ             - Sniper Rifle reloader
    04CE - Gz2020lodZ              - Farsight XR-20 reloader
    04CF - PchrcloakerZ            - Cloaking Device
    04D0 - PchrspeedpillZ          - Combat Boost Pills
    04D1 - PbaggagecarrierZ        - Air Base Baggage carrier
    04D2 - PminesignZ              - BETA Area 51 Mine sign
    04D3 - PchamberZ               - Area 51 Maian Containment Coffins
    04D4 - PisotopeexperimentZ     - Investigation Radioactive isotope
    04D5 - PisotopeZ               - Investigation Part of the radioactive isotope
    04D6 - PreactordoorZ           - BETA Big round flat thing
    04D7 - PsaucerinsideZ          - Crash Site Interior of Maian UFO
    04D8 - PvillastoolZ            - Villa Stool that Carrington sits on
    04D9 - Pcetanwindow1Z          - Deep Sea Glass 1
    04DA - Pcetanwindow2Z          - Deep Sea Glass 2 (Add-on)
    04DB - Pcetanwindow3Z          - Deep Sea Glass 3 (Add-on opposite)
    04DC - Apelelv01M              - "You go on ahead Jo, I'll secure the 
    04DD - Apelgrd01M                perimeter. We'll meet up later."
    04DE - Ap29_11_joM 
    04DF - GlaserZ                 - Laser
    04E0 - PbigpelagicdoorZ        - Pelagic II Moon pool hanger door
    04E1 - Psk_jonrubble3Z         - Piece of pillar from Skedar Ruins
    04E2 - Psk_jonrubble4Z         - Piece of Pillar from Skedar Ruins
    04E3 - Psk_jonrubble5Z         - Piece of pillar from Skedar Ruins
    04E4 - Psk_jonrubble6Z         - Piece of pillar from Skedar Ruins
    04E5 - GcombathandslodZ        - Combat hands
    04E6 - PbinocularsZ            - Horizon Scanner
    04E7 - PsubmarineZ             - Pelagic II Outro Submarine
    04E8 - Pairforce1Z             - Air Force One (The actual plane)
    04E9 - PenginepartZ            - Attack Ship Engine part
    04EA - Am3l2carrM  
    04EB - Aelvcet01M  
    04EC - Aelvcet02M  
    04ED - Ajorep01M   
    04EE - Ajorep02M   
    04EF - Ajorep03M   
    04F0 - Ajorep04M   
    04F1 - PcetroofgunZ            - Deep Sea Green dronegun
    04F2 - PcetansmalldoorZ        - BETA Deep Sea Small door
    04F3 - PpowernodeZ             - Deep Sea Switch node 
    04F4 - PcetanbluegreenlZ       - BETA Deep Sea Door (Left)
    04F5 - PcetanbluegreenrZ       - BETA Deep Sea Door (Right)
    04F6 - PskedarconsoleZ         - Attack Ship Computer from bridge
    04F7 - PskedarconsolepanelZ    - Attack Ship Computer panel from bridge
    04F8 - Ajorpld01M  
    04F9 - Ajorpld02M  
    04FA - Ajorpld03M  
    04FB - Ajorpld04M  
    04FC - GnbombZ                 - N-Bomb
    04FD - GnbomblodZ              - N-Bomb reloader
    04FE - GgrenadelodZ            - Grenade reloader
    04FF - PweaponcdoorZ           - Blue panel
    0500 - PtargetZ                - CI Target from Firing Range
    0501 - PdevicesecretdoorZ      - CI Secret door (Device Lab)
    0502 - PcarringtonsecretdoorZ  - CI Secret door (Carrington's Office)
    0503 - PsinisterpcZ            - dataDyne PC
    0504 - PsinisterstationZ       - dataDyne PC on stand
    0505 - PkeypadlockZ            - BETA Keypad Lock
    0506 - PthumbprintscannerZ     - BETA Fingerprint Skanner
    0507 - PretinalockZ            - BETA Retina Lock
    0508 - PcardlockZ              - BETA Card Lock
    0509 - PgoodstationZ           - Air Force One Button on stand
    050A - PgoodpcZ                - PC from Villa or Carrington Institute
    050B - CskedarkingZ            - Skedar King
    050C - CelviswaistcoatZ        - Elvis with America vest
    050D - CheadgriffeyZ           - Enemy Head (Griffey)
    050E - CheadmotoZ              - Enemy Head (Shigeru Miyamoto)
    050F - CheadkeithZ             - Enemy Head (Keith)
    0510 - CheadwinnerZ            - Enemy Head (Winner)
    0511 - Ca51faceplateZ          - Area 51 Guard Mask
    0512 - PchrautogunZ            - Laptop Sentry dronegun
    0513 - Pg5bigchairZ            - G5 Building Special Big chair
    0514 - Pg5smallchairZ          - G5 Building Special Small chair
    0515 - PkingsceptreZ           - Skedar Kings holy sceptre
    0516 - PlabcoatZ               - Area 51 Lab Cloths
    0517 - Atrjo01M    
    0518 - Atrgrim01M  
    0519 - Atrgrim02M  
    051A - Atrcarr06M  
    051B - Atrcarr07M  
    051C - Atrcarr08M  
    051D - Atrcarr01M  
    051E - Atrcarr02M  
    051F - Atrcarr03M  
    0520 - Atrcarr04M  
    0521 - Atrcarr05M  
    0522 - Atrcarr12M  
    0523 - Abnblde01M  
    0524 - Abncass01M  
    0525 - Pcidoor1Z               - BETA Carrington Institute Door
    0526 - Pg5_chairZ              - G5 Building Special Chair
    0527 - Pg5_chair2Z             - G5 Building Special Small chair
    0528 - Pdd_window_foyerZ       - dataDyne Building Foyer glass
    0529 - Ghand_jowetsuitZ        - Joanna Wet Suit arms
    052A - Ghand_trentZ            - Trent Easton arms
    052B - Ghand_jofrockZ          - Bare arms
    052C - Ghand_jotrenchZ         - Joanna Trench Suit arms
    052D - Ghand_ddsniperZ         - dataDyne Sniper arms
    052E - Ghand_presidentZ        - President arms
    052F - Ghand_joaf1Z            - Red arms
    0530 - Ghand_jopilotZ          - Stewardess arms
    0531 - Ghand_carringtonZ       - Carrington arms
    0532 - Ghand_mrblondeZ         - Mr. Blonde arms
    0533 - Ghand_ciaZ              - CIA arms
    0534 - Ghand_cifemtechZ        - Carrington Institute Lab Technician arms
    0535 - Ghand_fbiarmZ           - FBI arms
    0536 - Ghand_josnowZ           - Joanna Arctic Suit arms
    0537 - Ghand_vriesZ            - Cassandra arms
    0538 - Ghand_ddsecurityZ       - dataDyne Security arms
    0539 - Ghand_tragic_pelagicZ   - Pelagic II Guard arms
    053A - Ghand_stewardess_coatZ  - Stewardess Coat arms
    053B - Ghand_ddlabtechZ        - dataDyne Lab Technician arms
    053C - Pci_cabinetZ            - BETA CI Cabinet
    053D - Pci_deskZ               - BETA CI Desk
    053E - Pci_carr_deskZ          - BETA CI Desk 2
    053F - Pci_f_chairZ            - BETA CI Leather Armchair
    0540 - Pci_loungerZ            - BETA CI Leather Bed
    0541 - Pci_f_sofaZ             - BETA CI Leather Sofa
    0542 - Pci_tableZ              - BETA CI Table
    0543 - Pcv_coffee_tableZ       - Villa Wooden table
    0544 - Pcv_chair1Z             - Villa Chair
    0545 - Pcv_chair2Z             - Villa Armchair
    0546 - Pcv_sofaZ               - Villa Sofa
    0547 - Pcv_chair4Z             - Villa Chair
    0548 - Pcv_lampZ               - BETA Villa Cabinet with lamp
    0549 - Pcv_cabinetZ            - Villa Side Cabinet
    054A - Pcv_f_bedZ              - Villa Carrington’s Bed
    054B - Ppel_chair1Z            - BETA Pelagic II Chair
    054C - Psk_console2Z           - Attack Ship Skedar Console
    054D - Pdd_ear_tableZ          - BETA Investigation Table
    054E - Pdd_ear_chairZ          - BETA Investigation Chair
    054F - Pairbase_table2Z        - Air Base Table
    0550 - Pairbase_chair2Z        - BETA Air Base Chair
    0551 - Pmisc_crateZ            - BETA White Box
    0552 - Pmisc_irspecsZ          - IR Scanner
    0553 - Cheadelvis_gogsZ        - Elvis head with scuba mask
    0554 - CheadstevemZ            - Enemy Head (Stevem)
    0555 - Pa51_roofgunZ           - Area 51 Dronegun
    0556 - Psk_drone_gunZ          - BETA Skedar Dronegun
    0557 - Pci_roofgunZ            - Carrington Institute dronegun
    0558 - Pcv_tableZ              - Villa Wooden table
    0559 - Cdark_leatherZ          - Joanna Leather
    055A - Cheaddark_snowZ         - Joanna with Arctic Hat Head
    055B - CheadpresidentZ         - President head
    055C - Pcidoor1_refZ           - Carrington Institute door
    055D - Palaskadoor_outZ        - BETA Air Base Door
    055E - Palaskadoor_inZ         - BETA Air Base Door 2
    055F - PwirefenceZ             - Chicago Wire fence
    0560 - PrarelogoZ              - Rareware Logo
    0561 - Chead_vdZ               - Velvet Dark Head
    0562 - Apelelv02M
    0563 - PkeycardZ               - Keycard
    0564 - PbodyarmourZ            - BETA Body armour
    0565 - Pa51gate_rZ             - Area 51 Infiltration Big door(Right)
    0566 - Pa51gate_lZ             - Area 51 Infiltration Big door (Left)
    0567 - Paf1_lampZ              - Air Force One Lamp
    0568 - Paf1_toiletZ            - Air Force One Toilet
    0569 - Paf1_doorbig2Z          - Air Force One Big door
    056A - Paf1_phoneZ             - Air Force One Phone
    056B - Paf1_cargodoorZ         - BETA Air Force One Cargo door
    056C - Pg5_alarmZ              - G5 Building Alarm
    056D - Pg5_laser_switchZ       - G5 Building Laser switch
    056E - Psk_templecolumn4Z      - Skedar Ruins Pillar 4
    056F - PcorehatchZ             - Core Hatch from Pelagic II power generator
    0570 - LameE   
    0571 - LameJ   
    0572 - LameP   
    0573 - Lame_str_gZ 
    0574 - Lame_str_fZ 
    0575 - Lame_str_sZ 
    0576 - Lame_str_iZ 
    0577 - LarchE  
    0578 - LarchJ  
    0579 - LarchP  
    057A - Larch_str_gZ    
    057B - Larch_str_fZ    
    057C - Larch_str_sZ    
    057D - Larch_str_iZ    
    057E - LarecE  
    057F - LarecJ  
    0580 - LarecP  
    0581 - Larec_str_gZ    
    0582 - Larec_str_fZ    
    0583 - Larec_str_sZ    
    0584 - Larec_str_iZ    
    0585 - LarkE   
    0586 - LarkJ   
    0587 - LarkP   
    0588 - Lark_str_gZ 
    0589 - Lark_str_fZ 
    058A - Lark_str_sZ 
    058B - Lark_str_iZ 
    058C - LashE   
    058D - LashJ   
    058E - LashP   
    058F - Lash_str_gZ 
    0590 - Lash_str_fZ 
    0591 - Lash_str_sZ 
    0592 - Lash_str_iZ 
    0593 - LateE   
    0594 - LateJ   
    0595 - LateP   
    0596 - Late_str_gZ 
    0597 - Late_str_fZ 
    0598 - Late_str_sZ 
    0599 - Late_str_iZ 
    059A - LaztE   
    059B - LaztJ   
    059C - LaztP   
    059D - Lazt_str_gZ 
    059E - Lazt_str_fZ 
    059F - Lazt_str_sZ 
    05A0 - Lazt_str_iZ 
    05A1 - LcatE   
    05A2 - LcatJ   
    05A3 - LcatP   
    05A4 - Lcat_str_gZ 
    05A5 - Lcat_str_fZ 
    05A6 - Lcat_str_sZ 
    05A7 - Lcat_str_iZ 
    05A8 - LcaveE  
    05A9 - LcaveJ  
    05AA - LcaveP  
    05AB - Lcave_str_gZ    
    05AC - Lcave_str_fZ 
    05AD - Lcave_str_sZ    
    05AE - Lcave_str_iZ    
    05AF - LcradE  
    05B0 - LcradJ  
    05B1 - LcradP  
    05B2 - Lcrad_str_gZ    
    05B3 - Lcrad_str_fZ    
    05B4 - Lcrad_str_sZ    
    05B5 - Lcrad_str_iZ    
    05B6 - LcrypE  
    05B7 - LcrypJ  
    05B8 - LcrypP  
    05B9 - Lcryp_str_gZ    
    05BA - Lcryp_str_fZ    
    05BB - Lcryp_str_sZ    
    05BC - Lcryp_str_iZ    
    05BD - LdamE   
    05BE - LdamJ   
    05BF - LdamP   
    05C0 - Ldam_str_gZ 
    05C1 - Ldam_str_fZ 
    05C2 - Ldam_str_sZ 
    05C3 - Ldam_str_iZ 
    05C4 - LdepoE  
    05C5 - LdepoJ  
    05C6 - LdepoP  
    05C7 - Ldepo_str_gZ    
    05C8 - Ldepo_str_fZ    
    05C9 - Ldepo_str_sZ    
    05CA - Ldepo_str_iZ    
    05CB - LdestE  
    05CC - LdestJ  
    05CD - LdestP  
    05CE - Ldest_str_gZ    
    05CF - Ldest_str_fZ    
    05D0 - Ldest_str_sZ    
    05D1 - Ldest_str_iZ    
    05D2 - LdishE  
    05D3 - LdishJ  
    05D4 - LdishP  
    05D5 - Ldish_str_gZ    
    05D6 - Ldish_str_fZ    
    05D7 - Ldish_str_sZ    
    05D8 - Ldish_str_iZ    
    05D9 - LearE   
    05DA - LearJ   
    05DB - LearP   
    05DC - Lear_str_gZ 
    05DD - Lear_str_fZ 
    05DE - Lear_str_sZ 
    05DF - Lear_str_iZ 
    05E0 - LeldE   
    05E1 - LeldJ   
    05E2 - LeldP   
    05E3 - Leld_str_gZ 
    05E4 - Leld_str_fZ 
    05E5 - Leld_str_sZ 
    05E6 - Leld_str_iZ 
    05E7 - LgunE   
    05E8 - LgunJ   
    05E9 - LgunP   
    05EA - Lgun_str_gZ 
    05EB - Lgun_str_fZ 
    05EC - Lgun_str_sZ 
    05ED - Lgun_str_iZ 
    05EE - LimpE   
    05EF - LimpJ   
    05F0 - LimpP   
    05F1 - Limp_str_gZ 
    05F2 - Limp_str_fZ 
    05F3 - Limp_str_sZ 
    05F4 - Limp_str_iZ 
    05F5 - LjunE   
    05F6 - LjunJ   
    05F7 - LjunP   
    05F8 - Ljun_str_gZ 
    05F9 - Ljun_str_fZ 
    05FA - Ljun_str_sZ 
    05FB - Ljun_str_iZ 
    05FC - LlamE   
    05FD - LlamJ   
    05FE - LlamP   
    05FF - Llam_str_gZ 
    0600 - Llam_str_fZ 
    0601 - Llam_str_sZ 
    0602 - Llam_str_iZ 
    0603 - LleeE   
    0604 - LleeJ   
    0605 - LleeP   
    0606 - Llee_str_gZ 
    0607 - Llee_str_fZ 
    0608 - Llee_str_sZ 
    0609 - Llee_str_iZ 
    060A - LlenE   
    060B - LlenJ   
    060C - LlenP   
    060D - Llen_str_gZ 
    060E - Llen_str_fZ 
    060F - Llen_str_sZ 
    0610 - Llen_str_iZ 
    0611 - LlipE   
    0612 - LlipJ   
    0613 - LlipP   
    0614 - Llip_str_gZ 
    0615 - Llip_str_fZ 
    0616 - Llip_str_sZ 
    0617 - Llip_str_iZ 
    0618 - LlueE   
    0619 - LlueJ   
    061A - LlueP   
    061B - Llue_str_gZ 
    061C - Llue_str_fZ 
    061D - Llue_str_sZ 
    061E - Llue_str_iZ 
    061F - LmiscE  
    0620 - LmiscJ  
    0621 - LmiscP  
    0622 - Lmisc_str_gZ    
    0623 - Lmisc_str_fZ    
    0624 - Lmisc_str_sZ    
    0625 - Lmisc_str_iZ    
    0626 - Lmp10E  
    0627 - Lmp10J  
    0628 - Lmp10P  
    0629 - Lmp10_str_gZ    
    062A - Lmp10_str_fZ    
    062B - Lmp10_str_sZ    
    062C - Lmp10_str_iZ    
    062D - Lmp11E  
    062E - Lmp11J  
    062F - Lmp11P  
    0630 - Lmp11_str_gZ    
    0631 - Lmp11_str_fZ    
    0632 - Lmp11_str_sZ    
    0633 - Lmp11_str_iZ    
    0634 - Lmp12E  
    0635 - Lmp12J  
    0636 - Lmp12P  
    0637 - Lmp12_str_gZ    
    0638 - Lmp12_str_fZ    
    0639 - Lmp12_str_sZ    
    063A - Lmp12_str_iZ    
    063B - Lmp13E  
    063C - Lmp13J  
    063D - Lmp13P  
    063E - Lmp13_str_gZ    
    063F - Lmp13_str_fZ    
    0640 - Lmp13_str_sZ    
    0641 - Lmp13_str_iZ    
    0642 - Lmp14E  
    0643 - Lmp14J  
    0644 - Lmp14P  
    0645 - Lmp14_str_gZ    
    0646 - Lmp14_str_fZ    
    0647 - Lmp14_str_sZ    
    0648 - Lmp14_str_iZ    
    0649 - Lmp15E  
    064A - Lmp15J  
    064B - Lmp15P  
    064C - Lmp15_str_gZ    
    064D - Lmp15_str_fZ    
    064E - Lmp15_str_sZ    
    064F - Lmp15_str_iZ    
    0650 - Lmp16E  
    0651 - Lmp16J  
    0652 - Lmp16P  
    0653 - Lmp16_str_gZ    
    0654 - Lmp16_str_fZ    
    0655 - Lmp16_str_sZ   
    0656 - Lmp16_str_iZ    
    0657 - Lmp17E  
    0658 - Lmp17J  
    0659 - Lmp17P  
    065A - Lmp17_str_gZ    
    065B - Lmp17_str_fZ    
    065C - Lmp17_str_sZ    
    065D - Lmp17_str_iZ    
    065E - Lmp18E  
    065F - Lmp18J  
    0660 - Lmp18P  
    0661 - Lmp18_str_gZ    
    0662 - Lmp18_str_fZ    
    0663 - Lmp18_str_sZ    
    0664 - Lmp18_str_iZ    
    0665 - Lmp19E  
    0666 - Lmp19J  
    0667 - Lmp19P  
    0668 - Lmp19_str_gZ    
    0669 - Lmp19_str_fZ    
    066A - Lmp19_str_sZ    
    066B - Lmp19_str_iZ    
    066C - Lmp1E   
    066D - Lmp1J   
    066E - Lmp1P   
    066F - Lmp1_str_gZ 
    0670 - Lmp1_str_fZ 
    0671 - Lmp1_str_sZ 
    0672 - Lmp1_str_iZ 
    0673 - Lmp20E  
    0674 - Lmp20J  
    0675 - Lmp20P  
    0676 - Lmp20_str_gZ    
    0677 - Lmp20_str_fZ    
    0678 - Lmp20_str_sZ    
    0679 - Lmp20_str_iZ    
    067A - Lmp2E   
    067B - Lmp2J   
    067C - Lmp2P   
    067D - Lmp2_str_gZ 
    067E - Lmp2_str_fZ 
    067F - Lmp2_str_sZ 
    0680 - Lmp2_str_iZ 
    0681 - Lmp3E   
    0682 - Lmp3J   
    0683 - Lmp3P   
    0684 - Lmp3_str_gZ 
    0685 - Lmp3_str_fZ 
    0686 - Lmp3_str_sZ 
    0687 - Lmp3_str_iZ 
    0688 - Lmp4E   
    0689 - Lmp4J   
    068A - Lmp4P   
    068B - Lmp4_str_gZ 
    068C - Lmp4_str_fZ 
    068D - Lmp4_str_sZ 
    068E - Lmp4_str_iZ 
    068F - Lmp5E   
    0690 - Lmp5J   
    0691 - Lmp5P   
    0692 - Lmp5_str_gZ 
    0693 - Lmp5_str_fZ 
    0694 - Lmp5_str_sZ 
    0695 - Lmp5_str_iZ 
    0696 - Lmp6E   
    0697 - Lmp6J   
    0698 - Lmp6P   
    0699 - Lmp6_str_gZ 
    069A - Lmp6_str_fZ 
    069B - Lmp6_str_sZ 
    069C - Lmp6_str_iZ 
    069D - Lmp7E   
    069E - Lmp7J   
    069F - Lmp7P   
    06A0 - Lmp7_str_gZ 
    06A1 - Lmp7_str_fZ 
    06A2 - Lmp7_str_sZ 
    06A3 - Lmp7_str_iZ 
    06A4 - Lmp8E   
    06A5 - Lmp8J   
    06A6 - Lmp8P   
    06A7 - Lmp8_str_gZ 
    06A8 - Lmp8_str_fZ 
    06A9 - Lmp8_str_sZ 
    06AA - Lmp8_str_iZ 
    06AB - Lmp9E   
    06AC - Lmp9J   
    06AD - Lmp9P   
    06AE - Lmp9_str_gZ 
    06AF - Lmp9_str_fZ 
    06B0 - Lmp9_str_sZ 
    06B1 - Lmp9_str_iZ 
    06B2 - LmpmenuE    
    06B3 - LmpmenuJ    
    06B4 - LmpmenuP    
    06B5 - Lmpmenu_str_gZ  
    06B6 - Lmpmenu_str_fZ  
    06B7 - Lmpmenu_str_sZ  
    06B8 - Lmpmenu_str_iZ  
    06B9 - LmpweaponsE 
    06BA - LmpweaponsJ 
    06BB - LmpweaponsP 
    06BC - Lmpweapons_str_gZ   
    06BD - Lmpweapons_str_fZ   
    06BE - Lmpweapons_str_sZ   
    06BF - Lmpweapons_str_iZ   
    06C0 - LoatE   
    06C1 - LoatJ   
    06C2 - LoatP   
    06C3 - Loat_str_gZ 
    06C4 - Loat_str_fZ 
    06C5 - Loat_str_sZ 
    06C6 - Loat_str_iZ 
    06C7 - LoldE   
    06C8 - LoldJ   
    06C9 - LoldP   
    06CA - Lold_str_gZ 
    06CB - Lold_str_fZ 
    06CC - Lold_str_sZ 
    06CD - Lold_str_iZ 
    06CE - LoptionsE   
    06CF - LoptionsJ   
    06D0 - LoptionsP   
    06D1 - Loptions_str_gZ 
    06D2 - Loptions_str_fZ 
    06D3 - Loptions_str_sZ 
    06D4 - Loptions_str_iZ 
    06D5 - LpamE   
    06D6 - LpamJ   
    06D7 - LpamP   
    06D8 - Lpam_str_gZ 
    06D9 - Lpam_str_fZ 
    06DA - Lpam_str_sZ 
    06DB - Lpam_str_iZ 
    06DC - LpeteE  
    06DD - LpeteJ  
    06DE - LpeteP  
    06DF - Lpete_str_gZ    
    06E0 - Lpete_str_fZ    
    06E1 - Lpete_str_sZ    
    06E2 - Lpete_str_iZ 
    06E3 - LpropobjE   
    06E4 - LpropobjJ   
    06E5 - LpropobjP   
    06E6 - Lpropobj_str_gZ 
    06E7 - Lpropobj_str_fZ 
    06E8 - Lpropobj_str_sZ 
    06E9 - Lpropobj_str_iZ 
    06EA - LrefE   
    06EB - LrefJ   
    06EC - LrefP   
    06ED - Lref_str_gZ 
    06EE - Lref_str_fZ 
    06EF - Lref_str_sZ 
    06F0 - Lref_str_iZ 
    06F1 - LritE   
    06F2 - LritJ   
    06F3 - LritP   
    06F4 - Lrit_str_gZ 
    06F5 - Lrit_str_fZ 
    06F6 - Lrit_str_sZ 
    06F7 - Lrit_str_iZ 
    06F8 - LrunE   
    06F9 - LrunJ   
    06FA - LrunP   
    06FB - Lrun_str_gZ 
    06FC - Lrun_str_fZ 
    06FD - Lrun_str_sZ 
    06FE - Lrun_str_iZ 
    06FF - LsevE   
    0700 - LsevJ   
    0701 - LsevP   
    0702 - Lsev_str_gZ 
    0703 - Lsev_str_fZ 
    0704 - Lsev_str_sZ 
    0705 - Lsev_str_iZ 
    0706 - LsevbE  
    0707 - LsevbJ  
    0708 - LsevbP  
    0709 - Lsevb_str_gZ    
    070A - Lsevb_str_fZ    
    070B - Lsevb_str_sZ    
    070C - Lsevb_str_iZ    
    070D - LsevxE  
    070E - LsevxJ  
    070F - LsevxP  
    0710 - Lsevx_str_gZ    
    0711 - Lsevx_str_fZ    
    0712 - Lsevx_str_sZ    
    0713 - Lsevx_str_iZ    
    0714 - LsevxbE 
    0715 - LsevxbJ 
    0716 - LsevxbP 
    0717 - Lsevxb_str_gZ   
    0718 - Lsevxb_str_fZ   
    0719 - Lsevxb_str_sZ   
    071A - Lsevxb_str_iZ   
    071B - LshoE   
    071C - LshoJ   
    071D - LshoP   
    071E - Lsho_str_gZ 
    071F - Lsho_str_fZ 
    0720 - Lsho_str_sZ 
    0721 - Lsho_str_iZ 
    0722 - LsiloE  
    0723 - LsiloJ  
    0724 - LsiloP  
    0725 - Lsilo_str_gZ    
    0726 - Lsilo_str_fZ    
    0727 - Lsilo_str_sZ    
    0728 - Lsilo_str_iZ    
    0729 - LstatE  
    072A - LstatJ  
    072B - LstatP  
    072C - Lstat_str_gZ    
    072D - Lstat_str_fZ    
    072E - Lstat_str_sZ    
    072F - Lstat_str_iZ    
    0730 - LtitleE 
    0731 - LtitleJ 
    0732 - LtitleP 
    0733 - Ltitle_str_gZ   
    0734 - Ltitle_str_fZ   
    0735 - Ltitle_str_sZ   
    0736 - Ltitle_str_iZ  
    0737 - LtraE   
    0738 - LtraJ   
    0739 - LtraP   
    073A - Ltra_str_gZ 
    073B - Ltra_str_fZ 
    073C - Ltra_str_sZ 
    073D - Ltra_str_iZ 
    073E - LuffE   
    073F - LuffJ   
    0740 - LuffP   
    0741 - Luff_str_gZ 
    0742 - Luff_str_fZ 
    0743 - Luff_str_sZ 
    0744 - Luff_str_iZ 
    0745 - LwaxE   
    0746 - LwaxJ   
    0747 - LwaxP   
    0748 - Lwax_str_gZ 
    0749 - Lwax_str_fZ 
    074A - Lwax_str_sZ 
    074B - Lwax_str_iZ 
    074C - Pa51grateZ              - Area 51 Grate
    074D - GecmmineZ               - ECM Mine
    074E - GcommsuplinkZ           - Data Uplink
    074F - GirscannerZ             - IR Scanner
    0750 - Paf1escapedoorZ         - Air Force One Escape door
    0751 - PprescapsuleZ           - Presidential Escape Pod
    0752 - PskedarbridgeZ          - Skedar Ruins Bridge
    0753 - Ppelagicdoor2Z          - Pelagic II Windowless door
    0754 - Avault2M    
    0755 - Ap29_12_elM 
    0756 - Pttb_boxZ               - BETA Touch That Box, Box
    0757 - PinstfrontdoorZ         - Carrington Institute Front Door
    0758 - Ap14_09_joM 
    0759 - Ap19_07_joM 
    075A - Ap19_08_joM 
    075B - PchrlaserZ              - Laser (Item)
    075C - PbaftaZ                 - G5 Building BAFTA Award
    075D - PchrsonicscrewerZ       - Area 51 Surgeons Dissection Laser
    075E - PchrlumphammerZ         - Crash Site Outro Elvis’s hammer
    075F - PskedarbombZ            - Skedar Bomb from Mr. Blonde’s Revenge
    0760 - PexplosivebrickZ        - Infiltration Explosives
    0761 - PresearchtapeZ          - BETA GoldenEye video Cassette
    0762 - PziggycardZ             - Dr Caroll’s Backup disk
    0763 - PsafeitemZ              - Air Base Flight plans
    0764 - Ghand_elvisZ            - Elvis Arms
    0765 - Paf1_tableZ             - Air Force One Table
    0766 - Ghand_a51guardZ         - Area 51 Guard arms
    0767 - Ghand_ddshockZ          - dataDyne Green Guard arms
    0768 - Ghand_blackguardZ       - Black Guard arms
    0769 - Ghand_ddfodderZ         - Grey arms
    076A - Ghand_ddbioZ            - Bio Technician arms
    076B - Ghand_a51airmanZ        - Area 51 Pilot arms
    076C - Ghand_g5guardZ          - G5 Building Guard arms
    076D - Ghand_cisoldierZ        - Carrington Institute Agent arms
    076E - PsensitiveinfoZ         - CI Sensitive information
    076F - PrussdarZ               - R-Tracker
    0770 - PxrayspecsZ             - Xray Scanner
    0771 - PchreyespyZ             - Camspy, Drugspy, Bombspy
    0772 - PchrdoordecoderZ        - Door Decoder
    0773 - PbriefcaseZ             - BETA Briefcase
    0774 - PsuitcaseZ              - BETA Suitcase
    0775 - PshuttledoorZ           - Air Base Air Force Ones private loader door
    0776 - PruinbridgeZ            - Skedar Ruins Backdrop
    0777 - PsecretindoorZ          - CI Secret door (Device training)
    0778 - PskpuzzleobjectZ        - Skedar Ruins Push-block to activate bridge
    0779 - Pa51liftdoorZ           - Area 51 Lift bars/door
    077A - Acicarr06M  
    077B - Acicarr11M  
    077C - Acifarr08M  
    077D - Acifarr12M  
    077E - Acifema01M  
    077F - Acifema04M  
    0780 - Acifema07M  
    0781 - Acifema08M  
    0782 - Acifema09M  
    0783 - Acifema14M  
    0784 - Acifost08M  
    0785 - Acifost12M  
    0786 - Acigrim05M  
    0787 - Acigrim06M  
    0788 - Acigrim07M  
    0789 - Acigrim08M  
    078A - Acigrim09M  
    078B - Acigrim10M  
    078C - Acihopk09M  
    078D - Acihopk11M  
    078E - Acimale02M  
    078F - Acimale03M  
    0790 - Acimale07M  
    0791 - Acimale09M  
    0792 - Acimale11M  
    0793 - Acimale13M  
    0794 - Aciroge08M  
    0795 - Aciroge12M  
    0796 - Cdark_negotiatorZ       - Joanna Negotiator
    0797 - PcihubZ                 - Carrington Institute Switch
    0798 - Psk_ship_door2Z         - Attack Ship Blue door
    0799 - Psk_window1Z            - Attack Ship Window
    079A - Psk_hangardoorb_topZ    - Attack Ship Hanger door (Top half)
    079B - Psk_hangardoorb_botZ    - Attack Ship Hanger door (Bottom half)
    079C - Paf1_innerdoorZ         - Air Force One Inner door
    079D - Plaser_postZ            - BETA Laser post
    079E - Atrfost01M  
    079F - Atrfost02M  
    07A0 - Atrfost03M  
    07A1 - Atrcarr09M  
    07A2 - Atrcarr10M  
    07A3 - Atrcarr11M  
    07A4 - Acifarr01M  
    07A5 - Acifarr02M  
    07A6 - Acifarr03M  
    07A7 - Acigrim01M  
    07A8 - Acigrim03M  
    07A9 - Acigrim04M  
    07AA - Acihopk01M  
    07AB - Acihopk04M  
    07AC - Acihopk06M  
    07AD - Aciroge01M  
    07AE - Aciroge02M  
    07AF - Atrroge01M  
    07B0 - Acicarr07M  
    07B1 - Acicarr08M  
    07B2 - PtargetampZ             - Target Amplifier
    07B3 - Psk_liftZ               - Attack Ship Lift
    07B4 - PknockknockZ            - CI Defense Smashed front door
    07B5 - PcetandoorZ             - Deep Sea Slide-up door
    07B6 - Ajoinst01M  
    07B7 - Ajoinst02M  
    07B8 - Ajoinst03M  
    07B9 - Ajoinst04M  
    07BA - Ap25_03_joM 
    07BB - Paf1rubbleZ             - Air Force One Rubble
    07BC - Pdd_dr_nonrefZ          - dataDyne Building Door
    07BD - CheadtimZ               - Enemy Head (Tim)
    07BE - CheadgrantZ             - Enemy Head (Grant)
    07BF - CheadpennyZ             - Enemy Head (Penny)
    07C0 - CheadrobinZ             - Enemy Head (Robin)
    07C1 - CheadalexZ              - Female Enemy Head (Alex)
    07C2 - CheadjulianneZ          - Female Enemy Head (Julianne)
    07C3 - CheadlauraZ             - Female Enemy Head (Laura)
    07C4 - CheaddavecZ             - Enemy Head (Davec)
    07C5 - CheadkenZ               - Enemy Head (Ken)
    07C6 - CheadjoelZ              - Enemy Head (Joel)
    07C7 - PcetandoorsideZ         - Deep Sea Slide door
    07C8 - Ap29_13_joM 
    07C9 - Ap29_14_joM 
    07CA - Acicarr09M  
    07CB - Acicarr10M  
    07CC - PbuddybridgeZ           - Skedar Ruins Buddy Bridge
    07CD - CheadcookZ              - Enemy Head (Cook)
    07CE - CheadpryceZ             - Enemy Head (Pryce)
    07CF - CheadsilkeZ             - Enemy Head (Silke)
    07D0 - CheadsmithZ             - Enemy Head (Smith)
    07D1 - CheadgarethZ            - Enemy Head (Gareth)
    07D2 - CheadmurchieZ           - Enemy Head (Murchie)
    07D3 - CheadwongZ              - Enemy Head (Wong)
    07D4 - CheadcarterZ            - Enemy Head (Carter)
    07D5 - CheadtintinZ            - Enemy Head (Tintin)
    07D6 - CheadmuntonZ            - Enemy Head (Munton)
    07D7 - CheadstamperZ           - Enemy Head (Stamper)
    07D8 - CheadjonesZ             - Enemy Head (Jones)
    07D9 - CheadphelpsZ            - Enemy Head (Phelps)
    07DA - Ap29_15_joM 
    07DB - Ap16_03_joM
    07DC - Acarrbye02M
    07DD - Asaucerexp1M
    07DE - ???
    End
    
    
    Perfect Dark Global object list: (Showing ROM addresses)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is the same list as above, except this one shows the addresses at which
    the files are stored in the ROM. These values are found at NTSC 80082060 and
    PAL 800825A0. By changing the address pointers on the list you can change
    anything on the global object list.
    
    Value:  NTSC:       PAL:     File name:
     |        |          |          |
     v        v          v          v
    0000 - 00000000 - 00000000 - Nothing
    0001 - 00ED83A0 - 00EC6930 - bgdata/bg_sev.seg
    0002 - 00ED85A0 - 00EC6B30 - bgdata/bg_silo.seg
    0003 - 00ED87A0 - 00EC6D30 - bgdata/bg_stat.seg
    0004 - 00ED89A0 - 00EC6F30 - Ravine bgdata
    0005 - 00EDDA50 - 00ECBFE0 - bgdata/bg_arch.seg
    0006 - 00EDDC50 - 00ECC1E0 - bgdata/bg_tra.seg
    0007 - 00EDDE50 - 00ECC3E0 - bgdata/bg_dest.seg
    0008 - 00EDE050 - 00ECC5E0 - bgdata/bg_sevb.seg
    0009 - 00EDE250 - 00ECC7E0 - Crash Site bgdata
    000A - 00F08EF0 - 00EF7480 - Chicago bgdata
    000B - 00F27070 - 00F15600 - G5 building (Solo) bgdata
    000C - 00F40BD0 - 00F2F160 - Complex bgdata
    000D - 00F4A040 - 00F385D0 - G5 Building (MP) bgdata
    000E - 00F52420 - 00F409B0 - Pelagic II bgdata
    000F - 00F9F4E0 - 00F8DA70 - bgdata/bg_ark.seg
    0010 - 00F9F6E0 - 00F8DC70 - bgdata/bg_run.seg
    0011 - 00F9F8E0 - 00F8DE70 - bgdata/bg_sevx.seg
    0012 - 00F9FAE0 - 00F8E070 - Temple bgdata
    0013 - 00FA42F0 - 00F92880 - Carrington Institute bgdata
    0014 - 00FCCEF0 - 00FBB480 - Air Base bgdata
    0015 - 00FFB5C0 - 00FE9B50 - bgdata/bg_cat.seg
    0016 - 00FFB7C0 - 00FE9D50 - Pipes bgdata
    0017 - 01005CF0 - 00FF4280 - Skedar Ruins bgdata
    0018 - 0103CBF0 - 0102B180 - Villa (Solo) bgdata
    0019 - 01075B20 - 010640B0 - bgdata/bg_imp.seg
    001A - 01075D20 - 010642B0 - bgdata/bg_ash.seg
    001B - 01076380 - 01064910 - Area 51 bgdata
    001C - 010E8250 - 010D67E0 - dataDyne Building bgdata
    001D - 011277B0 - 01115D40 - Air Force One bgdata
    001E - 01169790 - 01157D20 - Skedar bgdata
    001F - 01173600 - 01161B90 - Investigation bgdata
    0020 - 011A37F0 - 01191D80 - Attack Ship bgdata
    0021 - 011EF5B0 - 011DDB40 - bgdata/bg_lip.seg
    0022 - 011EF7B0 - 011DDD40 - bgdata/bg_len.seg
    0023 - 011EF9B0 - 011DDF40 - bgdata/bg_wax.seg
    0024 - 011EFBB0 - 011DE140 - Deep Sea bgdata
    0025 - 01246820 - 01234DB0 - bgdata/bg_uff.seg
    0026 - 01246A20 - 01234FB0 - bgdata/bg_old.seg
    0027 - 01246C20 - 012351B0 - bgdata/bg_ate.seg
    0028 - 01246E20 - 012353B0 - bgdata/bg_lam.seg
    0029 - 01247020 - 012355B0 - Base bgdata
    002A - 012507F0 - 0123ED80 - bgdata/bg_mp2.seg
    002B - 012509F0 - 0123EF80 - Area 52 bgdata
    002C - 01259940 - 01247ED0 - Warehouse bgdata
    002D - 01263890 - 01251E20 - Car Park bgdata
    002E - 0126BA60 - 01259FF0 - bgdata/bg_mp6.seg
    002F - 0126BC60 - 0125A1F0 - bgdata/bg_mp7.seg
    0030 - 0126BE60 - 0125A3F0 - bgdata/bg_mp8.seg
    0031 - 0126C060 - 0125A5F0 - Ruins bgdata
    0032 - 01278420 - 012669B0 - Sewers bgdata
    0033 - 01283F50 - 012724E0 - Felicity bgdata
    0034 - 012928D0 - 01280E60 - Fortress bgdata
    0035 - 012A8670 - 01296C00 - Villa bgdata
    0036 - 012B4540 - 012A2AD0 - bgdata/bg_mp14.seg
    0037 - 012B4740 - 012A2CD0 - Grid bgdata
    0038 - 012BA2E0 - 012A8870 - bgdata/bg_mp16.seg
    0039 - 012BA4E0 - 012A8A70 - bgdata/bg_mp17.seg
    003A - 012BA6E0 - 012A8C70 - bgdata/bg_mp18.seg
    003B - 012BA8E0 - 012A8E70 - bgdata/bg_mp19.seg
    003C - 012BAAE0 - 012A9070 - bgdata/bg_mp20.seg
    003D - 012BACE0 - 012A9270 - ob/ob_mid.seg
    003E - 012BACE0 - 012A9270 - BETA Area 51 Guard 
    003F - 012C96D0 - 012B7C60 - Area 51 Guard 
    0040 - 012CD670 - 012BBC00 - Carrington 
    0041 - 012D1D20 - 012C02B0 - Cassandra de Vries 
    0042 - 012D6D90 - 012C5320 - Joanna Dark Combat Suit 
    0043 - 012DA460 - 012C89F0 - Joanna Dark Party Frock 
    0044 - 012DDDF0 - 012CC380 - Joanna Dark Trench Coat 
    0045 - 012E32B0 - 012D1840 - dataDyne Shock Trooper 
    0046 - 012E7220 - 012D57B0 - dataDyne Security Guard 
    0047 - 012EABD0 - 012D9160 - Black Tuxedo 
    0048 - 012EE3B0 - 012DC940 - Dr. Caroll 
    0049 - 012EF5E0 - 012DDB70 - Elvis 
    004A - 012FBC20 - 012EA1B0 - Elvis1 
    004B - 012FFC00 - 012EE190 - Camspy, Drugspy, Bombspy 
    004C - 01300AD0 - 012EF060 - Cassandra’s Bodyguard 
    004D - 01304600 - 012F2B90 - CI Lab Technician 
    004E - 01308370 - 012F6900 - Mr. Blonde 
    004F - 0130DB30 - 012FC0C0 - dataDyne Programmer 
    0050 - 013112C0 - 012FF850 - dataDyne Programmer 
    0051 - 01314A50 - 01302FE0 - Area 51 Overall 
    0052 - 013185E0 - 01306B70 - dataDyne Secretary 
    0053 - 0131BFC0 - 0130A550 - Skedar 
    0054 - 01320FD0 - 0130F560 - Trent Easton’s Bodyguard 
    0055 - 01324DE0 - 01313370 - Trent Easton Standing upright 
    0056 - 01334D10 - 013232A0 - Maian with Blue Shoes 
    0057 - 01338CE0 - 01327270 - Trent Easton 
    0058 - 0133DB10 - 0132C0A0 - Bullet long version 
    0059 - 0133E9F0 - 0132CF80 - Bullet short version 
    005A - 0133F1E0 - 0132D770 - Slayer Rocket 
    005B - 013410D0 - 0132F660 - Shotgun shell 
    005C - 013419A0 - 0132FF30 - Nintendo 64 Controller 
    005D - 01344130 - 013326C0 - Crate 
    005E - 01344270 - 01332800 - Blue Tinted Crate 
    005F - 013443C0 - 01332950 - Brown Tinted Crate 
    0060 - 013444F0 - 01332A80 - Area 51 Hole-in-wall frame 
    0061 - 01344830 - 01332DC0 - Area 51 Hole-in-wall frame 
    0062 - 01344DB0 - 01333340 - Area 51 Square Door (Bottom part) 
    0063 - 01345070 - 01333600 - Area 51 Door with glass window 
    0064 - 013453C0 - 01333950 - Area 51 Door 
    0065 - 01345570 - 01333B00 - Area 51 Square Door (Top part) 
    0066 - 01345830 - 01333DC0 - Area 51 Small lift from hanger 
    0067 - 01345B60 - 013340F0 - Area 51 Hanger lift 
    0068 - 013466E0 - 01334C70 - Area 51 Storage lift 1 
    0069 - 013468D0 - 01334E60 - Area 51 Storage lift 2 
    006A - 01346AE0 - 01335070 - Area 51 Wall you blow up 
    006B - 01347A60 - 01335FF0 - Area 51 Wall you blow up 
    006C - 01347CD0 - 01336260 - Area 51 Wall you blow up 
    006D - 01347ED0 - 01336460 - Area 51 Door (Left) 
    006E - 013481D0 - 01336760 - Area 51 Door (Right) 
    006F - 013484E0 - 01336A70 - Area 51 Door 
    0070 - 013487F0 - 01336D80 - Area 51 Bulletin board with Maian pictures 
    0071 - 01348B50 - 013370E0 - BETA Area 51 Chair 
    0072 - 01348E60 - 013373F0 - Area 51 Entrance hall desk 
    0073 - 013490B0 - 01337640 - Area 51 Office divider (Peachy coloured) 
    0074 - 013492B0 - 01337840 - BETA Area 51 Screen 
    0075 - 013494E0 - 01337A70 - Area 51 Table 
    0076 - 013497A0 - 01337D30 - Area 51 Empty Hoverbed 
    0077 - 01349BF0 - 01338180 - Area51 Trashcan 
    0078 - 01349E10 - 013383A0 - Villa Wine Bottle (Green) 
    0079 - 0134A050 - 013385E0 - Villa Wine Bottle (Red) 
    007A - 0134A2B0 - 01338840 - Villa Wine Bottle (Red, not JUNG brand) 
    007B - 0134A4D0 - 01338A60 - BETA Villa door 
    007C - 0134B640 - 01339BD0 - Villa Wooden door 
    007D - 0134C4B0 - 0133AA40 - BETA Villa Wooden slide door 
    007E - 0134CE90 - 0133B420 - Villa Windmill propellar 
    007F - 0134D950 - 0133BEE0 - Deep Sea Door from beginning of level 
    0080 - 0134F310 - 0133D8A0 - Deep Sea Lift 
    0081 - 0134F5A0 - 0133DB30 - Deep Sea Door (Left) 
    0082 - 013505E0 - 0133EB70 - Deep Sea Door (Right) 
    0083 - 013515F0 - 0133FB80 - BETA Cube with a circuit-like texture 
    0084 - 01351730 - 0133FCC0 - Case 
    0085 - 01353110 - 013416A0 - Chicago Metal shutter 
    0086 - 01353250 - 013417E0 - Briefcase 
    0087 - 01354C20 - 013431B0 - Tracer Bug 
    0088 - 01355540 - 01343AD0 - Data Uplink 
    0089 - 01355AB0 - 01344040 - BETA Door 
    008A - 01355C00 - 01344190 - dataDyne Building Hole-in-tube frame 
    008B - 01355DC0 - 01344350 - dataDyne Building Hole-in-tube unexploded 
    008C - 01356690 - 01344C20 - dataDyne Building Hole-in-wall frame 
    008D - 013569E0 - 01344F70 - dataDyne Building Hole-in-wall unexploded 
    008E - 01356B20 - 013450B0 - dataDyne Building Rooftop banner 
    008F - 01356DD0 - 01345360 - dataDyne Building Desk chair 
    0090 - 01357090 - 01345620 - dataDyne Building Slide door 
    0091 - 013572C0 - 01345850 - dataDyne Building Desk 
    0092 - 013574C0 - 01345A50 - dataDyne Building Roof fan 
    0093 - 013576B0 - 01345C40 - dataDyne Building Wall fan 
    0094 - 01357910 - 01345EA0 - Hovercab 
    0095 - 01357CF0 - 01346280 - Hovercar 
    0096 - 01358090 - 01346620 - Hovercop 
    0097 - 013584E0 - 01346A70 - dataDyne Hovercopter 
    0098 - 01359D80 - 01348310 - Hovermoto 
    0099 - 0135A140 - 013486D0 - Hovertruck 
    009A - 0135A540 - 01348AD0 - Investigation Caution door with window 
    009B - 0135AA40 - 01348FD0 - Investigation Slide-up door caution (Top) 
    009C - 0135ADA0 - 01349330 - BETA Investigation Door 
    009D - 0135AFF0 - 01349580 - Investigation Secret door 
    009E - 0135B130 - 013496C0 - Investigation Sector One Door 
    009F - 0135B640 - 01349BD0 - Investigation Slide-up door hazardous (Top) 
    00A0 - 0135BAD0 - 0134A060 - Investigation Slide-up door restricted (Top) 
    00A1 - 0135BE40 - 0134A3D0 - Investigation Slide-down door (Bottom) 
    00A2 - 0135C1C0 - 0134A750 - Investigation Sector Two Slide-up door (Top) 
    00A3 - 0135C520 - 0134AAB0 - Investigation Sector Three Door 
    00A4 - 0135C8F0 - 0134AE80 - Investigation Sector Three Slide-up door (Top) 
    00A5 - 0135CC50 - 0134B1E0 - Investigation Sector Three Door with window 
    00A6 - 0135D150 - 0134B6E0 - Investigation Sector Four Slide-up door (Top) 
    00A7 - 0135D4B0 - 0134BA40 - dataDyne Building Lift door 
    00A8 - 0135D670 - 0134BC00 - dataDyne Building Lift 
    00A9 - 0135DA60 - 0134BFF0 - dataDyne Building Office door 
    00AA - 0135DDA0 - 0134C330 - Pot plant (Rubber plant) 
    00AB - 0135E200 - 0134C790 - Pot plant (Spider plant) 
    00AC - 0135E460 - 0134C9F0 - Pot plant (Spike plant) 
    00AD - 0135E720 - 0134CCB0 - dataDyne Building Armchair 
    00AE - 0135E9C0 - 0134CF50 - dataDyne Building Sofa 
    00AF - 0135ECC0 - 0134D250 - dataDyne Building Secret Door 1 
    00B0 - 0135EE70 - 0134D400 - dataDyne Building Secret door 2 
    00B1 - 0135EFD0 - 0134D560 - dataDyne Building Service door 
    00B2 - 0135F200 - 0134D790 - dataDyne Building Cassandra's desk 
    00B3 - 0135F570 - 0134DB00 - dataDyne Building Vertical blind 
    00B4 - 0135F680 - 0134DC10 - dataDyne Building Grating door 
    00B5 - 0135F920 - 0134DEB0 - dataDyne Building Pane of glass 
    00B6 - 0135FA10 - 0134DFA0 - CI Jumpship from Defection Intro 
    00B7 - 01361600 - 0134FB90 - G5 Building Part of fire door 
    00B8 - 01361980 - 0134FF10 - G5 Building Part of fire door 
    00B9 - 01361AE0 - 01350070 - G5 Building Part of fire door 
    00BA - 01361E00 - 01350390 - G5 Building Slide open door with window 
    00BB - 01362060 - 013505F0 - G5 Building Slide open door without window 
    00BC - 013621B0 - 01350740 - G5 Building Slide door with dataDyne logo 
    00BD - 01362490 - 01350A20 - G5 Building Slide door with dataDyne logo 
    00BE - 01362700 - 01350C90 - Metal panel 
    00BF - 01362820 - 01350DB0 - BETA Computer Terminal from GoldenEye 
    00C0 - 01362B60 - 013510F0 - A part of Dr. Caroll’s hiding place 
    00C1 - 013630E0 - 01351670 - A part of Dr. Caroll’s hiding place 
    00C2 - 01363970 - 01351F00 - A part of Dr. Caroll’s hiding place 
    00C3 - 01363D30 - 013522C0 - A part of Dr. Caroll’s hiding place 
    00C4 - 01364110 - 013526A0 - A part of Dr. Caroll’s hiding place 
    00C5 - 013644E0 - 01352A70 - A part of Dr. Caroll’s hiding place 
    00C6 - 013647B0 - 01352D40 - A part of Dr. Caroll’s hiding place 
    00C7 - 01364A80 - 01353010 - A part of Dr. Caroll’s hiding place 
    00C8 - 01364D60 - 013532F0 - CI Jumpship from Villa, Defense 
    00C9 - 01367EA0 - 01356430 - Chicago Dumpster 
    00CA - 013680E0 - 01356670 - Explosion bit (Freezes game) 
    00CB - 013680E0 - 01356670 - BETA Flag from GoldenEye 
    00CC - 01368220 - 013567B0 - G5 Building Lower hole-in-wall unexploded 
    00CD - 01368350 - 013568E0 - G5 Building Lower hole-in-wall frame 
    00CE - 01368880 - 01356E10 - G5 Building Upper hole-in-wall unexploded 
    00CF - 013689B0 - 01356F40 - G5 Building Upper hole-in-wall frame 
    00D0 - 01368ED0 - 01357460 - G5 Building Mainframe 
    00D1 - 01369050 - 013575E0 - G5 Building Vault door 
    00D2 - 01369450 - 013579E0 - Chicago Unopened fire door 
    00D3 - 01369A10 - 01357FA0 - BETA GoldenEye Logo 
    00D4 - 0136AB10 - 013590A0 - Hoverbot (Orange) 
    00D5 - 0136AD40 - 013592D0 - Hoverbike 
    00D6 - 0136BDE0 - 0135A370 - Area 51 Hoverbed with Elvis 
    00D7 - 0136DC80 - 0135C210 - Hovercrate 
    00D8 - 0136E0D0 - 0135C660 - Laser beam Door / Block 
    00D9 - 0136E1B0 - 0135C740 - BETA Muilticoloured crate 
    00DA - 0136E900 - 0135CE90 - Area 51 Caution glass 1 
    00DB - 0136EA70 - 0135D000 - Area 51 Caution glass 2 
    00DC - 0136EBE0 - 0135D170 - Area51 Button / Control panel 
    00DD - 0136EE90 - 0135D420 - Nintendo Logo 
    00DE - 01372400 - 01360990 - Changing N logo 2 
    00DF - 01373EF0 - 01362480 - Changing N logo 3 
    00E0 - 01375A00 - 01363F90 - Changing N logo 
    00E1 - 013796C0 - 01367C50 - Blue Computer 
    00E2 - 01379A20 - 01367FB0 - Perfect Dark Logo 4 
    00E3 - 0137E190 - 0136C720 - Perfect Dark Logo 1 
    00E4 - 01380A70 - 0136F000 - Perfect Dark Logo 3 
    00E5 - 01384ED0 - 01373460 - Perfect Dark Logo 2 
    00E6 - 01388930 - 01376EC0 - Perfect Dark Logo 
    00E7 - 0138C390 - 0137A920 - Chicago Police hovercar 
    00E8 - 0138D360 - 0137B8F0 - Ravine Lift 
    00E9 - 0138D530 - 0137BAC0 - dataDyne Building Defection Intro Rope 
    00EA - 0138DDE0 - 0137C370 - Secret Skedar Army hatch door (Bottom) 
    00EB - 0138F130 - 0137D6C0 - Secret Skedar Army hatch door (Top) 
    00EC - 01390180 - 0137E710 - Skedar Ruins Door 
    00ED - 013903C0 - 0137E950 - BETA Skedar Fighter ship 
    00EE - 01394550 - 01382AE0 - Attack Ship Hanger door (Bottom half) 
    00EF - 01395A00 - 01383F90 - Attack Ship Hanger door (Top half) 
    00F0 - 013977A0 - 01385D30 - Attack Ship yYellow slide door 
    00F1 - 01397BD0 - 01386160 - Attack Ship Holographic star map 
    00F2 - 01397DA0 - 01386330 - Attack Ship Holographic star map 
    00F3 - 01397EF0 - 01386480 - Attack Ship Hanger hull door part 1 
    00F4 - 013981B0 - 01386740 - Attack Ship Hanger hull door part 2 
    00F5 - 01398480 - 01386A10 - Attack Ship Hanger hull door part 3 
    00F6 - 01398690 - 01386C20 - Attack Ship Hanger hull door part 4 
    00F7 - 013988B0 - 01386E40 - Skedar Ruins Spinning power generator pillar 
    00F8 - 01399A70 - 01388000 - Skedar Ruins Rolling round pillar 
    00F9 - 0139A420 - 013889B0 - Skedar Ruins Canyon wall after blowing up rock 
    00FA - 0139A620 - 01388BB0 - Skedar Ruins Canyon rock 
    00FB - 0139AF60 - 013894F0 - Skedar Ruins Hole-in-wall frame 
    00FC - 0139B1C0 - 01389750 - Skedar Ruins Hole-in-wall unexploded 
    00FD - 0139B400 - 01389990 - Chicago Hovertaxi 
    00FE - 0139C3C0 - 0138A950 - Hoverbot (White/blue) 
    00FF - 0139C790 - 0138AD20 - BETA Chicago Limo 
    0100 - 013A43D0 - 01392960 - Tv screen 
    0101 - 013A44A0 - 01392A30 - Pane of glass 
    0102 - 013A4590 - 01392B20 - Ump_setupameZ
    0103 - 013A45B0 - 01392B40 - Ump_setuparchZ
    0104 - 013A45D0 - 01392B60 - Ravine mp_setup
    0105 - 013A47E0 - 01392D70 - Ump_setuparkZ
    0106 - 013A4800 - 01392D90 - Ump_setupashZ
    0107 - 013A4820 - 01392DB0 - Ump_setupaztZ
    0108 - 013A4840 - 01392DD0 - Ump_setupcatZ
    0109 - 013A4860 - 01392DF0 - Ump_setupcaveZ
    010A - 013A4880 - 01392E10 - Pipes mp_setup
    010B - 013A4A40 - 01392FD0 - G5 Building (MP) mp_setup
    010C - 013A4BD0 - 01393160 - BETA GoldenEye Dam solo setup something 
    010D - 013A4ED0 - 01393460 - Ump_setupdepoZ
    010E - 013A4EF0 - 01393480 - Ump_setupdestZ
    010F - 013A4F10 - 013934A0 - Ump_setupdishZ
    0110 - 013A4F30 - 013934C0 - Ump_setupearZ
    0111 - 013A4F60 - 013934F0 - Ump_setupeldZ
    0112 - 013A4F90 - 01393520 - Ump_setupimpZ
    0113 - 013A4FB0 - 01393540 - Temple mp_setup
    0114 - 013A5160 - 013936F0 - Ump_setupleeZ
    0115 - 013A5190 - 01393720 - Ump_setuplenZ
    0116 - 013A51C0 - 01393750 - Ump_setuplipZ
    0117 - 013A51E0 - 01393770 - Ump_setuplueZ
    0118 - 013A5200 - 01393790 - Skedar mp_setup
    0119 - 013A53C0 - 01393950 - Ump_setuppamZ
    011A - 013A53F0 - 01393980 - BETA GoldenEye Streets solo setup something 
    011B - 013A54E0 - 01393A70 - Complex mp_setup
    011C - 013A5680 - 01393C10 - Ump_setupritZ
    011D - 013A56B0 - 01393C40 - Ump_setuprunZ
    011E - 013A56E0 - 01393C70 - Ump_setupsevZ
    011F - 013A5700 - 01393C90 - Retaking the Institute mp_setup
    0120 - 013A5720 - 01393CB0 - Ump_setupsevxZ
    0121 - 013A5740 - 01393CD0 - Ump_setupshoZ
    0122 - 013A5760 - 01393CF0 - Ump_setupsiloZ
    0123 - 013A5780 - 01393D10 - Ump_setupstatZ
    0124 - 013A57A0 - 01393D30 - Ump_setuptraZ
    0125 - 013A57C0 - 01393D50 - Ump_setupwaxZ
    0126 - 013A57E0 - 01393D70 - Defection solo setup
    0127 - 013A7950 - 01395EE0 - UsetuparchZ
    0128 - 013A7970 - 01395F00 - UsetuparecZ
    0129 - 013A79C0 - 01395F50 - Extraction solo setup
    012A - 013A9790 - 01397D20 - UsetupashZ
    012B - 013A97B0 - 01397D40 - Crash Site solo setup
    012C - 013AAA30 - 01398FC0 - UsetupcatZ
    012D - 013AAA50 - 01398FE0 - Air Base solo setup
    012E - 013ACFD0 - 0139B560 - UsetupcradZ
    012F - 013AD000 - 0139B590 - UsetupcrypZ
    0130 - 013AD030 - 0139B5C0 - Pelagic II solo setup
    0131 - 013AEB40 - 0139D0D0 - G5 Building (Solo) solo setup
    0132 - 013B0510 - 0139EAA0 - UsetupdestZ
    0133 - 013B0530 - 0139EAC0 - CI Training solo setup
    0134 - 013B29D0 - 013A0F80 - Investigation solo setup
    0135 - 013B4860 - 013A2E10 - Villa (Solo) solo setup
    0136 - 013B6760 - 013A4D10 - Defense solo setup
    0137 - 013B87E0 - 013A6D90 - UsetupjunZ
    0138 - 013B8810 - 013A6DC0 - Attack Ship solo setup
    0139 - 013BA680 - 013A8C30 - UsetuplenZ
    013A - 013BA6B0 - 013A8C60 - Rescue solo setup
    013B - 013BCE20 - 013AB3D0 - Infiltration solo setup
    013C - 013BEB80 - 013AD140 - Skedar solo setup
    013D - 013BED30 - 013AD2F0 - Deep Sea solo setup
    013E - 013C1470 - 013AFA30 - Chicago solo setup
    013F - 013C2DF0 - 013B13B0 - UsetuprefZ
    0140 - 013C2E20 - 013B13E0 - Air Force One solo setup
    0141 - 013C4D80 - 013B3340 - UsetuprunZ
    0142 - 013C4DA0 - 013B3360 - Maian SOS solo setup
    0143 - 013C62E0 - 013B48A0 - Retaking the Institute solo setup
    0144 - 013C6300 - 013B48C0 - UsetupsevxZ
    0145 - 013C6320 - 013B48E0 - UsetupsevxbZ
    0146 - 013C6340 - 013B4900 - Skedar Ruins solo setup
    0147 - 013C8350 - 013B6920 - Unknown solo setup
    0148 - 013C8370 - 013B6940 - WAR! solo setup
    0149 - 013C8E80 - 013B7450 - Escape solo setup
    014A - 013CB040 - 013B9610 - Mr. Blondes Revenge solo setup
    014B - 013CC5C0 - 013BAB90 - Defection pads
    014C - 013CF8F0 - 013BDEC0 - dataDyne Building tiles
    014D - 013D78F0 - 013C5EC0 - bgdata/bg_arch_padsZ
    014E - 013D7910 - 013C5EE0 - bgdata/bg_arch_tilesZ
    014F - 013D79C0 - 013C5F90 - Ravine pads
    0150 - 013D9220 - 013C77F0 - Ravine tiles
    0151 - 013DA5F0 - 013C8BC0 - Extraction pads
    0152 - 013DD960 - 013CBF30 - bgdata/bg_ark_tilesZ
    0153 - 013DDA10 - 013CBFE0 - bgdata/bg_ash_padsZ
    0154 - 013DDA30 - 013CC000 - bgdata/bg_ash_tilesZ
    0155 - 013DDAE0 - 013CC0B0 - Crash Site pads
    0156 - 013E14D0 - 013CFAA0 - Crash Site tiles
    0157 - 013F6450 - 013E4A20 - bgdata/bg_cat_padsZ
    0158 - 013F6470 - 013E4A40 - bgdata/bg_cat_tilesZ
    0159 - 013F6520 - 013E4AF0 - Air Base pads
    015A - 013F97C0 - 013E7D90 - Air Base tiles
    015B - 01409AA0 - 013F8070 - Pipes pads
    015C - 0140B320 - 013F98F0 - Pipes tiles
    015D - 0140E2D0 - 013FC8A0 - G5 Building (MP) pads
    015E - 0140F700 - 013FDCD0 - G5 Building (MP) tiles
    015F - 014121E0 - 014007B0 - Pelagic II pads
    0160 - 01415910 - 01403EE0 - Pelagic II tiles
    0161 - 01433B00 - 014220D0 - G5 Building (Solo) pads
    0162 - 01435200 - 014237D0 - G5 Building (Solo) tiles
    0163 - 0143D680 - 0142BC50 - bgdata/bg_dest_padsZ
    0164 - 0143D6A0 - 0142BC70 - bgdata/bg_dest_tilesZ
    0165 - 0143D750 - 0142BD20 - CI Training pads
    0166 - 01441920 - 0142FEF0 - Carrington Institute tiles
    0167 - 0144D730 - 0143BD00 - Investigation pads
    0168 - 014521C0 - 01440790 - Investigation tiles
    0169 - 014626E0 - 01450CB0 - Villa (Solo) pads
    016A - 014663C0 - 01454990 - Villa (Solo) tiles
    016B - 01476010 - 014645E0 - Defense pads
    016C - 0147A1D0 - 014687A0 - bgdata/bg_imp_tilesZ
    016D - 0147A280 - 01468850 - Temple pads
    016E - 0147B650 - 01469C20 - Temple tiles
    016F - 0147C7F0 - 0146ADC0 - Attack Ship pads
    0170 - 0147FAC0 - 0146E090 - Attack Ship tiles
    0171 - 014A1CA0 - 01490270 - bgdata/bg_len_padsZ
    0172 - 014A1CC0 - 01490290 - bgdata/bg_len_tilesZ
    0173 - 014A1D70 - 01490340 - Rescue pads
    0174 - 014A9760 - 01497D30 - bgdata/bg_lip_tilesZ
    0175 - 014A9810 - 01497DE0 - Infiltration pads
    0176 - 014B1200 - 0149F7D0 - Area 51 tiles
    0177 - 014D7E40 - 014C6410 - Skedar pads
    0178 - 014D9B20 - 014C80F0 - Skedar tiles
    0179 - 014DC900 - 014CAED0 - Deep Sea pads
    017A - 014E2850 - 014D0E20 - Deep Sea tiles
    017B - 015063F0 - 014F49C0 - Chicago pads
    017C - 01507BC0 - 014F6190 - Chicago tiles
    017D - 0150F810 - 014FDDE0 - Complex pads
    017E - 01510C00 - 014FF1D0 - Complex tiles
    017F - 01513FB0 - 01502580 - Air Force One pads
    0180 - 01516440 - 01504A10 - Air Force One tiles
    0181 - 0152F3A0 - 0151D970 - bgdata/bg_run_padsZ
    0182 - 0152F3C0 - 0151D990 - bgdata/bg_run_tilesZ
    0183 - 0152F470 - 0151DA40 - Maian SOS pads
    0184 - 01536E60 - 01525430 - bgdata/bg_sev_tilesZ
    0185 - 01536F10 - 015254E0 - Retaking the Institute 
    0186 - 01536F30 - 01525500 - bgdata/bg_sevb_tilesZ
    0187 - 01536FE0 - 015255B0 - bgdata/bg_sevx_padsZ
    0188 - 01537000 - 015255D0 - bgdata/bg_sevx_tilesZ
    0189 - 015370B0 - 01525680 - Skedar Ruins pads
    018A - 01539630 - 01527C00 - Skedar Ruins tiles
    018B - 01549860 - 01537E30 - Unknown pads
    018C - 01549880 - 01537E50 - Unknown tiles
    018D - 01549930 - 01537F00 - WAR! pads
    018E - 0154BEB0 - 0153A480 - bgdata/bg_stat_tilesZ
    018F - 0154BF60 - 0153A530 - Escape pads
    0190 - 01553950 - 01541F20 - bgdata/bg_tra_tilesZ
    0191 - 01553A00 - 01541FD0 - Mr. Blonde's Revenge pads
    0192 - 01556D30 - 01545300 - bgdata/bg_wax_tilesZ
    0193 - 01556DE0 - 015453B0 - Testgun (Looks like grenade) player 
    0194 - 01557D80 - 01546350 - dataDyne Lab Technician 
    0195 - 0155B830 - 01549E00 - Security Camera 
    0196 - 0155BC70 - 0154A240 - Communications hub 
    0197 - 0155C410 - 0154A9E0 - dataDyne Building Rocket Launcher stand 
    0198 - 0155C760 - 0154AD30 - Blue computer terminal 
    0199 - 0155CBF0 - 0154B1C0 - White Tuxedo 
    019A - 015603E0 - 0154E9B0 - Black Tuxedo 
    019B - 01563B10 - 015520E0 - Black Tuxedo with open jacket 
    019C - 015672E0 - 015558B0 - Joanna Head 
    019D - 01568CC0 - 01557290 - Elvis Head 
    019E - 0156A1E0 - 015587B0 - Enemy Head (Ross) 
    019F - 0156B010 - 015595E0 - Carrington’s Head 
    01A0 - 0156C280 - 0155A850 - Mr. Blonde Head 
    01A1 - 0156D4D0 - 0155BAA0 - Trent Easton Head 
    01A2 - 0156E6F0 - 0155CCC0 - Shock Trooper Head 
    01A3 - 0156F680 - 0155DC50 - Enemy Head (Graham) 
    01A4 - 01570420 - 0155E9F0 - Joanna Frock Head 
    01A5 - 01572040 - 01560610 - dataDyne Secretary Head 
    01A6 - 01573250 - 01561820 - Cassandra’s Head 
    01A7 - 01574EF0 - 015634C0 - Maian head with closes eyes 
    01A8 - 01576420 - 015649F0 - Female Enemy Head 
    01A9 - 01577820 - 01565DF0 - Enemy Head (Jon) 
    01AA - 01578660 - 01566C30 - Investigation Lift 
    01AB - 01578990 - 01566F60 - Red grate panel 
    01AC - 01578B00 - 015670D0 - Light switch 
    01AD - 01578C30 - 01567200 - dataDyne Building Extraction Blue blast shield 
    01AE - 01579010 - 015675E0 - dataDyne Building Light switch 
    01AF - 015792C0 - 01567890 - Investigation Sector Four Door (Top half) 
    01B0 - 01579800 - 01567DD0 - Investigation Sector Four Door (Bottom half) 
    01B1 - 01579A20 - 01567FF0 - Joanna Frock (ripped) 
    01B2 - 0157E7D0 - 0156CDA0 - Enemy Head (Mark2) 
    01B3 - 0157F920 - 0156DEF0 - Enemy Head (Christ) 
    01B4 - 01580A20 - 0156EFF0 - Area 51 Oil container 
    01B5 - 01580CD0 - 0156F2A0 - Investigation Metal chair 
    01B6 - 01580F30 - 0156F500 - Investigation Table 
    01B7 - 01581190 - 0156F760 - BETA Investigation Microscope 
    01B8 - 015816C0 - 0156FC90 - BETA Investigation Mainframe 
    01B9 - 01581980 - 0156FF50 - Investigation Laboratory door 
    01BA - 01581E00 - 015703D0 - Investigation Slide-up door laboratory (Top) 
    01BB - 01582130 - 01570700 - Ammo Crate 
    01BC - 015822E0 - 015708B0 - Enemy Head (Russ) 
    01BD - 01583370 - 01571940 - BETA Head 
    01BE - 01584200 - 015727D0 - Enemy Head (Darling) 
    01BF - 015852B0 - 01573880 - dataDyne Guard 
    01C0 - 01588DA0 - 01577370 - Enemy Head (Robert) 
    01C1 - 01589C30 - 01578200 - Shock Trooper 
    01C2 - 01594AF0 - 015830C0 - Enemy Head (Beau) 
    01C3 - 01595D90 - 01584360 - Cassandra De Vries Necklace 
    01C4 - 01596050 - 01584620 - dataDyne Guard from Investigation 
    01C5 - 01599F00 - 015884D0 - Female Enemy Head 
    01C6 - 0159B1F0 - 015897C0 - Investigation Ceiling dronegun 
    01C7 - 0159E7A0 - 0158CD70 - Temple Door 
    01C8 - 0159E8E0 - 0158CEB0 - Area 51 Bio Technician 
    01C9 - 015A23F0 - 015909C0 - FBI Agent 
    01CA - 015A5FD0 - 015945A0 - Crash Site Dronegun 
    01CB - 015A8150 - 01596720 - CIA Agent 
    01CC - 015ABE70 - 0159A440 - Area 51 Trooper 
    01CD - 015AF8A0 - 0159DE70 - Enemy Head (Brian) 
    01CE - 015B09B0 - 0159EF80 - Enemy Head (Jamie) 
    01CF - 015B1940 - 0159FF10 - Enemy Head (Duncan) 
    01D0 - 015B2880 - 015A0E50 - Bio Technician Head 
    01D1 - 015B3780 - 015A1D50 - UsetupuffZ
    01D2 - 015B37A0 - 015A1D70 - Ump_setupuffZ
    01D3 - 015B37C0 - 015A1D90 - bgdata/bg_uff_padsZ
    01D4 - 015B37E0 - 015A1DB0 - bgdata/bg_uff_tilesZ
    01D5 - 015B3890 - 015A1E60 - UsetupoldZ
    01D6 - 015B39A0 - 015A1F70 - Ump_setupoldZ
    01D7 - 015B39C0 - 015A1F90 - bgdata/bg_old_padsZ
    01D8 - 015B39E0 - 015A1FB0 - bgdata/bg_old_tilesZ
    01D9 - 015B3A90 - 015A2060 - Duel solo setup
    01DA - 015B3E00 - 015A23D0 - Ump_setupateZ
    01DB - 015B3E20 - 015A23F0 - Duel pads
    01DC - 015B7FE0 - 015A65B0 - bgdata/bg_ate_tilesZ
    01DD - 015B8090 - 015A6660 - UsetuplamZ
    01DE - 015B80B0 - 015A6680 - Ump_setuplamZ
    01DF - 015B80D0 - 015A66A0 - bgdata/bg_lam_padsZ
    01E0 - 015B80F0 - 015A66C0 - bgdata/bg_lam_tilesZ
    01E1 - 015B81A0 - 015A6770 - Usetupmp1Z
    01E2 - 015B81C0 - 015A6790 - Base mp_setup
    01E3 - 015B8410 - 015A69E0 - Base pads
    01E4 - 015B9E90 - 015A8460 - Base tiles
    01E5 - 015BD9D0 - 015ABFA0 - Usetupmp2Z
    01E6 - 015BD9F0 - 015ABFC0 - Ump_setupmp2Z
    01E7 - 015BDA20 - 015ABFF0 - bgdata/bg_mp2_padsZ
    01E8 - 015BDA40 - 015AC010 - bgdata/bg_mp2_tilesZ
    01E9 - 015BDAF0 - 015AC0C0 - Usetupmp3Z
    01EA - 015BDB20 - 015AC0F0 - Area 52 mp_setup
    01EB - 015BDD90 - 015AC360 - Area 52 pads
    01EC - 015BFB10 - 015AE0E0 - Area 52 tiles
    01ED - 015C31D0 - 015B17A0 - Usetupmp4Z
    01EE - 015C31F0 - 015B17C0 - Warehouse mp_setup
    01EF - 015C33A0 - 015B1970 - Warehouse pads
    01F0 - 015C5CB0 - 015B4280 - Warehouse tiles
    01F1 - 015C9BD0 - 015B81A0 - Usetupmp5Z
    01F2 - 015C9BF0 - 015B81C0 - Car Park mp_setup
    01F3 - 015C9DB0 - 015B8380 - Car Park pads
    01F4 - 015CBB00 - 015BA0D0 - Car Park tiles
    01F5 - 015CE610 - 015BCBE0 - Usetupmp6Z
    01F6 - 015CE630 - 015BCC00 - Ump_setupmp6Z
    01F7 - 015CE660 - 015BCC30 - bgdata/bg_mp6_padsZ
    01F8 - 015CE680 - 015BCC50 - bgdata/bg_mp6_tilesZ
    01F9 - 015CE730 - 015BCD00 - Usetupmp7Z
    01FA - 015CE750 - 015BCD20 - Ump_setupmp7Z
    01FB - 015CE790 - 015BCD60 - bgdata/bg_mp7_padsZ
    01FC - 015CE7B0 - 015BCD80 - bgdata/bg_mp7_tilesZ
    01FD - 015CE860 - 015BCE30 - Usetupmp8Z
    01FE - 015CE880 - 015BCE50 - Ump_setupmp8Z
    01FF - 015CE8C0 - 015BCE90 - bgdata/bg_mp8_padsZ
    0200 - 015CE8E0 - 015BCEB0 - bgdata/bg_mp8_tilesZ
    0201 - 015CE990 - 015BCF60 - Usetupmp9Z
    0202 - 015CE9B0 - 015BCF80 - Ruins mp_setup
    0203 - 015CEB80 - 015BD150 - Ruins pads
    0204 - 015CFE10 - 015BE3E0 - Ruins tiles
    0205 - 015D2DD0 - 015C1420 - Usetupmp10Z
    0206 - 015D2E30 - 015C1480 - Sewers mp_setup
    0207 - 015D3020 - 015C1670 - Sewers pads
    0208 - 015D4230 - 015C2880 - Sewers tiles
    0209 - 015D7830 - 015C5E80 - Usetupmp11Z
    020A - 015D7850 - 015C5EA0 - Felicity mp_setup
    020B - 015D7AA0 - 015C60F0 - Felicity pads
    020C - 015D9160 - 015C77B0 - Felicity tiles
    020D - 015DF670 - 015CDCC0 - Usetupmp12Z
    020E - 015DF690 - 015CDCE0 - Fortress mp_setup
    020F - 015DF9B0 - 015CE000 - Fortress pads
    0210 - 015E2740 - 015D0D90 - Fortress tiles
    0211 - 015E83E0 - 015D6A30 - Usetupmp13Z
    0212 - 015E8400 - 015D6A50 - Villa mp_setup
    0213 - 015E8570 - 015D6BC0 - Villa pads
    0214 - 015E9CE0 - 015D8330 - Villa tiles
    0215 - 015EE200 - 015DC850 - Usetupmp14Z
    0216 - 015EE220 - 015DC870 - Ump_setupmp14Z
    0217 - 015EE250 - 015DC8A0 - bgdata/bg_mp14_padsZ
    0218 - 015EE270 - 015DC8C0 - bgdata/bg_mp14_tilesZ
    0219 - 015EE320 - 015DC970 - Usetupmp15Z
    021A - 015EE340 - 015DC990 - Grid mp_setup
    021B - 015EE5C0 - 015DCC10 - Grid pads
    021C - 015EF990 - 015DDFE0 - Grid tiles
    021D - 015F17F0 - 015DFE40 - Usetupmp16Z
    021E - 015F1810 - 015DFE60 - Ump_setupmp16Z
    021F - 015F1840 - 015DFE90 - bgdata/bg_mp16_padsZ
    0220 - 015F1860 - 015DFEB0 - bgdata/bg_mp16_tilesZ
    0221 - 015F1910 - 015DFF60 - Usetupmp17Z
    0222 - 015F1930 - 015DFF80 - Ump_setupmp17Z
    0223 - 015F1970 - 015DFFC0 - bgdata/bg_mp17_padsZ
    0224 - 015F1990 - 015DFFE0 - bgdata/bg_mp17_tilesZ
    0225 - 015F1A40 - 015E0090 - Usetupmp18Z
    0226 - 015F1A60 - 015E00B0 - Ump_setupmp18Z
    0227 - 015F1AA0 - 015E00F0 - bgdata/bg_mp18_padsZ
    0228 - 015F1AC0 - 015E0110 - bgdata/bg_mp18_tilesZ
    0229 - 015F1B70 - 015E01C0 - Usetupmp19Z
    022A - 015F1B90 - 015E01E0 - Ump_setupmp19Z
    022B - 015F1BD0 - 015E0220 - bgdata/bg_mp19_padsZ
    022C - 015F1BF0 - 015E0240 - bgdata/bg_mp19_tilesZ
    022D - 015F1CA0 - 015E02F0 - Usetupmp20Z
    022E - 015F1CC0 - 015E0310 - Ump_setupmp20Z
    022F - 015F1D00 - 015E0350 - bgdata/bg_mp20_padsZ
    0230 - 015F1D20 - 015E0370 - bgdata/bg_mp20_tilesZ
    0231 - 015F1DD0 - 015E0420 - Area 51 Pilot 
    0232 - 015F5720 - 015E3D70 - Enemy Head (Neil) 
    0233 - 015F66D0 - 015E4D20 - Carrington Institute Sofa (with mirror image) 
    0234 - 015F6E60 - 015E54B0 - Carrington Institute Lift 
    0235 - 015F6FE0 - 015E5630 - Carrington Institute Glass door 
    0236 - 015F71E0 - 015E5830 - Sentry Robot 
    0237 - 015F8680 - 015E6CD0 - Steward 
    0238 - 015FBFB0 - 015EA600 - Enemy Head (Edmcg) 
    0239 - 015FCF70 - 015EB5C0 - Stewardess 
    023A - 016007E0 - 015EEE30 - Enemy Head (Anka) 
    023B - 016017A0 - 015EFDF0 - US President 
    023C - 01606240 - 015F4890 - Stewardess with scarf on 
    023D - 01609D00 - 015F8350 - Enemy Head (Leslie) 
    023E - 0160AD30 - 015F9380 - Laser beam 
    023F - 0160ADF0 - 015F9440 - Skedar Shuttle 
    0240 - 0160E380 - 015FC9D0 - Mini Skedar 
    0241 - 01612BE0 - 01601230 - Villa Door with wooden frame 
    0242 - 016142D0 - 01602920 - NSA Lackey 
    0243 - 01617EA0 - 016064F0 - Enemy Head (Matt) 
    0244 - 01618E30 - 01607480 - Presidential Bodyguard 
    0245 - 0161CA50 - 0160B0A0 - Enemy Head (Peer) 
    0246 - 0161D6E0 - 0160BD30 - Negotiator 
    0247 - 01621260 - 0160F8B0 - Enemy Head (Eileen) 
    0248 - 016222E0 - 01610930 - Skedar Ruins Royal Chamber Stone block 
    0249 - 01622B50 - 016111A0 - Skedar Ruins Royal Chamber Stone block 
    024A - 016233D0 - 01611A20 - Skedar statue relic piece 
    024B - 01623590 - 01611BE0 - Skedar statue relic piece 
    024C - 01623740 - 01611D90 - Skedar statue relic piece 
    024D - 01623900 - 01611F50 - Skedar statue relic piece 
    024E - 01623B10 - 01612160 - Skedar statue relic piece 
    024F - 01623D20 - 01612370 - Skedar Ruins Floor piece 
    0250 - 01623E00 - 01612450 - Skedar Ruins Floor piece 
    0251 - 01623EE0 - 01612530 - Skedar Ruins Floor piece 
    0252 - 01623FC0 - 01612610 - Skedar Ruins Floor piece 
    0253 - 016240B0 - 01612700 - Skedar Ruins Floor piece 
    0254 - 016241A0 - 016127F0 - Skedar Ruins Floor piece 
    0255 - 01624280 - 016128D0 - Skedar Ruins Floor piece 
    0256 - 01624360 - 016129B0 - Skedar Ruins Floor piece 
    0257 - 01624440 - 01612A90 - Skedar Ruins Floor piece 
    0258 - 01624530 - 01612B80 - Skedar Ruins Floor piece 
    0259 - 01624620 - 01612C70 - Menu Image Projector 
    025A - 01625130 - 01613780 - Skedar Ruins Pillar 1 
    025B - 01625A00 - 01614050 - Skedar Ruins Pillar 2 
    025C - 016262F0 - 01614940 - Skedar Ruins Pillar 3 
    025D - 01626C30 - 01615280 - Skedar Ruins Floor piece 
    025E - 01626DB0 - 01615400 - Skedar Ruins Wall piece 
    025F - 01626F20 - 01615570 - Skedar Ruins Floor piece 
    0260 - 01627080 - 016156D0 - Skedar Ruins Wall piece 
    0261 - 01627200 - 01615850 - G5 Building Guard 
    0262 - 0162B230 - 01619880 - Enemy Head (Andy) 
    0263 - 0162C170 - 0161A7C0 - Pelagic II Guard 
    0264 - 0162FFD0 - 0161E620 - G5 Building Swat Guard 
    0265 - 01634230 - 01622880 - Air Base White Guard 
    0266 - 01637ED0 - 01626520 - Maian 
    0267 - 0163ADE0 - 01629430 - Enemy Head (Ben) 
    0268 - 0163BD40 - 0162A390 - Enemy Head (Steve) 
    0269 - 0163CCA0 - 0162B2F0 - Area 51 Metal barrel 
    026A - 0163CEB0 - 0162B500 - Grid Pane of glass used as floor 
    026B - 0163CFD0 - 0162B620 - Air Base Escalator step 
    026C - 0163D100 - 0162B750 - Grid lift 
    026D - 0163D450 - 0162BAA0 - Skedar Ruins Rubble (Wall) 
    026E - 0163D7F0 - 0162BE40 - Skedar Ruins Rubble (Pillar) 
    026F - 0163D990 - 0162BFE0 - Skedar Ruins Rubble (Block) 
    0270 - 0163DB20 - 0162C170 - Skedar Ruins Rubble (Small pillar) 
    0271 - 0163DCC0 - 0162C310 - Arecep01M
    0272 - 0163E6D0 - 0162CD20 - Arecep02M
    0273 - 0163F9C0 - 0162E010 - Arecep03M
    0274 - 01640D00 - 0162F350 - Arecep04M
    0275 - 01642390 - 016309E0 - Arecep05M
    0276 - 01642F30 - 01631580 - Arecep06M
    0277 - 01644750 - 01632DA0 - Arlguard1M
    0278 - 016458B0 - 01633F00 - Arltech01M
    0279 - 01646DC0 - 01635410 - Arltech02M
    027A - 01648450 - 01636AA0 - Arltech03M
    027B - 016495B0 - 01637C00 - Arltech04M
    027C - 0164A150 - 016387A0 - Arltech05M
    027D - 0164AFF0 - 01639640 - Arltech06M
    027E - 0164BB90 - 0163A1E0 - Ascie2aM
    027F - 0164D440 - 0163BA90 - Ascie2bM
    0280 - 0164E510 - 0163CB60 - Ascie2cM
    0281 - 0164F980 - 0163DFD0 - Ascie2dM
    0282 - 01651010 - 0163F660 - Ascie2eM
    0283 - 01652520 - 01640B70 - Ascie2fM
    0284 - 01653F60 - 016425B0 - Ascie2gM
    0285 - 01655250 - 016438A0 - Ascie3aM
    0286 - 01656280 - 016448D0 - Ascie3bM
    0287 - 01657790 - 01645DE0 - Ascie3cM
    0288 - 01658D80 - 016473D0 - Ascie3dM
    0289 - 0165A850 - 01648EA0 - Ascie3eM
    028A - 0165C410 - 0164AA60 - Ascie3gM
    028B - 0165E1F0 - 0164C840 - Ascien10aM
    028C - 0165F8D0 - 0164DF20 - Ascien2_aM
    028D - 01660770 - 0164EDC0 - Ascien3_aM
    028E - 016616B0 - 0164FD00 - Ascien4_aM
    028F - 01662810 - 01650E60 - Ascien5_aM
    0290 - 016645F0 - 01652C40 - Ascien6_aM
    0291 - 01665F90 - 016545E0 - Ascien7_aM
    0292 - 01667400 - 01655A50 - Ascien9_aM
    0293 - 016682A0 - 016568F0 - AvilgrimM
    0294 - 0166D890 - 0165BEE0 - Awepgd01M
    0295 - 0166EAE0 - 0165D130 - Awepgd02M
    0296 - 0166F8A0 - 0165DEF0 - Awepgd03M
    0297 - 01670740 - 0165ED90 - Awepsc01M
    0298 - 016710C0 - 0165F710 - Awepsc02M
    0299 - 01671BC0 - 01660210 - Awepsc03M
    029A - 016725D0 - 01660C20 - Aa51elv01M
    029B - 01675030 - 01663680 - Aa51elv02M
    029C - 01676D70 - 016653C0 - Aa51elv03M
    029D - 01679340 - 01667990 - Aa51grd01M
    029E - 01679CC0 - 01668310 - Aa51grd02M
    029F - 0167A4B0 - 01668B00 - Aa51grd03M
    02A0 - 0167B4E0 - 01669B30 - Aa51grd04M
    02A1 - 0167C420 - 0166AA70 - Aa51grd05M
    02A2 - 0167D2C0 - 0166B910 - Aa51grd06M
    02A3 - 0167E600 - 0166CC50 - Aa51grd07M
    02A4 - 0167F630 - 0166DC80 - Aa51grd08M
    02A5 - 01680570 - 0166EBC0 - Aa51grd09M
    02A6 - 01681110 - 0166F760 - Aa51grd10M
    02A7 - 01681E30 - 01670480 - Aa51jo1M
    02A8 - 01683080 - 016716D0 - Aa51jo2M
    02A9 - 01684E60 - 016734B0 - Aa51jo3M
    02AA - 016862D0 - 01674920 - Aa51jo4M
    02AB - 01687740 - 01675D90 - Aa51jo5M
    02AC - 016885E0 - 01676C30 - Aa51jo6M
    02AD - 0168A990 - 01678FE0 - Aa51jon01M
    02AE - 0168CEC0 - 0167B510 - Aa51jon02M
    02AF - 0168E770 - 0167CDC0 - Aa51jon03M
    02B0 - 01690860 - 0167EEB0 - Aa51jon04M
    02B1 - 016924C0 - 01680B10 - Aa51jon05M
    02B2 - 01695710 - 01683D60 - Aa51jon06M
    02B3 - 01698260 - 016868B0 - Aa51jon07M
    02B4 - 016994B0 - 01687B00 - Aa51jon08M
    02B5 - 0169A580 - 01688BD0 - Aa51jon09M
    02B6 - 0169BC60 - 0168A2B0 - Aa51jon10M
    02B7 - 0169CA20 - 0168B070 - Aa51jon11M
    02B8 - 0169DD10 - 0168C360 - Aa51jon12M
    02B9 - 0169EF60 - 0168D5B0 - Aa51jon14M
    02BA - 016A0ED0 - 0168F520 - Aa51jon15M
    02BB - 016A39D0 - 01692020 - Aa51sci1M
    02BC - 016A5410 - 01693A60 - Aaf1jo01M
    02BD - 016A7B60 - 016961B0 - Aaf1jo02M
    02BE - 016AA5C0 - 01698C10 - Aaf1jo03M
    02BF - 016AC6B0 - 0169AD00 - Aaf1pr01M
    02C0 - 016AE530 - 0169CB80 - Aaf1pr02M
    02C1 - 016AF470 - 0169DAC0 - Aaf1pr03M
    02C2 - 016B1030 - 0169F680 - Aaf1pr04M
    02C3 - 016B1DF0 - 016A0440 - Aaf1pr05M
    02C4 - 016B3260 - 016A18B0 - Aaf1pr06M
    02C5 - 016B46D0 - 016A2D20 - Aaf1pr07M
    02C6 - 016B57A0 - 016A3DF0 - Aaf1pr08M
    02C7 - 016B9B50 - 016A81A0 - Aaf1pr09M
    02C8 - 016BDA20 - 016AC070 - Aaf1pr10M
    02C9 - 016BEF30 - 016AD580 - Aaf1tr01M
    02CA - 016C1020 - 016AF670 - Aaf1tr02M
    02CB - 016C28D0 - 016B0F20 - Aaf1tr03M
    02CC - 016C46B0 - 016B2D00 - Aairbgd01M
    02CD - 016C4F90 - 016B35E0 - Aairbgd02M
    02CE - 016C5C10 - 016B4260 - Aairbgd03M
    02CF - 016C72F0 - 016B5940 - Aairbgd04M
    02D0 - 016C8C90 - 016B72E0 - Aairbgd05M
    02D1 - 016C9D60 - 016B83B0 - Aairbgd06M
    02D2 - 016CAC00 - 016B9250 - Aairbgd07M
    02D3 - 016CBAA0 - 016BA0F0 - Aairbgd08M
    02D4 - 016CCAD0 - 016BB120 - Aairbgd09M
    02D5 - 016CD2C0 - 016BB910 - Aairbgd10M
    02D6 - 016CDF40 - 016BC590 - Aairbgd11M
    02D7 - 016CEF70 - 016BD5C0 - Aairbgd12M
    02D8 - 016D0260 - 016BE8B0 - Aairbgd13M
    02D9 - 016D16D0 - 016BFD20 - Aairbgd14M
    02DA - 016D2F80 - 016C15D0 - Aairbgd15M
    02DB - 016D42C0 - 016C2910 - Aairbgd16M
    02DC - 016D5200 - 016C3850 - Aairstw01M
    02DD - 016D6A20 - 016C5070 - Aairstw02M
    02DE - 016D76A0 - 016C5CF0 - Aairstw03M
    02DF - 016D8540 - 016C6B90 - Aassael01M
    02E0 - 016DB830 - 016C9E80 - Aassael02M
    02E1 - 016DDFD0 - 016CC620 - Aassael03M
    02E2 - 016DF130 - 016CD780 - Aassael04M
    02E3 - 016E1130 - 016CF780 - Aassael05M
    02E4 - 016E3B90 - 016D21E0 - Aassael06M
    02E5 - 016E6F60 - 016D55B0 - Absewrk01M
    02E6 - 016E93F0 - 016D7A40 - Absewrk02M
    02E7 - 016EA420 - 016D8A70 - Absewrk03M
    02E8 - 016EBAB0 - 016DA100 - Absewrk04M
    02E9 - 016ED0A0 - 016DB6F0 - Absewrk05M
    02EA - 016EEB70 - 016DD1C0 - Acetael01M
    02EB - 016F1DC0 - 016E0410 - Achdroid1M
    02EC - 016F32D0 - 016E1920 - Achdroid2M
    02ED - 016F4610 - 016E2C60 - Acsec01M
    02EE - 016F5A80 - 016E40D0 - Acsec02M
    02EF - 016F67A0 - 016E4DF0 - Acsec03M
    02F0 - 016F7560 - 016E5BB0 - Acstan1M
    02F1 - 016F9780 - 016E7DD0 - Acstan2M
    02F2 - 016FBC10 - 016EA260 - Adevr01M
    02F3 - 016FCF00 - 016EB550 - Adevr02M
    02F4 - 016FE8A0 - 016ECEF0 - Adevr03M
    02F5 - 016FFDB0 - 016EE400 - Adevr04M
    02F6 - 01701AF0 - 016F0140 - Adevr05M
    02F7 - 01703000 - 016F1650 - Adevr06M
    02F8 - 01704BC0 - 016F3210 - Adevr07M
    02F9 - 01706560 - 016F4BB0 - Adevr08M
    02FA - 01708030 - 016F6680 - Adevr09M
    02FB - 01709710 - 016F7D60 - Adevr10M
    02FC - 0170A960 - 016F8FB0 - Adevr11M
    02FD - 0170B460 - 016F9AB0 - Adevr12M
    02FE - 0170D680 - 016FBCD0 - Aexec01M
    02FF - 0170E7E0 - 016FCE30 - Aexec02M
    0300 - 0170F8B0 - 016FDF00 - Aexec04M
    0301 - 01710B00 - 016FF150 - Aexec05M
    0302 - 017119A0 - 016FFFF0 - Aexec06M
    0303 - 01712B00 - 01701150 - Aexec07M
    0304 - 01714840 - 01702E90 - Aexec08M
    0305 - 01715B30 - 01704180 - Aexec09M
    0306 - 01716E20 - 01705470 - Aexec10M
    0307 - 0171B4D0 - 01709B20 - Aexec11M
    0308 - 017200B0 - 0170E700 - Aexec12M
    0309 - 017218D0 - 0170FF20 - Aexec13M
    030A - 01722D40 - 01711390 - Aexec14M
    030B - 01724080 - 017126D0 - Ahelic01M
    030C - 01725B50 - 017141A0 - Ahelic02M
    030D - 01727890 - 01715EE0 - Ahelic03M
    030E - 01728E80 - 017174D0 - Ahologd01M
    030F - 0172A170 - 017187C0 - AholohopkM
    0310 - 0172B4B0 - 01719B00 - Ainvcar01M
    0311 - 0172CE50 - 0171B4A0 - Ainvcar02M
    0312 - 0172E920 - 0171CF70 - Ainvcar03M
    0313 - 017301D0 - 0171E820 - Ainvcar04M
    0314 - 01731CA0 - 017202F0 - Ainvcar05M
    0315 - 01733D90 - 017223E0 - Ainvcar06M
    0316 - 01735F20 - 01724570 - Ainvcar07M
    0317 - 01738C40 - 01727290 - Ainvcar08M
    0318 - 0173A800 - 01728E50 - Ainvcar09M
    0319 - 0173CB10 - 0172B160 - Ainvcar10M
    031A - 0173E6D0 - 0172CD20 - Ainvcar11M
    031B - 01740550 - 0172EBA0 - Ainvcar12M
    031C - 01742550 - 01730BA0 - AinvfarrM
    031D - 01743840 - 01731E90 - AinvfemaM
    031E - 01744030 - 01732680 - AinvfostM
    031F - 017458E0 - 01733F30 - AinvgrimM
    0320 - 01749060 - 017376B0 - AinvhopkM
    0321 - 0174ADA0 - 017393F0 - AinvmaleM
    0322 - 0174B8A0 - 01739EF0 - Ajoexec01M
    0323 - 0174DDD0 - 0173C420 - Ajoexec02M
    0324 - 0174E8D0 - 0173CF20 - Ajosci01M
    0325 - 0174FC10 - 0173E260 - Ajosci02M
    0326 - 01750F00 - 0173F550 - Ajosci03M
    0327 - 01751FD0 - 01740620 - Alabacc1M
    0328 - 01753F40 - 01742590 - Alabacc2M
    0329 - 01756820 - 01744E70 - Alabacc3M
    032A - 01758CB0 - 01747300 - Alabacc4M
    032B - 0175AC20 - 01749270 - Alabacc5M
    032C - 0175C880 - 0174AED0 - Alabacc6M
    032D - 0175E4E0 - 0174CB30 - Alabtech1M
    032E - 0175F080 - 0174D6D0 - Alabtech2M
    032F - 01760AC0 - 0174F110 - Alabtech3M
    0330 - 017621A0 - 017507F0 - Alabtech5M
    0331 - 01763BE0 - 01752230 - Alabtech6M
    0332 - 01765400 - 01753A50 - Alabtech7M
    0333 - 017671E0 - 01755830 - Alabtech8M
    0334 - 01768B80 - 017571D0 - Alabtech9M
    0335 - 01769DD0 - 01758420 - Aoffwrk01M
    0336 - 0176B4B0 - 01759B00 - Aoffwrk02M
    0337 - 0176CAA0 - 0175B0F0 - Aoffwrk03M
    0338 - 0176F070 - 0175D6C0 - Aoffwrk04M
    0339 - 01771160 - 0175F7B0 - President Clone 
    033A - 017743F0 - 01762A40 - Enemy Head (Jonathan) 
    033B - 01775A10 - 01764060 - Maian head with maian hat 
    033C - 01776F80 - 017655D0 - Joanna Stewardess Suit 
    033D - 0177B970 - 01769FC0 - Air Base Intro Cable Car 
    033E - 0177CE90 - 0176B4E0 - Maian Saucer 
    033F - 0177DFE0 - 0176C630 - Air Base Stewardesses Bag 
    0340 - 0177FB20 - 0176E170 - Air Base Small hanger lift 
    0341 - 01780260 - 0176E8B0 - Air Base Diagonal lift 
    0342 - 01780690 - 0176ECE0 - Air Base Safe Door 
    0343 - 017808A0 - 0176EEF0 - Air Force One Pilots seat 
    0344 - 01780B00 - 0176F150 - Air Force One Passenger seat 
    0345 - 01780F10 - 0176F560 - Enemy Head (Shaun) 
    0346 - 01781E20 - 01770470 - NightVision Goggles 
    0347 - 01781FF0 - 01770640 - Shield 
    0348 - 01782400 - 01770A50 - Falcon 2 item 
    0349 - 01782820 - 01770E70 - Magsec 4 item 
    034A - 01782B80 - 017711D0 - Mauler item 
    034B - 01783010 - 01771660 - DY357 Magnum item 
    034C - 017833A0 - 017719F0 - DY357-LX item 
    034D - 017836E0 - 01771D30 - Phoenix item 
    034E - 01783A00 - 01772050 - Falcon 2 Silencer item 
    034F - 01783E70 - 017724C0 - Falcon 2 Scope item 
    0350 - 01784370 - 017729C0 - CMP150 item 
    0351 - 017847F0 - 01772E40 - AR34 item 
    0352 - 01784F30 - 01773580 - Dragon item 
    0353 - 01785390 - 017739E0 - SuperDragon item 
    0354 - 017858C0 - 01773F10 - K7 Avenger item 
    0355 - 01785DA0 - 017743F0 - Cyclone item 
    0356 - 017862D0 - 01774920 - Callisto NTG item 
    0357 - 01786570 - 01774BC0 - RCP-120 item 
    0358 - 01786980 - 01774FD0 - Laptop Gun item 
    0359 - 01786DA0 - 017753F0 - Shotgun item 
    035A - 017870B0 - 01775700 - Reaper item 
    035B - 01787690 - 01775CE0 - Rocket Launcher item 
    035C - 01787A30 - 01776080 - Devastator item 
    035D - 01787E40 - 01776490 - Slayer item 
    035E - 017882B0 - 01776900 - Farsight XR-20 item 
    035F - 017886E0 - 01776D30 - Sniper Rifle item 
    0360 - 01788B20 - 01777170 - Crossbow item 
    0361 - 01788F80 - 017775D0 - Psychosis / Tranquilizer item 
    0362 - 017893A0 - 017779F0 - Combat Knife item 
    0363 - 01789B30 - 01778180 - N-Bomb item 
    0364 - 01789DC0 - 01778410 - BETA Flashbang (Grenade from GoldenEye) 
    0365 - 0178A130 - 01778780 - Grenade item 
    0366 - 0178A3D0 - 01778A20 - Timed Mine 
    0367 - 0178A770 - 01778DC0 - Proximity Mine 
    0368 - 0178AB00 - 01779150 - Remote Mine 
    0369 - 0178AE80 - 017794D0 - ECM Mine item 
    036A - 0178BDB0 - 0177A400 - PP9i (PP7) item 
    036B - 0178C000 - 0177A650 - CC13 (DD44) Dostovei. item 
    036C - 0178C290 - 0177A8E0 - KLO1313 (Klobb) item 
    036D - 0178C630 - 0177AC80 - KF7 Special (KF7 Soviet) item 
    036E - 0178CA20 - 0177B070 - ZZT (9mm) (ZMG (9mm)) item 
    036F - 0178CD00 - 0177B350 - DMC (D5K) Deutsche item 
    0370 - 0178D0A0 - 0177B6F0 - AR53 (AR33) Assualt Rifle item 
    0371 - 0178D480 - 0177BAD0 - RC-P45 (RC-P90) item 
    0372 - 0178D8F0 - 0177BF40 - Rocket Launcher Rocket 
    0373 - 0178DE60 - 0177C4B0 - Slayer Rocket 
    0374 - 0178E010 - 0177C660 - Bolt 
    0375 - 0178E280 - 0177C8D0 - Devastator Grenade 
    0376 - 0178E510 - 0177CB60 - Dragon Grenade 
    0377 - 0178E7A0 - 0177CDF0 - Falcon 2 Silencer Scope player 
    0378 - 01790300 - 0177E950 - Magsec 4 player 
    0379 - 017915C0 - 0177FC10 - Mauler player 
    037A - 01792950 - 01780FA0 - DY357 Magnum player 
    037B - 01794330 - 01782980 - DY357-LX player 
    037C - 01795D00 - 01784350 - Phoenix player 
    037D - 01796CA0 - 017852F0 - CMP150 player 
    037E - 01797D70 - 017863C0 - AR34 player 
    037F - 01799070 - 017876C0 - Dragon player 
    0380 - 0179A610 - 01788C60 - SuperDragon player 
    0381 - 0179BEE0 - 0178A530 - K7 Avenger player 
    0382 - 0179D750 - 0178BDA0 - Cyclone player 
    0383 - 0179EC90 - 0178D2E0 - Callisto NTG player 
    0384 - 0179FC70 - 0178E2C0 - RC-P120 player 
    0385 - 017A12C0 - 0178F910 - Laptop Gun player 
    0386 - 017A2B20 - 01791170 - Shotgun player 
    0387 - 017A4380 - 017929D0 - Reaper player 
    0388 - 017A6250 - 017948A0 - Rocket Launcher player 
    0389 - 017A8480 - 01796AD0 - Devastator player 
    038A - 017A9C70 - 017982C0 - Slayer player 
    038B - 017AB120 - 01799770 - Farsight XR-20 player 
    038C - 017ACCB0 - 0179B300 - Sniper Rifle player 
    038D - 017AE4D0 - 0179CB20 - Crossbow player 
    038E - 017AF960 - 0179DFB0 - Phychosis / Tranquilizer player 
    038F - 017B0CC0 - 0179F310 - Combat Knife player 
    0390 - 017B1870 - 0179FEC0 - Grenade player 
    0391 - 017B27F0 - 017A0E40 - Timed Mine player 
    0392 - 017B2E90 - 017A14E0 - Proximity Mine player 
    0393 - 017B3530 - 017A1B80 - Remote Mine and Detonator player 
    0394 - 017B3EF0 - 017A2540 - PP9i (PP7) player 
    0395 - 017B4AD0 - 017A3120 - CC13 (DD44) Dostovei. player 
    0396 - 017B57C0 - 017A3E10 - KLO1313 (Klobb) player 
    0397 - 017B66D0 - 017A4D20 - KF7 Special (KF7 Soviet) player 
    0398 - 017B6FF0 - 017A5640 - ZZT (9mm) (ZMG (9mm)) player 
    0399 - 017B7910 - 017A5F60 - DMC (D5K) Deutsche player 
    039A - 017B84D0 - 017A6B20 - AR53 (AR33) Assualt Rifle player 
    039B - 017B8E20 - 017A7470 - RC-P45 (RC-P90) player 
    039C - 017B9990 - 017A7FE0 - Falcon 2 Silencer Scope reloader 
    039D - 017BA890 - 017A8EE0 - Reaper reloader 
    039E - 017BBBE0 - 017AA230 - Area 51 Infiltration Brown dronegun 
    039F - 017BC170 - 017AA7C0 - Pelagic II Door with window 
    03A0 - 017BC9B0 - 017AB000 - Am1_l1_aM
    03A1 - 017BF8F0 - 017ADF40 - Am1_l1_bM
    03A2 - 017C1C00 - 017B0250 - Am1_l1_cM
    03A3 - 017C35A0 - 017B1BF0 - Am1_l1_dM
    03A4 - 017C5B70 - 017B41C0 - Am1_l2_aM
    03A5 - 017C92F0 - 017B7940 - Am1_l2_bM
    03A6 - 017CB0D0 - 017B9720 - Am1_l2_cM
    03A7 - 017CDEE0 - 017BC530 - Am1_l2_dM
    03A8 - 017D1130 - 017BF780 - Am1_l3_aM
    03A9 - 017D38D0 - 017C1F20 - Am1_l3_bM
    03AA - 017D6420 - 017C4A70 - Am1_l3_cM
    03AB - 017D8390 - 017C69E0 - Am1_l3_dM
    03AC - 017DB010 - 017C9660 - Am2_l1_aM
    03AD - 017DE0D0 - 017CC720 - Am2_l1_bM
    03AE - 017DFEB0 - 017CE500 - Am2_l1_cM
    03AF - 017E14A0 - 017CFAF0 - Am2_l1_dM
    03B0 - 017E36C0 - 017D1D10 - Am3_l1_aM
    03B1 - 017E61C0 - 017D4810 - Am3_l1_bM
    03B2 - 017E82B0 - 017D6900 - Am3_l1_cM
    03B3 - 017EBAC0 - 017DA110 - Am3_l1_dM
    03B4 - 017EE180 - 017DC7D0 - Am3_l2_aM
    03B5 - 017F00F0 - 017DE740 - Am3_l2_bM
    03B6 - 017F2D70 - 017E13C0 - Am3_l2_cM
    03B7 - 017F6400 - 017E4A50 - Am3_l2_dM
    03B8 - 017F87B0 - 017E6E00 - Am4_l1_aM
    03B9 - 017FB210 - 017E9860 - Am4_l1_bM
    03BA - 017FE150 - 017EC7A0 - Am4_l1_cM
    03BB - 01800680 - 017EECD0 - Am4_l1_dM
    03BC - 01803AF0 - 017F2140 - Am4_l2_aM
    03BD - 018078D0 - 017F5F20 - Am4_l2_bM
    03BE - 0180A5F0 - 017F8C40 - Am4_l2_cM
    03BF - 0180DC80 - 017FC2D0 - Am4_l2_dM
    03C0 - 01810250 - 017FE8A0 - Am4_l3_aM
    03C1 - 01811EB0 - 01800500 - Am4_l3_bM
    03C2 - 018151A0 - 018037F0 - Am4_l3_cM
    03C3 - 01818790 - 01806DE0 - Am4_l3_dM
    03C4 - 0181A880 - 01808ED0 - Am5_l1_aM
    03C5 - 0181DC50 - 0180C2A0 - Am5_l1_bM
    03C6 - 0181FE70 - 0180E4C0 - Am5_l1_cM
    03C7 - 01822180 - 018107D0 - Am5_l1_dM
    03C8 - 01825810 - 01813E60 - Am5_l2_aM
    03C9 - 018275F0 - 01815C40 - Am5_l2_bM
    03CA - 01829780 - 01817DD0 - Am5_l2_cM
    03CB - 0182BB30 - 0181A180 - Am5_l2_dM
    03CC - 0182D570 - 0181BBC0 - Am5_l3_aM
    03CD - 0182E4B0 - 0181CB00 - Am5_l3_bM
    03CE - 0182F7F0 - 0181DE40 - Am5_l3_cM
    03CF - 01830ED0 - 0181F520 - Am5_l3_dM
    03D0 - 018331E0 - 01821830 - Am6_l1_aM
    03D1 - 01835FF0 - 01824640 - Am6_l1_bM
    03D2 - 018378A0 - 01825EF0 - Am6_l1_cM
    03D3 - 0183C260 - 0182A8B0 - Am6_l1_dM
    03D4 - 0183E830 - 0182CE80 - Am6_l2_aM
    03D5 - 01840490 - 0182EAE0 - Am6_l2_bM
    03D6 - 018432A0 - 018318F0 - Am6_l2_cM
    03D7 - 01846710 - 01834D60 - Am6_l2_dM
    03D8 - 01847B80 - 018361D0 - Am7_l1_aM
    03D9 - 01849960 - 01837FB0 - Am7_l1_bM
    03DA - 0184B960 - 01839FB0 - Am7_l1_cM
    03DB - 0184E0B0 - 0183C700 - Am7_l1_dM
    03DC - 01850020 - 0183E670 - Am8_l1_aM
    03DD - 018536B0 - 01841D00 - Am8_l1_bM
    03DE - 01854ED0 - 01843520 - Am8_l1_cM
    03DF - 01856D50 - 018453A0 - Am8_l1_dM
    03E0 - 01859320 - 01847970 - Am9_l1_aM
    03E1 - 0185AEE0 - 01849530 - Am9_l1_bM
    03E2 - 0185EA00 - 0184D050 - Am9_l1_cM
    03E3 - 01861680 - 0184FCD0 - Am9_l1_dM
    03E4 - 01864740 - 01852D90 - Ap1_01_joM
    03E5 - 01865A80 - 018540D0 - Ap1_02_caM
    03E6 - 0186BF60 - 0185A5B0 - Ap1_03_joM
    03E7 - 0186D780 - 0185BDD0 - Ap1_04_caM
    03E8 - 01875730 - 01863D80 - Ap1_05_joM
    03E9 - 01876DC0 - 01865410 - Ap1_06_caM
    03EA - 0187BBC0 - 0186A210 - Ap1_07_joM
    03EB - 0187D250 - 0186B8A0 - Ap1_08_caM
    03EC - 018829D0 - 01871020 - Ap2_01_joM
    03ED - 018833E0 - 01871A30 - Ap2_02_joM
    03EE - 01884280 - 018728D0 - Ap2_03_drM
    03EF - 01886100 - 01874750 - Ap2_04_joM
    03F0 - 01886FA0 - 018755F0 - Ap2_05_joM
    03F1 - 01888CE0 - 01877330 - Ap2_06_drM
    03F2 - 0188DD50 - 0187C3A0 - Ap2_07_drM
    03F3 - 018916F0 - 0187FD40 - Ap3_01_gdM
    03F4 - 01892C00 - 01881250 - Ap3_02_joM
    03F5 - 01893880 - 01881ED0 - Ap3_03_joM
    03F6 - 01894380 - 018829D0 - Ap4_01_dvM
    03F7 - 018955D0 - 01883C20 - Ap4_02_joM
    03F8 - 018970A0 - 018856F0 - Ap4_03_dvM
    03F9 - 01899B00 - 01888150 - Ap4_04_joM
    03FA - 0189BA70 - 0188A0C0 - Ap4_05_dvM
    03FB - 0189EEE0 - 0188D530 - Ap4_06_joM
    03FC - 0189FFB0 - 0188E600 - Ap4_07_blM
    03FD - 018A2C30 - 01891280 - Ap4_08_dvM
    03FE - 018A38B0 - 01891F00 - Ap4_09_dvM
    03FF - 018A6B00 - 01895150 - Ap5_01_joM
    0400 - 018B0AB0 - 0189F100 - Ap5_02_joM
    0401 - 018B98B0 - 018A7F00 - Ap5_03_joM
    0402 - 018BFED0 - 018AE520 - Ap6_01_joM
    0403 - 018C0FA0 - 018AF5F0 - Ap6_02_caM
    0404 - 018C7430 - 018B5A80 - Ap6_03_joM
    0405 - 018C9520 - 018B7B70 - Ap6_04_caM
    0406 - 018D8DC0 - 018C7410 - Ap6_05_joM
    0407 - 018DCBA0 - 018CB1F0 - Ap6_06_caM
    0408 - 018E9FB0 - 018D8600 - Ap7_01_caM
    0409 - 018F5550 - 018E3BA0 - Ap7_02_joM
    040A - 018F7860 - 018E5EB0 - Ap7_03_caM
    040B - 018F9B70 - 018E81C0 - Ap7_04_joM
    040C - 018FAC40 - 018E9290 - Ap8_01_dvM
    040D - 018FFC70 - 018EE2C0 - Ap8_02_blM
    040E - 01908D80 - 018F73D0 - Ap8_03_dvM
    040F - 0190C590 - 018FABE0 - Ap8_04_blM
    0410 - 0190F210 - 018FD860 - Ap8_06_blM
    0411 - 019128A0 - 01900EF0 - Ap8_07_trM
    0412 - 0191DA90 - 0190C0E0 - Ap8_08_dvM
    0413 - 019224F0 - 01910B40 - Ap8_09_trM
    0414 - 0192A8E0 - 01918F30 - Ap8_10_blM
    0415 - 01933FC0 - 01922610 - Ap9_01_joM
    0416 - 0193A230 - 01928880 - Ap9_02_caM
    0417 - 019497D0 - 01937E20 - Ap9_03_joM
    0418 - 0194B5B0 - 01939C00 - Ap10_01_caM
    0419 - 0194FAE0 - 0193E130 - Ap10_02_caM
    041A - 019528F0 - 01940F40 - Ap10_03_caM
    041B - 01956B60 - 019451B0 - Ap10_04_caM
    041C - 0195CFF0 - 0194B640 - Ap10_05_joM
    041D - 0195E990 - 0194CFE0 - Ap10_06_caM
    041E - 019661F0 - 01954840 - Ap10_07_joM
    041F - 01966E70 - 019554C0 - Ap10_08_caM
    0420 - 01969DB0 - 01958400 - Ap10_09_joM
    0421 - 0196F8D0 - 0195DF20 - Ap11_01_jnM
    0422 - 01970C10 - 0195F260 - Ap11_02_joM
    0423 - 019727D0 - 01960E20 - Ap11_03_jnM
    0424 - 019730B0 - 01961700 - Ap11_04_joM
    0425 - 019780E0 - 01966730 - Ap11_05_jnM
    0426 - 01979CA0 - 019682F0 - Ap11_06_joM
    0427 - 0197AE00 - 01969450 - Ap11_07_jnM
    0428 - 0197ED60 - 0196D3B0 - Ap11_08_joM
    0429 - 01982AA0 - 019710F0 - Ap12_01_jnM
    042A - 0198A8D0 - 01978F20 - Ap12_02_joM
    042B - 0198D330 - 0197B980 - Ap12_03_jnM
    042C - 0198DFB0 - 0197C600 - Ap12_04_joM
    042D - 0198FCF0 - 0197E340 - Ap12_05_jnM
    042E - 01994B90 - 019831E0 - Ap12_06_joM
    042F - 01997250 - 019858A0 - Ap12_07_jnM
    0430 - 01997BD0 - 01986220 - Ap12_08_joM
    0431 - 01998550 - 01986BA0 - Ap12_09_jnM
    0432 - 01999D70 - 019883C0 - Ap12_10_joM
    0433 - 0199D360 - 0198B9B0 - Ap13_01_joM
    0434 - 0199EDA0 - 0198D3F0 - Ap13_02_suM
    0435 - 019A4520 - 01992B70 - Ap13_03_joM
    0436 - 019A7070 - 019956C0 - Ap13_04_suM
    0437 - 019A8EF0 - 01997540 - Ap13_06_suM
    0438 - 019AD640 - 0199BC90 - Ap14_03_suM
    0439 - 019B2970 - 019A0FC0 - Ap14_04_joM
    043A - 019B5030 - 019A3680 - Ap14_05_suM
    043B - 019B6EB0 - 019A5500 - Ap14_07_joM
    043C - 019B8D30 - 019A7380 - Ap15_01_elM
    043D - 019BBD60 - 019AA3B0 - Ap15_02_elM
    043E - 019C3970 - 019B1FC0 - Ap15_03_joM
    043F - 019C5000 - 019B3650 - Ap15_04_jnM
    0440 - 019C6160 - 019B47B0 - Ap15_05_elM
    0441 - 019C7840 - 019B5E90 - Ap15_06_joM
    0442 - 019C8030 - 019B6680 - Ap15_07_elM
    0443 - 019CA9A0 - 019B8FF0 - Ap15_08_joM
    0444 - 019CD4A0 - 019BBAF0 - Ap15_09_elM
    0445 - 019CF100 - 019BD750 - Ap15_10_joM
    0446 - 019D19E0 - 019C0030 - Ap15_11_elM
    0447 - 019D5070 - 019C36C0 - Ap16_01_joM
    0448 - 019DA880 - 019C8ED0 - Ap16_02_caM
    0449 - 019E3460 - 019D1AB0 - Ap16_04_caM
    044A - 019ECD60 - 019DB3B0 - Ap16_05_joM
    044B - 019F2FD0 - 019E1620 - Ap16_06_caM
    044C - 019F7160 - 019E57B0 - Ap17_01_trM
    044D - 019F9690 - 019E7CE0 - Ap17_02_prM
    044E - 019FF900 - 019EDF50 - Ap17_03_trM
    044F - 01A03F20 - 019F2570 - Ap17_04_prM
    0450 - 01A0F3D0 - 019FDA20 - Ap17_05_trM
    0451 - 01A10EA0 - 019FF4F0 - Ap17_06_trM
    0452 - 01A14F90 - 01A035E0 - Ap18_01_joM
    0453 - 01A19420 - 01A07A70 - Ap18_02_elM
    0454 - 01A1B640 - 01A09C90 - Ap18_03_elM
    0455 - 01A1C050 - 01A0A6A0 - Ap18_04_joM
    0456 - 01A1E930 - 01A0CF80 - Ap18_05_elM
    0457 - 01A21D00 - 01A10350 - Ap19_01_caM
    0458 - 01A236A0 - 01A11CF0 - Ap19_02_caM
    0459 - 01A249E0 - 01A13030 - Ap19_03_joM
    045A - 01A26950 - 01A14FA0 - Ap19_04_caM
    045B - 01A28510 - 01A16B60 - Ap19_05_joM
    045C - 01A2C820 - 01A1AE70 - Ap19_06_joM
    045D - 01A31100 - 01A1F750 - Ap20_01_joM
    045E - 01A323F0 - 01A20A40 - Ap20_02_prM
    045F - 01A3B2E0 - 01A29930 - Ap20_03_joM
    0460 - 01A3F550 - 01A2DBA0 - Ap20_04_prM
    0461 - 01A48C70 - 01A372C0 - Ap20_05_joM
    0462 - 01A4BF60 - 01A3A5B0 - Ap20_06_blM
    0463 - 01A50920 - 01A3EF70 - Ap20_07_trM
    0464 - 01A524E0 - 01A40B30 - Ap20_08_trM
    0465 - 01A53D90 - 01A423E0 - Ap21_01_elM
    0466 - 01A58140 - 01A46790 - Ap21_02_joM
    0467 - 01A5AC90 - 01A492E0 - Ap21_03_elM
    0468 - 01A5CD80 - 01A4B3D0 - Ap21_04_joM
    0469 - 01A5DAA0 - 01A4C0F0 - Ap22_01_elM
    046A - 01A5FFD0 - 01A4E620 - Ap22_02_joM
    046B - 01A62E70 - 01A514C0 - Ap22_03_elM
    046C - 01A660C0 - 01A54710 - Ap22_04_joM
    046D - 01A68860 - 01A56EB0 - Ap23_01_joM
    046E - 01A6BEF0 - 01A5A540 - Ap23_02_drM
    046F - 01A6D1E0 - 01A5B830 - Ap23_03_joM
    0470 - 01A6E7D0 - 01A5CE20 - Ap23_04_drM
    0471 - 01A77EF0 - 01A66540 - Ap23_05_joM
    0472 - 01A7B700 - 01A69D50 - Ap23_06_drM
    0473 - 01A81AF0 - 01A70140 - Ap23_07_joM
    0474 - 01A82500 - 01A70B50 - Ap23_08_drM
    0475 - 01A97960 - 01A85FB0 - Ap24_01_caM
    0476 - 01A9C320 - 01A8A970 - Ap24_02_joM
    0477 - 01AA0280 - 01A8E8D0 - Ap24_03_caM
    0478 - 01AA4150 - 01A927A0 - Ap24_04_joM
    0479 - 01AA6FF0 - 01A95640 - Ap24_05_caM
    047A - 01AB16F0 - 01A9FD40 - Ap24_06_caM
    047B - 01AB24B0 - 01AA0B00 - Ap24_07_joM
    047C - 01AB33F0 - 01AA1A40 - Ap24_08_joM
    047D - 01AB6420 - 01AA4A70 - Ap25_01_joM
    047E - 01AB9670 - 01AA7CC0 - Ap25_02_joM
    047F - 01ABAD50 - 01AA93A0 - Ap26_01_joM
    0480 - 01ABD280 - 01AAB8D0 - Ap26_02_dvM
    0481 - 01AC0570 - 01AAEBC0 - Ap26_03_joM
    0482 - 01AC4F30 - 01AB3580 - Ap26_04_dvM
    0483 - 01AC9BB0 - 01AB8200 - Ap26_05_dvM
    0484 - 01ACFA80 - 01ABE0D0 - Ap26_06_joM
    0485 - 01AD0F90 - 01ABF5E0 - Ap26_07_dvM
    0486 - 01AD4BA0 - 01AC31F0 - Ap26_08_dvM
    0487 - 01AD6670 - 01AC4CC0 - Ap27_01_joM
    0488 - 01ADAEB0 - 01AC9500 - Ap27_02_elM
    0489 - 01ADB830 - 01AC9E80 - Ap27_03_elM
    048A - 01ADD1D0 - 01ACB820 - Ap27_04_joM
    048B - 01ADED90 - 01ACD3E0 - Ap27_05_joM
    048C - 01ADFFE0 - 01ACE630 - Ap27_06_elM
    048D - 01AE20D0 - 01AD0720 - Ap28_01_elM
    048E - 01AE9620 - 01AD7C70 - Ap28_02_joM
    048F - 01AED9D0 - 01ADC020 - Ap28_03_elM
    0490 - 01AFC1B0 - 01AEA800 - Ap28_04_joM
    0491 - 01B02860 - 01AF0EB0 - Ap28_05_elM
    0492 - 01B05580 - 01AF3BD0 - Ap28_06_joM
    0493 - 01B071E0 - 01AF5830 - Ap29_01_elM
    0494 - 01B088C0 - 01AF6F10 - Ap29_02_joM
    0495 - 01B0B1A0 - 01AF97F0 - Ap29_03_elM
    0496 - 01B0D770 - 01AFBDC0 - Ap29_04_joM
    0497 - 01B0F6E0 - 01AFDD30 - Ap29_05_joM
    0498 - 01B11340 - 01AFF990 - Ap29_06_elM
    0499 - 01B14F00 - 01B03550 - Ap29_07_joM
    049A - 01B17390 - 01B059E0 - Ap29_08_elM
    049B - 01B18BB0 - 01B07200 - Ap29_09_joM
    049C - 01B19D10 - 01B08360 - Ap29_10_elM
    049D - 01B1A990 - 01B08FE0 - Area 51 Alien Medpak 
    049E - 01B1B210 - 01B09860 - Joanna Dive Suit 
    049F - 01B1E570 - 01B0CBC0 - Joanna Dive Suit 2 
    04A0 - 01B226C0 - 01B10D10 - Joanna Arctic Suit 
    04A1 - 01B25C30 - 01B14280 - Area 51 Lab Technician (Man) 
    04A2 - 01B291B0 - 01B17800 - Area 51 Lab Technician (Woman) 
    04A3 - 01B2DAB0 - 01B1C100 - dataDyne Sniper 
    04A4 - 01B325D0 - 01B20C20 - Air Force One Pilot 
    04A5 - 01B351E0 - 01B23830 - Carrington Institute Lab Technician (Man) 
    04A6 - 01B392A0 - 01B278F0 - Carrington Institute Lab Technician (Woman) 
    04A7 - 01B3DA10 - 01B2C060 - Enemy Head (Eileen) 
    04A8 - 01B3EF70 - 01B2D5C0 - Enemy Head (Scott) 
    04A9 - 01B3FE70 - 01B2E4C0 - Daniel Carrington White Tuxedo 
    04AA - 01B43090 - 01B316E0 - Jonathon 
    04AB - 01B45BE0 - 01B34230 - Carrington Institute Agent 
    04AC - 01B48910 - 01B36F60 - Enemy Head (Sanchez) 
    04AD - 01B49630 - 01B37C80 - Joanna Scuba Head 
    04AE - 01B4B1F0 - 01B39840 - Sniper Head 
    04AF - 01B4C7D0 - 01B3AE20 - Chicago Limo 
    04B0 - 01B4D510 - 01B3BB60 - Part of Perfect Dark logo 
    04B1 - 01B50970 - 01B3EFC0 - Area 51 Interceptor 
    04B2 - 01B517E0 - 01B3FE30 - Area 51 Parabola Dish 
    04B3 - 01B51B80 - 01B401D0 - BETA Area51 Radar Console 
    04B4 - 01B521C0 - 01B40810 - Area51 Locker door 
    04B5 - 01B52320 - 01B40970 - BETA G5 Generator 
    04B6 - 01B528A0 - 01B40EF0 - BETA G5 Dumpster 
    04B7 - 01B52B70 - 01B411C0 - AR34 reloader 
    04B8 - 01B53930 - 01B41F80 - K7 Avenger reloader 
    04B9 - 01B549A0 - 01B42FF0 - CMP150 reloader 
    04BA - 01B556B0 - 01B43D00 - Crossbow reloader 
    04BB - 01B56730 - 01B44D80 - Cyclone reloader 
    04BC - 01B576B0 - 01B45D00 - Phychosis / Tranquilizer reloader 
    04BD - 01B58320 - 01B46970 - DY357 Magnum reloader 
    04BE - 01B593F0 - 01B47A40 - DY357-LX reloader 
    04BF - 01B5A430 - 01B48A80 - Devastator reloader 
    04C0 - 01B5B7B0 - 01B49E00 - Dragon reloader 
    04C1 - 01B5C4B0 - 01B4AB00 - SuperDragon reloader 
    04C2 - 01B5D360 - 01B4B9B0 - Combat Knife reloader 
    04C3 - 01B5DD10 - 01B4C360 - Laser reloader 
    04C4 - 01B5E810 - 01B4CE60 - Magsec 4 reloader 
    04C5 - 01B5F7C0 - 01B4DE10 - Phoenix reloader 
    04C6 - 01B603E0 - 01B4EA30 - Callisto NTG reloader 
    04C7 - 01B61030 - 01B4F680 - Laptop Gun reloader 
    04C8 - 01B620C0 - 01B50710 - RC-P120 reloader 
    04C9 - 01B63070 - 01B516C0 - Rocket Launcher reloader 
    04CA - 01B644A0 - 01B52AF0 - Shotgun reloader 
    04CB - 01B65460 - 01B53AB0 - Mauler reloader 
    04CC - 01B66650 - 01B54CA0 - Slayer reloader 
    04CD - 01B673C0 - 01B55A10 - Sniper Rifle reloader 
    04CE - 01B683C0 - 01B56A10 - Farsight XR-20 reloader 
    04CF - 01B69390 - 01B579E0 - Cloaking Device 
    04D0 - 01B69B90 - 01B581E0 - Combat Boost Pills 
    04D1 - 01B6A800 - 01B58E50 - Air Base Baggage carrier 
    04D2 - 01B6A990 - 01B58FE0 - BETA Area 51 Mine sign 
    04D3 - 01B6ABB0 - 01B59200 - Area 51 Maian Containment Coffins 
    04D4 - 01B6AE90 - 01B594E0 - Investigation Radioactive isotope 
    04D5 - 01B6BF70 - 01B5A5C0 - Investigation Part of the radioactive isotope 
    04D6 - 01B6C230 - 01B5A880 - BETA Big round flat thing 
    04D7 - 01B6C3E0 - 01B5AA30 - Crash Site Interior of Maian UFO 
    04D8 - 01B6CFB0 - 01B5B600 - Villa Stool that Carrington sits on 
    04D9 - 01B6D410 - 01B5BA60 - Deep Sea Glass 1 
    04DA - 01B6DE80 - 01B5C4D0 - Deep Sea Glass 2 (Add-on) 
    04DB - 01B6E8F0 - 01B5CF40 - Deep Sea Glass 3 (Add-on opposite) 
    04DC - 01B6F360 - 01B5D9B0 - "You go on ahead Jo, I'll secure the perimeter..."
    04DD - 01B72F20 - 01B61570 - Apelgrd01M
    04DE - 01B74080 - 01B626D0 - Ap29_11_joM
    04DF - 01B74A90 - 01B630E0 - Laser 
    04E0 - 01B75CB0 - 01B64300 - Pelagic II Moon pool hanger door 
    04E1 - 01B75F20 - 01B64570 - Piece of pillar from Skedar Ruins 
    04E2 - 01B76100 - 01B64750 - Piece of Pillar from Skedar Ruins 
    04E3 - 01B76260 - 01B648B0 - Piece of pillar from Skedar Ruins 
    04E4 - 01B763E0 - 01B64A30 - Piece of pillar from Skedar Ruins 
    04E5 - 01B76580 - 01B64BD0 - Combat hands 
    04E6 - 01B77A90 - 01B660E0 - Horizon Scanner 
    04E7 - 01B78060 - 01B666B0 - Pelagic II Outro Submarine 
    04E8 - 01B79290 - 01B678E0 - Air Force One (The actual plane) 
    04E9 - 01B7C530 - 01B6AB80 - Attack Ship Engine part 
    04EA - 01B7C710 - 01B6AD60 - Am3l2carrM
    04EB - 01B7EC40 - 01B6D290 - Aelvcet01M
    04EC - 01B808A0 - 01B6EEF0 - Aelvcet02M
    04ED - 01B83740 - 01B71D90 - Ajorep01M
    04EE - 01B840C0 - 01B72710 - Ajorep02M
    04EF - 01B849A0 - 01B72FF0 - Ajorep03M
    04F0 - 01B85320 - 01B73970 - Ajorep04M
    04F1 - 01B85E20 - 01B74470 - Deep Sea Green dronegun 
    04F2 - 01B86320 - 01B74970 - BETA Deep Sea Small door 
    04F3 - 01B875C0 - 01B75C10 - Deep Sea Switch node 
    04F4 - 01B89260 - 01B778B0 - BETA Deep Sea Door (Left) 
    04F5 - 01B8A500 - 01B78B50 - BETA Deep Sea Door (Right) 
    04F6 - 01B8B7A0 - 01B79DF0 - Attack Ship Computer from bridge 
    04F7 - 01B8E1D0 - 01B7C820 - Attack Ship Computer panel from bridge 
    04F8 - 01B8EDA0 - 01B7D3F0 - Ajorpld01M
    04F9 - 01B8F680 - 01B7DCD0 - Ajorpld02M
    04FA - 01B8FF60 - 01B7E5B0 - Ajorpld03M
    04FB - 01B90840 - 01B7EE90 - Ajorpld04M
    04FC - 01B91120 - 01B7F770 - N-Bomb 
    04FD - 01B92090 - 01B806E0 - N-Bomb reloader 
    04FE - 01B92900 - 01B80F50 - Grenade reloader 
    04FF - 01B93170 - 01B817C0 - Blue panel 
    0500 - 01B93970 - 01B81FC0 - CI Target from Firing Range 
    0501 - 01B93B70 - 01B821C0 - CI Secret door (Device Lab) 
    0502 - 01B93D20 - 01B82370 - CI Secret door (Carrington's Office) 
    0503 - 01B93EC0 - 01B82510 - dataDyne PC 
    0504 - 01B942A0 - 01B828F0 - dataDyne PC on stand 
    0505 - 01B947A0 - 01B82DF0 - BETA Keypad Lock 
    0506 - 01B97770 - 01B85DC0 - BETA Fingerprint Skanner 
    0507 - 01B9A4F0 - 01B88B40 - BETA Retina Lock 
    0508 - 01B9C020 - 01B8A670 - BETA Card Lock 
    0509 - 01B9D480 - 01B8BAD0 - Air Force One Button on stand 
    050A - 01B9D9C0 - 01B8C010 - PC from Villa or Carrington Institute 
    050B - 01B9DD30 - 01B8C380 - Skedar King 
    050C - 01BA3750 - 01B91DA0 - Elvis with America vest 
    050D - 01BA7A00 - 01B96050 - Enemy Head (Griffey) 
    050E - 01BA8A60 - 01B970B0 - Enemy Head (Shigeru Miyamoto) 
    050F - 01BA9C60 - 01B982B0 - Enemy Head (Keith) 
    0510 - 01BAAC80 - 01B992D0 - Enemy Head (Winner) 
    0511 - 01BAC010 - 01B9A660 - Area 51 Guard Mask 
    0512 - 01BACC00 - 01B9B250 - Laptop Sentry dronegun 
    0513 - 01BAD120 - 01B9B770 - G5 Building Special Big chair 
    0514 - 01BADB10 - 01B9C160 - G5 Building Special Small chair 
    0515 - 01BAE350 - 01B9C9A0 - Skedar Kings holy sceptre 
    0516 - 01BAEAE0 - 01B9D130 - Area 51 Lab Cloths 
    0517 - 01BAEEC0 - 01B9D510 - Atrjo01M
    0518 - 01BB0020 - 01B9E670 - Atrgrim01M
    0519 - 01BB2CA0 - 01BA12F0 - Atrgrim02M
    051A - 01BB4FB0 - 01BA3600 - Atrcarr06M
    051B - 01BB6860 - 01BA4EB0 - Atrcarr07M
    051C - 01BB8420 - 01BA6A70 - Atrcarr08M
    051D - 01BBA950 - 01BA8FA0 - Atrcarr01M
    051E - 01BBCC60 - 01BAB2B0 - Atrcarr02M
    051F - 01BBE340 - 01BAC990 - Atrcarr03M
    0520 - 01BBFA20 - 01BAE070 - Atrcarr04M
    0521 - 01BC1760 - 01BAFDB0 - Atrcarr05M
    0522 - 01BC3320 - 01BB1970 - Atrcarr12M
    0523 - 01BC4BD0 - 01BB3220 - Abnblde01M
    0524 - 01BC6BD0 - 01BB5220 - Abncass01M
    0525 - 01BC7EC0 - 01BB6510 - BETA Carrington Institute Door 
    0526 - 01BC8490 - 01BB6AE0 - G5 Building Special Chair 
    0527 - 01BC8ED0 - 01BB7520 - G5 Building Special Small chair 
    0528 - 01BC9780 - 01BB7DD0 - dataDyne Building Foyer glass 
    0529 - 01BC9870 - 01BB7EC0 - Joanna Wet Suit arms 
    052A - 01BCAB70 - 01BB91C0 - Trent Easton arms 
    052B - 01BCBEB0 - 01BBA500 - Bare arms 
    052C - 01BCD2B0 - 01BBB900 - Joanna Trench Suit arms 
    052D - 01BCE660 - 01BBCCB0 - dataDyne Sniper arms 
    052E - 01BCFA00 - 01BBE050 - President arms 
    052F - 01BD1120 - 01BBF770 - Red arms 
    0530 - 01BD2460 - 01BC0AB0 - Stewardess arms 
    0531 - 01BD3790 - 01BC1DE0 - Carrington arms 
    0532 - 01BD4AD0 - 01BC3120 - Mr. Blonde arms 
    0533 - 01BD5E30 - 01BC4480 - CIA arms 
    0534 - 01BD7170 - 01BC57C0 - Carrington Institute Lab Technician arms 
    0535 - 01BD84C0 - 01BC6B10 - FBI arms 
    0536 - 01BD9800 - 01BC7E50 - Joanna Arctic Suit arms 
    0537 - 01BDABF0 - 01BC9240 - Cassandra arms 
    0538 - 01BDBE20 - 01BCA470 - dataDyne Security arms 
    0539 - 01BDD160 - 01BCB7B0 - Pelagic II Guard arms 
    053A - 01BDE4F0 - 01BCCB40 - Stewardess Coat arms 
    053B - 01BDF830 - 01BCDE80 - dataDyne Lab Technician arms 
    053C - 01BE0B10 - 01BCF160 - BETA CI Cabinet 
    053D - 01BE2C40 - 01BD1290 - BETA CI Desk 
    053E - 01BE3B30 - 01BD2180 - BETA CI Desk 2 
    053F - 01BE4F20 - 01BD3570 - BETA CI Leather Armchair 
    0540 - 01BE6070 - 01BD46C0 - BETA CI Leather Bed 
    0541 - 01BE6E10 - 01BD5460 - BETA CI Leather Sofa 
    0542 - 01BE7FB0 - 01BD6600 - BETA CI Table 
    0543 - 01BE8A30 - 01BD7080 - Villa Wooden table 
    0544 - 01BE8CF0 - 01BD7340 - Villa Chair 
    0545 - 01BE9000 - 01BD7650 - Villa Armchair 
    0546 - 01BEA820 - 01BD8E70 - Villa Sofa 
    0547 - 01BEAD20 - 01BD9370 - Villa Chair 
    0548 - 01BEB040 - 01BD9690 - BETA Villa Cabinet with lamp 
    0549 - 01BEC940 - 01BDAF90 - Villa Side Cabinet 
    054A - 01BECBC0 - 01BDB210 - Villa Carrington’s Bed 
    054B - 01BECFD0 - 01BDB620 - BETA Pelagic II Chair 
    054C - 01BEDDF0 - 01BDC440 - Attack Ship Skedar Console 
    054D - 01BF1690 - 01BDFCE0 - BETA Investigation Table 
    054E - 01BF2610 - 01BE0C60 - BETA Investigation Chair 
    054F - 01BF3B30 - 01BE2180 - Air Base Table 
    0550 - 01BF4CC0 - 01BE3310 - BETA Air Base Chair 
    0551 - 01BF5F10 - 01BE4560 - BETA White Box 
    0552 - 01BF7050 - 01BE56A0 - IR Scanner 
    0553 - 01BF8190 - 01BE67E0 - Elvis head with scuba mask 
    0554 - 01BF9CF0 - 01BE8340 - Enemy Head (Stevem) 
    0555 - 01BFADD0 - 01BE9420 - Area 51 Dronegun 
    0556 - 01BFB3F0 - 01BE9A40 - BETA Skedar Dronegun 
    0557 - 01BFB830 - 01BE9E80 - Carrington Institute dronegun 
    0558 - 01BFBFD0 - 01BEA620 - Villa Wooden table 
    0559 - 01BFCCA0 - 01BEB2F0 - Joanna Leather 
    055A - 01C001F0 - 01BEE840 - Joanna with Arctic Hat Head 
    055B - 01C017F0 - 01BEFE40 - President head 
    055C - 01C02A30 - 01BF1080 - Carrington Institute door 
    055D - 01C04940 - 01BF2F90 - BETA Air Base Door 
    055E - 01C07830 - 01BF5E80 - BETA Air Base Door 2 
    055F - 01C097A0 - 01BF7DF0 - Chicago Wire fence 
    0560 - 01C09B80 - 01BF81D0 - Rareware Logo 
    0561 - 01C0CBB0 - 01BFB200 - Velvet Dark Head 
    0562 - 01C0E760 - 01BFCDB0 - Apelelv02M
    0563 - 01C12280 - 01C008D0 - Keycard 
    0564 - 01C124E0 - 01C00B30 - BETA Body armour 
    0565 - 01C13970 - 01C01FC0 - Area 51 Infiltration Big door(Right) 
    0566 - 01C140A0 - 01C026F0 - Area 51 Infiltration Big door (Left) 
    0567 - 01C14530 - 01C02B80 - Air Force One Lamp 
    0568 - 01C15130 - 01C03780 - Air Force One Toilet 
    0569 - 01C161F0 - 01C04840 - Air Force One Big door 
    056A - 01C18630 - 01C06C80 - Air Force One Phone 
    056B - 01C190F0 - 01C07740 - BETA Air Force One Cargo door 
    056C - 01C1AF50 - 01C095A0 - G5 Building Alarm 
    056D - 01C1B300 - 01C09950 - G5 Building Laser switch 
    056E - 01C1B730 - 01C09D80 - Skedar Ruins Pillar 4 
    056F - 01C1C020 - 01C0A670 - Core Hatch from Pelagic II power generator 
    0570 - 01C1C2B0 - 01C0A900 - LameE
    0571 - 01C1CEC0 - 01C0B510 - LameJ
    0572 - 01C1DAB0 - 01C0C100 - LameP
    0573 - 01C1E6C0 - 01C0CD10 - Lame_str_gZ
    0574 - 01C1F2D0 - 01C0DB50 - Lame_str_fZ
    0575 - 01C1FEE0 - 01C0E6F0 - Lame_str_sZ
    0576 - 01C20AF0 - 01C0F3D0 - Lame_str_iZ
    0577 - 01C21700 - 01C0FF50 - LarchE
    0578 - 01C21710 - 01C0FF60 - LarchJ
    0579 - 01C21720 - 01C0FF70 - LarchP
    057A - 01C21730 - 01C0FF80 - Larch_str_gZ
    057B - 01C21740 - 01C0FF90 - Larch_str_fZ
    057C - 01C21750 - 01C0FFA0 - Larch_str_sZ
    057D - 01C21760 - 01C0FFB0 - Larch_str_iZ
    057E - 01C21770 - 01C0FFC0 - LarecE
    057F - 01C21780 - 01C0FFD0 - LarecJ
    0580 - 01C21790 - 01C0FFE0 - LarecP
    0581 - 01C217A0 - 01C0FFF0 - Larec_str_gZ
    0582 - 01C217B0 - 01C10000 - Larec_str_fZ
    0583 - 01C217C0 - 01C10010 - Larec_str_sZ
    0584 - 01C217D0 - 01C10020 - Larec_str_iZ
    0585 - 01C217E0 - 01C10030 - LarkE
    0586 - 01C21F60 - 01C107B0 - LarkJ
    0587 - 01C226C0 - 01C10F10 - LarkP
    0588 - 01C22E30 - 01C11690 - Lark_str_gZ
    0589 - 01C235A0 - 01C11EC0 - Lark_str_fZ
    058A - 01C23D10 - 01C12620 - Lark_str_sZ
    058B - 01C24480 - 01C12E00 - Lark_str_iZ
    058C - 01C24BF0 - 01C13550 - LashE
    058D - 01C24C00 - 01C13560 - LashJ
    058E - 01C24C10 - 01C13570 - LashP
    058F - 01C24C20 - 01C13580 - Lash_str_gZ
    0590 - 01C24C30 - 01C13590 - Lash_str_fZ
    0591 - 01C24C40 - 01C135A0 - Lash_str_sZ
    0592 - 01C24C50 - 01C135B0 - Lash_str_iZ
    0593 - 01C24C60 - 01C135C0 - LateE
    0594 - 01C24EF0 - 01C13850 - LateJ
    0595 - 01C24FD0 - 01C13930 - LateP
    0596 - 01C25260 - 01C13BC0 - Late_str_gZ
    0597 - 01C254F0 - 01C13E90 - Late_str_fZ
    0598 - 01C25780 - 01C14120 - Late_str_sZ
    0599 - 01C25A10 - 01C143D0 - Late_str_iZ
    059A - 01C25CA0 - 01C14690 - LaztE
    059B - 01C26440 - 01C14E30 - LaztJ
    059C - 01C26BC0 - 01C155B0 - LaztP
    059D - 01C27360 - 01C15D50 - Lazt_str_gZ
    059E - 01C27B00 - 01C165E0 - Lazt_str_fZ
    059F - 01C282A0 - 01C16D20 - Lazt_str_sZ
    05A0 - 01C28A40 - 01C17510 - Lazt_str_iZ
    05A1 - 01C291E0 - 01C17D40 - LcatE
    05A2 - 01C291F0 - 01C17D50 - LcatJ
    05A3 - 01C29200 - 01C17D60 - LcatP
    05A4 - 01C29210 - 01C17D70 - Lcat_str_gZ
    05A5 - 01C29220 - 01C17D80 - Lcat_str_fZ
    05A6 - 01C29230 - 01C17D90 - Lcat_str_sZ
    05A7 - 01C29240 - 01C17DA0 - Lcat_str_iZ
    05A8 - 01C29250 - 01C17DB0 - LcaveE
    05A9 - 01C29BD0 - 01C18730 - LcaveJ
    05AA - 01C2A4C0 - 01C19020 - LcaveP
    05AB - 01C2AE50 - 01C199A0 - Lcave_str_gZ
    05AC - 01C2B7E0 - 01C1A480 - Lcave_str_fZ
    05AD - 01C2C170 - 01C1ADD0 - Lcave_str_sZ
    05AE - 01C2CB00 - 01C1B7D0 - Lcave_str_iZ
    05AF - 01C2D490 - 01C1C200 - LcradE
    05B0 - 01C2D4A0 - 01C1C210 - LcradJ
    05B1 - 01C2D4B0 - 01C1C220 - LcradP
    05B2 - 01C2D4C0 - 01C1C230 - Lcrad_str_gZ
    05B3 - 01C2D4D0 - 01C1C240 - Lcrad_str_fZ
    05B4 - 01C2D4E0 - 01C1C250 - Lcrad_str_sZ
    05B5 - 01C2D4F0 - 01C1C260 - Lcrad_str_iZ
    05B6 - 01C2D500 - 01C1C270 - LcrypE
    05B7 - 01C2D510 - 01C1C280 - LcrypJ
    05B8 - 01C2D520 - 01C1C290 - LcrypP
    05B9 - 01C2D530 - 01C1C2A0 - Lcryp_str_gZ
    05BA - 01C2D540 - 01C1C2B0 - Lcryp_str_fZ
    05BB - 01C2D550 - 01C1C2C0 - Lcryp_str_sZ
    05BC - 01C2D560 - 01C1C2D0 - Lcryp_str_iZ
    05BD - 01C2D570 - 01C1C2E0 - LdamE
    05BE - 01C2DC50 - 01C1C9C0 - LdamJ
    05BF - 01C2E2B0 - 01C1D020 - LdamP
    05C0 - 01C2E970 - 01C1D700 - Ldam_str_gZ
    05C1 - 01C2F030 - 01C1DEB0 - Ldam_str_fZ
    05C2 - 01C2F6F0 - 01C1E550 - Ldam_str_sZ
    05C3 - 01C2FDB0 - 01C1ECA0 - Ldam_str_iZ
    05C4 - 01C30470 - 01C1F3C0 - LdepoE
    05C5 - 01C30F10 - 01C1FE60 - LdepoJ
    05C6 - 01C31960 - 01C208B0 - LdepoP
    05C7 - 01C32400 - 01C21350 - Ldepo_str_gZ
    05C8 - 01C32EA0 - 01C21F40 - Ldepo_str_fZ
    05C9 - 01C33940 - 01C229A0 - Ldepo_str_sZ
    05CA - 01C343E0 - 01C234C0 - Ldepo_str_iZ
    05CB - 01C34E80 - 01C23FA0 - LdestE
    05CC - 01C34E90 - 01C23FB0 - LdestJ
    05CD - 01C34EA0 - 01C23FC0 - LdestP
    05CE - 01C34EB0 - 01C23FD0 - Ldest_str_gZ
    05CF - 01C34EC0 - 01C23FE0 - Ldest_str_fZ
    05D0 - 01C34ED0 - 01C23FF0 - Ldest_str_sZ
    05D1 - 01C34EE0 - 01C24000 - Ldest_str_iZ
    05D2 - 01C34EF0 - 01C24010 - LdishE
    05D3 - 01C357A0 - 01C28680 - LdishJ
    05D4 - 01C35FF0 - 01C2CCF0 - LdishP
    05D5 - 01C36880 - 01C31360 - Ldish_str_gZ
    05D6 - 01C37110 - 01C35A50 - Ldish_str_fZ
    05D7 - 01C379A0 - 01C3A0B0 - Ldish_str_sZ
    05D8 - 01C38230 - 01C3E710 - Ldish_str_iZ
    05D9 - 01C38AC0 - 01C42AF0 - LearE
    05DA - 01C39570 - 01C435A0 - LearJ
    05DB - 01C3A020 - 01C44050 - LearP
    05DC - 01C3AAD0 - 01C44B00 - Lear_str_gZ
    05DD - 01C3B580 - 01C45730 - Lear_str_fZ
    05DE - 01C3C030 - 01C461F0 - Lear_str_sZ
    05DF - 01C3CAE0 - 01C46CF0 - Lear_str_iZ
    05E0 - 01C3D590 - 01C47770 - LeldE
    05E1 - 01C3DFA0 - 01C48180 - LeldJ
    05E2 - 01C3E980 - 01C48B60 - LeldP
    05E3 - 01C3F390 - 01C49570 - Leld_str_gZ
    05E4 - 01C3FDA0 - 01C4A0E0 - Leld_str_fZ
    05E5 - 01C407B0 - 01C4AAC0 - Leld_str_sZ
    05E6 - 01C411C0 - 01C4B540 - Leld_str_iZ
    05E7 - 01C41BD0 - 01C4BFD0 - LgunE
    05E8 - 01C437B0 - 01C4DC10 - LgunJ
    05E9 - 01C45210 - 01C4F810 - LgunP
    05EA - 01C46C70 - 01C51450 - Lgun_str_gZ
    05EB - 01C486D0 - 01C532D0 - Lgun_str_fZ
    05EC - 01C4A130 - 01C54D90 - Lgun_str_sZ
    05ED - 01C4BB90 - 01C56B00 - Lgun_str_iZ
    05EE - 01C4D5F0 - 01C58730 - LimpE
    05EF - 01C4DEE0 - 01C59020 - LimpJ
    05F0 - 01C4E720 - 01C59860 - LimpP
    05F1 - 01C4F010 - 01C5A150 - Limp_str_gZ
    05F2 - 01C4F900 - 01C5AB80 - Limp_str_fZ
    05F3 - 01C501F0 - 01C5B420 - Limp_str_sZ
    05F4 - 01C50AE0 - 01C5BD50 - Limp_str_iZ
    05F5 - 01C513D0 - 01C5C670 - LjunE
    05F6 - 01C513E0 - 01C5C680 - LjunJ
    05F7 - 01C513F0 - 01C5C690 - LjunP
    05F8 - 01C51400 - 01C5C6A0 - Ljun_str_gZ
    05F9 - 01C51410 - 01C5C6B0 - Ljun_str_fZ
    05FA - 01C51420 - 01C5C6C0 - Ljun_str_sZ
    05FB - 01C51430 - 01C5C6D0 - Ljun_str_iZ
    05FC - 01C51440 - 01C5C6E0 - LlamE
    05FD - 01C51450 - 01C5C6F0 - LlamJ
    05FE - 01C51460 - 01C5C700 - LlamP
    05FF - 01C51470 - 01C5C710 - Llam_str_gZ
    0600 - 01C51480 - 01C5C720 - Llam_str_fZ
    0601 - 01C51490 - 01C5C730 - Llam_str_sZ
    0602 - 01C514A0 - 01C5C740 - Llam_str_iZ
    0603 - 01C514B0 - 01C5C750 - LleeE
    0604 - 01C51C50 - 01C5CEF0 - LleeJ
    0605 - 01C52360 - 01C5D600 - LleeP
    0606 - 01C52AC0 - 01C5DDA0 - Llee_str_gZ
    0607 - 01C53220 - 01C5E600 - Llee_str_fZ
    0608 - 01C53980 - 01C5ED90 - Llee_str_sZ
    0609 - 01C540E0 - 01C5F590 - Llee_str_iZ
    060A - 01C54840 - 01C5FD60 - LlenE
    060B - 01C54850 - 01C5FD70 - LlenJ
    060C - 01C54860 - 01C5FD80 - LlenP
    060D - 01C54870 - 01C5FD90 - Llen_str_gZ
    060E - 01C54880 - 01C5FDA0 - Llen_str_fZ
    060F - 01C54890 - 01C5FDB0 - Llen_str_sZ
    0610 - 01C548A0 - 01C5FDC0 - Llen_str_iZ
    0611 - 01C548B0 - 01C5FDD0 - LlipE
    0612 - 01C554B0 - 01C609D0 - LlipJ
    0613 - 01C56050 - 01C61570 - LlipP
    0614 - 01C56C30 - 01C62170 - Llip_str_gZ
    0615 - 01C57810 - 01C62EB0 - Llip_str_fZ
    0616 - 01C583F0 - 01C63A70 - Llip_str_sZ
    0617 - 01C58FD0 - 01C646F0 - Llip_str_iZ
    0618 - 01C59BB0 - 01C65380 - LlueE
    0619 - 01C5A5C0 - 01C65D90 - LlueJ
    061A - 01C5AFA0 - 01C66770 - LlueP
    061B - 01C5B9A0 - 01C67180 - Llue_str_gZ
    061C - 01C5C3A0 - 01C67C70 - Llue_str_fZ
    061D - 01C5CDA0 - 01C685E0 - Llue_str_sZ
    061E - 01C5D7A0 - 01C69080 - Llue_str_iZ
    061F - 01C5E1A0 - 01C69AB0 - LmiscE
    0620 - 01C62F10 - 01C6A810 - LmiscJ
    0621 - 01C664D0 - 01C6B570 - LmiscP
    0622 - 01C6AFA0 - 01C6C2D0 - Lmisc_str_gZ
    0623 - 01C6FA70 - 01C6D110 - Lmisc_str_fZ
    0624 - 01C74540 - 01C6DE50 - Lmisc_str_sZ
    0625 - 01C79010 - 01C6EC20 - Lmisc_str_iZ
    0626 - 01C7DAE0 - 01C6F950 - Lmp10E
    0627 - 01C7DAF0 - 01C6F960 - Lmp10J
    0628 - 01C7DB00 - 01C6F970 - Lmp10P
    0629 - 01C7DB10 - 01C6F980 - Lmp10_str_gZ
    062A - 01C7DB20 - 01C6F990 - Lmp10_str_fZ
    062B - 01C7DB30 - 01C6F9A0 - Lmp10_str_sZ
    062C - 01C7DB40 - 01C6F9B0 - Lmp10_str_iZ
    062D - 01C7DB50 - 01C6F9C0 - Lmp11E
    062E - 01C7DB60 - 01C6F9D0 - Lmp11J
    062F - 01C7DB70 - 01C6F9E0 - Lmp11P
    0630 - 01C7DB80 - 01C6F9F0 - Lmp11_str_gZ
    0631 - 01C7DB90 - 01C6FA00 - Lmp11_str_fZ
    0632 - 01C7DBA0 - 01C6FA10 - Lmp11_str_sZ
    0633 - 01C7DBB0 - 01C6FA20 - Lmp11_str_iZ
    0634 - 01C7DBC0 - 01C6FA30 - Lmp12E
    0635 - 01C7DBD0 - 01C6FA40 - Lmp12J
    0636 - 01C7DBE0 - 01C6FA50 - Lmp12P
    0637 - 01C7DBF0 - 01C6FA60 - Lmp12_str_gZ
    0638 - 01C7DC00 - 01C6FA70 - Lmp12_str_fZ
    0639 - 01C7DC10 - 01C6FA80 - Lmp12_str_sZ
    063A - 01C7DC20 - 01C6FA90 - Lmp12_str_iZ
    063B - 01C7DC30 - 01C6FAA0 - Lmp13E
    063C - 01C7DC40 - 01C6FAB0 - Lmp13J
    063D - 01C7DC50 - 01C6FAC0 - Lmp13P
    063E - 01C7DC60 - 01C6FAD0 - Lmp13_str_gZ
    063F - 01C7DC70 - 01C6FAE0 - Lmp13_str_fZ
    0640 - 01C7DC80 - 01C6FAF0 - Lmp13_str_sZ
    0641 - 01C7DC90 - 01C6FB00 - Lmp13_str_iZ
    0642 - 01C7DCA0 - 01C6FB10 - Lmp14E
    0643 - 01C7DCB0 - 01C6FB20 - Lmp14J
    0644 - 01C7DCC0 - 01C6FB30 - Lmp14P
    0645 - 01C7DCD0 - 01C6FB40 - Lmp14_str_gZ
    0646 - 01C7DCE0 - 01C6FB50 - Lmp14_str_fZ
    0647 - 01C7DCF0 - 01C6FB60 - Lmp14_str_sZ
    0648 - 01C7DD00 - 01C6FB70 - Lmp14_str_iZ
    0649 - 01C7DD10 - 01C6FB80 - Lmp15E
    064A - 01C7DD20 - 01C6FB90 - Lmp15J
    064B - 01C7DD30 - 01C6FBA0 - Lmp15P
    064C - 01C7DD40 - 01C6FBB0 - Lmp15_str_gZ
    064D - 01C7DD50 - 01C6FBC0 - Lmp15_str_fZ
    064E - 01C7DD60 - 01C6FBD0 - Lmp15_str_sZ
    064F - 01C7DD70 - 01C6FBE0 - Lmp15_str_iZ
    0650 - 01C7DD80 - 01C6FBF0 - Lmp16E
    0651 - 01C7DD90 - 01C6FC00 - Lmp16J
    0652 - 01C7DDA0 - 01C6FC10 - Lmp16P
    0653 - 01C7DDB0 - 01C6FC20 - Lmp16_str_gZ
    0654 - 01C7DDC0 - 01C6FC30 - Lmp16_str_fZ
    0655 - 01C7DDD0 - 01C6FC40 - Lmp16_str_sZ
    0656 - 01C7DDE0 - 01C6FC50 - Lmp16_str_iZ
    0657 - 01C7DDF0 - 01C6FC60 - Lmp17E
    0658 - 01C7DE00 - 01C6FC70 - Lmp17J
    0659 - 01C7DE10 - 01C6FC80 - Lmp17P
    065A - 01C7DE20 - 01C6FC90 - Lmp17_str_gZ
    065B - 01C7DE30 - 01C6FCA0 - Lmp17_str_fZ
    065C - 01C7DE40 - 01C6FCB0 - Lmp17_str_sZ
    065D - 01C7DE50 - 01C6FCC0 - Lmp17_str_iZ
    065E - 01C7DE60 - 01C6FCD0 - Lmp18E
    065F - 01C7DE70 - 01C6FCE0 - Lmp18J
    0660 - 01C7DE80 - 01C6FCF0 - Lmp18P
    0661 - 01C7DE90 - 01C6FD00 - Lmp18_str_gZ
    0662 - 01C7DEA0 - 01C6FD10 - Lmp18_str_fZ
    0663 - 01C7DEB0 - 01C6FD20 - Lmp18_str_sZ
    0664 - 01C7DEC0 - 01C6FD30 - Lmp18_str_iZ
    0665 - 01C7DED0 - 01C6FD40 - Lmp19E
    0666 - 01C7DEE0 - 01C6FD50 - Lmp19J
    0667 - 01C7DEF0 - 01C6FD60 - Lmp19P
    0668 - 01C7DF00 - 01C6FD70 - Lmp19_str_gZ
    0669 - 01C7DF10 - 01C6FD80 - Lmp19_str_fZ
    066A - 01C7DF20 - 01C6FD90 - Lmp19_str_sZ
    066B - 01C7DF30 - 01C6FDA0 - Lmp19_str_iZ
    066C - 01C7DF40 - 01C6FDB0 - Lmp1E
    066D - 01C7DF50 - 01C6FDC0 - Lmp1J
    066E - 01C7DF60 - 01C6FDD0 - Lmp1P
    066F - 01C7DF70 - 01C6FDE0 - Lmp1_str_gZ
    0670 - 01C7DF80 - 01C6FDF0 - Lmp1_str_fZ
    0671 - 01C7DF90 - 01C6FE00 - Lmp1_str_sZ
    0672 - 01C7DFA0 - 01C6FE10 - Lmp1_str_iZ
    0673 - 01C7DFB0 - 01C6FE20 - Lmp20E
    0674 - 01C7DFC0 - 01C6FE30 - Lmp20J
    0675 - 01C7DFD0 - 01C6FE40 - Lmp20P
    0676 - 01C7DFE0 - 01C6FE50 - Lmp20_str_gZ
    0677 - 01C7DFF0 - 01C6FE60 - Lmp20_str_fZ
    0678 - 01C7E000 - 01C6FE70 - Lmp20_str_sZ
    0679 - 01C7E010 - 01C6FE80 - Lmp20_str_iZ
    067A - 01C7E020 - 01C6FE90 - Lmp2E
    067B - 01C7E030 - 01C6FEA0 - Lmp2J
    067C - 01C7E040 - 01C6FEB0 - Lmp2P
    067D - 01C7E050 - 01C6FEC0 - Lmp2_str_gZ
    067E - 01C7E060 - 01C6FED0 - Lmp2_str_fZ
    067F - 01C7E070 - 01C6FEE0 - Lmp2_str_sZ
    0680 - 01C7E080 - 01C6FEF0 - Lmp2_str_iZ
    0681 - 01C7E090 - 01C6FF00 - Lmp3E
    0682 - 01C7E0A0 - 01C6FF10 - Lmp3J
    0683 - 01C7E0B0 - 01C6FF20 - Lmp3P
    0684 - 01C7E0C0 - 01C6FF30 - Lmp3_str_gZ
    0685 - 01C7E0D0 - 01C6FF40 - Lmp3_str_fZ
    0686 - 01C7E0E0 - 01C6FF50 - Lmp3_str_sZ
    0687 - 01C7E0F0 - 01C6FF60 - Lmp3_str_iZ
    0688 - 01C7E100 - 01C6FF70 - Lmp4E
    0689 - 01C7E110 - 01C6FF80 - Lmp4J
    068A - 01C7E120 - 01C6FF90 - Lmp4P
    068B - 01C7E130 - 01C6FFA0 - Lmp4_str_gZ
    068C - 01C7E140 - 01C6FFB0 - Lmp4_str_fZ
    068D - 01C7E150 - 01C6FFC0 - Lmp4_str_sZ
    068E - 01C7E160 - 01C6FFD0 - Lmp4_str_iZ
    068F - 01C7E170 - 01C6FFE0 - Lmp5E
    0690 - 01C7E180 - 01C6FFF0 - Lmp5J
    0691 - 01C7E190 - 01C70000 - Lmp5P
    0692 - 01C7E1A0 - 01C70010 - Lmp5_str_gZ
    0693 - 01C7E1B0 - 01C70020 - Lmp5_str_fZ
    0694 - 01C7E1C0 - 01C70030 - Lmp5_str_sZ
    0695 - 01C7E1D0 - 01C70040 - Lmp5_str_iZ
    0696 - 01C7E1E0 - 01C70050 - Lmp6E
    0697 - 01C7E1F0 - 01C70060 - Lmp6J
    0698 - 01C7E200 - 01C70070 - Lmp6P
    0699 - 01C7E210 - 01C70080 - Lmp6_str_gZ
    069A - 01C7E220 - 01C70090 - Lmp6_str_fZ
    069B - 01C7E230 - 01C700A0 - Lmp6_str_sZ
    069C - 01C7E240 - 01C700B0 - Lmp6_str_iZ
    069D - 01C7E250 - 01C700C0 - Lmp7E
    069E - 01C7E260 - 01C700D0 - Lmp7J
    069F - 01C7E270 - 01C700E0 - Lmp7P
    06A0 - 01C7E280 - 01C700F0 - Lmp7_str_gZ
    06A1 - 01C7E290 - 01C70100 - Lmp7_str_fZ
    06A2 - 01C7E2A0 - 01C70110 - Lmp7_str_sZ
    06A3 - 01C7E2B0 - 01C70120 - Lmp7_str_iZ
    06A4 - 01C7E2C0 - 01C70130 - Lmp8E
    06A5 - 01C7E2D0 - 01C70140 - Lmp8J
    06A6 - 01C7E2E0 - 01C70150 - Lmp8P
    06A7 - 01C7E2F0 - 01C70160 - Lmp8_str_gZ
    06A8 - 01C7E300 - 01C70170 - Lmp8_str_fZ
    06A9 - 01C7E310 - 01C70180 - Lmp8_str_sZ
    06AA - 01C7E320 - 01C70190 - Lmp8_str_iZ
    06AB - 01C7E330 - 01C701A0 - Lmp9E
    06AC - 01C7E340 - 01C701B0 - Lmp9J
    06AD - 01C7E350 - 01C701C0 - Lmp9P
    06AE - 01C7E360 - 01C701D0 - Lmp9_str_gZ
    06AF - 01C7E370 - 01C701E0 - Lmp9_str_fZ
    06B0 - 01C7E380 - 01C701F0 - Lmp9_str_sZ
    06B1 - 01C7E390 - 01C70200 - Lmp9_str_iZ
    06B2 - 01C7E3A0 - 01C70210 - LmpmenuE
    06B3 - 01C7F460 - 01C712D0 - LmpmenuJ
    06B4 - 01C80530 - 01C723A0 - LmpmenuP
    06B5 - 01C81600 - 01C73460 - Lmpmenu_str_gZ
    06B6 - 01C826D0 - 01C74570 - Lmpmenu_str_fZ
    06B7 - 01C837A0 - 01C756A0 - Lmpmenu_str_sZ
    06B8 - 01C84870 - 01C767F0 - Lmpmenu_str_iZ
    06B9 - 01C85940 - 01C77880 - LmpweaponsE
    06BA - 01C86560 - 01C78550 - LmpweaponsJ
    06BB - 01C86EB0 - 01C78EB0 - LmpweaponsP
    06BC - 01C87A90 - 01C79B80 - Lmpweapons_str_gZ
    06BD - 01C883F0 - 01C7A920 - Lmpweapons_str_fZ
    06BE - 01C88D50 - 01C7B600 - Lmpweapons_str_sZ
    06BF - 01C896B0 - 01C7C3C0 - Lmpweapons_str_iZ
    06C0 - 01C8A010 - 01C7D090 - LoatE
    06C1 - 01C8A020 - 01C7D0A0 - LoatJ
    06C2 - 01C8A030 - 01C7D0B0 - LoatP
    06C3 - 01C8A040 - 01C7D0C0 - Loat_str_gZ
    06C4 - 01C8A050 - 01C7D0D0 - Loat_str_fZ
    06C5 - 01C8A060 - 01C7D0E0 - Loat_str_sZ
    06C6 - 01C8A070 - 01C7D0F0 - Loat_str_iZ
    06C7 - 01C8A080 - 01C7D100 - LoldE
    06C8 - 01C8A090 - 01C7D110 - LoldJ
    06C9 - 01C8A0A0 - 01C7D120 - LoldP
    06CA - 01C8A0B0 - 01C7D130 - Lold_str_gZ
    06CB - 01C8A0C0 - 01C7D140 - Lold_str_fZ
    06CC - 01C8A0D0 - 01C7D150 - Lold_str_sZ
    06CD - 01C8A0E0 - 01C7D160 - Lold_str_iZ
    06CE - 01C8A0F0 - 01C7D170 - LoptionsE
    06CF - 01C8B430 - 01C7E4B0 - LoptionsJ
    06D0 - 01C8C580 - 01C7F600 - LoptionsP
    06D1 - 01C8D710 - 01C80940 - Loptions_str_gZ
    06D2 - 01C8E8A0 - 01C81DE0 - Loptions_str_fZ
    06D3 - 01C8FA30 - 01C83180 - Loptions_str_sZ
    06D4 - 01C90BC0 - 01C84590 - Loptions_str_iZ
    06D5 - 01C91D50 - 01C858E0 - LpamE
    06D6 - 01C92670 - 01C86200 - LpamJ
    06D7 - 01C92F30 - 01C86AC0 - LpamP
    06D8 - 01C93800 - 01C873E0 - Lpam_str_gZ
    06D9 - 01C940D0 - 01C87E40 - Lpam_str_fZ
    06DA - 01C949A0 - 01C88750 - Lpam_str_sZ
    06DB - 01C95270 - 01C890F0 - Lpam_str_iZ
    06DC - 01C95B40 - 01C89AA0 - LpeteE
    06DD - 01C96400 - 01C8A360 - LpeteJ
    06DE - 01C96C90 - 01C8AC00 - LpeteP
    06DF - 01C97550 - 01C8B4C0 - Lpete_str_gZ
    06E0 - 01C97E10 - 01C8BEB0 - Lpete_str_fZ
    06E1 - 01C986D0 - 01C8C780 - Lpete_str_sZ
    06E2 - 01C98F90 - 01C8D0A0 - Lpete_str_iZ
    06E3 - 01C99850 - 01C8D9B0 - LpropobjE
    06E4 - 01C99A20 - 01C8DC20 - LpropobjJ
    06E5 - 01C99BF0 - 01C8DE00 - LpropobjP
    06E6 - 01C99DC0 - 01C8E070 - Lpropobj_str_gZ
    06E7 - 01C99F90 - 01C8E2F0 - Lpropobj_str_fZ
    06E8 - 01C9A160 - 01C8E580 - Lpropobj_str_sZ
    06E9 - 01C9A330 - 01C8E830 - Lpropobj_str_iZ
    06EA - 01C9A500 - 01C8EAC0 - LrefE
    06EB - 01C9A510 - 01C8EAD0 - LrefJ
    06EC - 01C9A520 - 01C8EAE0 - LrefP
    06ED - 01C9A530 - 01C8EAF0 - Lref_str_gZ
    06EE - 01C9A540 - 01C8EB00 - Lref_str_fZ
    06EF - 01C9A550 - 01C8EB10 - Lref_str_sZ
    06F0 - 01C9A560 - 01C8EB20 - Lref_str_iZ
    06F1 - 01C9A570 - 01C8EB30 - LritE
    06F2 - 01C9AE60 - 01C8F420 - LritJ
    06F3 - 01C9B740 - 01C8FD00 - LritP
    06F4 - 01C9C030 - 01C905F0 - Lrit_str_gZ
    06F5 - 01C9C920 - 01C90FF0 - Lrit_str_fZ
    06F6 - 01C9D210 - 01C91960 - Lrit_str_sZ
    06F7 - 01C9DB00 - 01C92290 - Lrit_str_iZ
    06F8 - 01C9E3F0 - 01C92C00 - LrunE
    06F9 - 01C9E400 - 01C92C10 - LrunJ
    06FA - 01C9E410 - 01C92C20 - LrunP
    06FB - 01C9E420 - 01C92C30 - Lrun_str_gZ
    06FC - 01C9E430 - 01C92C40 - Lrun_str_fZ
    06FD - 01C9E440 - 01C92C50 - Lrun_str_sZ
    06FE - 01C9E450 - 01C92C60 - Lrun_str_iZ
    06FF - 01C9E460 - 01C92C70 - LsevE
    0700 - 01C9E7D0 - 01C92FE0 - LsevJ
    0701 - 01C9E8B0 - 01C930C0 - LsevP
    0702 - 01C9EC20 - 01C93430 - Lsev_str_gZ
    0703 - 01C9EF90 - 01C93860 - Lsev_str_fZ
    0704 - 01C9F300 - 01C93BC0 - Lsev_str_sZ
    0705 - 01C9F670 - 01C93F70 - Lsev_str_iZ
    0706 - 01C9F9E0 - 01C94350 - LsevbE
    0707 - 01C9FA70 - 01C943E0 - LsevbJ
    0708 - 01C9FB00 - 01C94470 - LsevbP
    0709 - 01C9FB90 - 01C94500 - Lsevb_str_gZ
    070A - 01C9FC20 - 01C94590 - Lsevb_str_fZ
    070B - 01C9FCB0 - 01C94620 - Lsevb_str_sZ
    070C - 01C9FD40 - 01C946B0 - Lsevb_str_iZ
    070D - 01C9FDD0 - 01C94740 - LsevxE
    070E - 01C9FDE0 - 01C94750 - LsevxJ
    070F - 01C9FDF0 - 01C94760 - LsevxP
    0710 - 01C9FE00 - 01C94770 - Lsevx_str_gZ
    0711 - 01C9FE10 - 01C94780 - Lsevx_str_fZ
    0712 - 01C9FE20 - 01C94790 - Lsevx_str_sZ
    0713 - 01C9FE30 - 01C947A0 - Lsevx_str_iZ
    0714 - 01C9FE40 - 01C947B0 - LsevxbE
    0715 - 01C9FE50 - 01C947C0 - LsevxbJ
    0716 - 01C9FE60 - 01C947D0 - LsevxbP
    0717 - 01C9FE70 - 01C947E0 - Lsevxb_str_gZ
    0718 - 01C9FE80 - 01C947F0 - Lsevxb_str_fZ
    0719 - 01C9FE90 - 01C94800 - Lsevxb_str_sZ
    071A - 01C9FEA0 - 01C94810 - Lsevxb_str_iZ
    071B - 01C9FEB0 - 01C94820 - LshoE
    071C - 01CA07C0 - 01C95130 - LshoJ
    071D - 01CA0FC0 - 01C95930 - LshoP
    071E - 01CA1830 - 01C96240 - Lsho_str_gZ
    071F - 01CA20A0 - 01C96CA0 - Lsho_str_fZ
    0720 - 01CA2910 - 01C97590 - Lsho_str_sZ
    0721 - 01CA3180 - 01C97F50 - Lsho_str_iZ
    0722 - 01CA39F0 - 01C98960 - LsiloE
    0723 - 01CA3A00 - 01C98970 - LsiloJ
    0724 - 01CA3A10 - 01C98980 - LsiloP
    0725 - 01CA3A20 - 01C98990 - Lsilo_str_gZ
    0726 - 01CA3A30 - 01C989A0 - Lsilo_str_fZ
    0727 - 01CA3A40 - 01C989B0 - Lsilo_str_sZ
    0728 - 01CA3A50 - 01C989C0 - Lsilo_str_iZ
    0729 - 01CA3A60 - 01C989D0 - LstatE
    072A - 01CA3D30 - 01C98CA0 - LstatJ
    072B - 01CA3DC0 - 01C98D30 - LstatP
    072C - 01CA4090 - 01C99000 - Lstat_str_gZ
    072D - 01CA4360 - 01C99370 - Lstat_str_fZ
    072E - 01CA4630 - 01C996A0 - Lstat_str_sZ
    072F - 01CA4900 - 01C999A0 - Lstat_str_iZ
    0730 - 01CA4BD0 - 01C99D00 - LtitleE
    0731 - 01CA5290 - 01C9A590 - LtitleJ
    0732 - 01CA5780 - 01C9AC50 - LtitleP
    0733 - 01CA5CB0 - 01C9B4E0 - Ltitle_str_gZ
    0734 - 01CA61E0 - 01C9BD90 - Ltitle_str_fZ
    0735 - 01CA6710 - 01C9C620 - Ltitle_str_sZ
    0736 - 01CA6C40 - 01C9CF00 - Ltitle_str_iZ
    0737 - 01CA7170 - 01C9D7B0 - LtraE
    0738 - 01CA7C80 - 01C9E2C0 - LtraJ
    0739 - 01CA8700 - 01C9ED40 - LtraP
    073A - 01CA9210 - 01C9F850 - Ltra_str_gZ
    073B - 01CA9D20 - 01CA04E0 - Ltra_str_fZ
    073C - 01CAA830 - 01CA1050 - Ltra_str_sZ
    073D - 01CAB340 - 01CA1BD0 - Ltra_str_iZ
    073E - 01CABE50 - 01CA2760 - LuffE
    073F - 01CABE60 - 01CA2770 - LuffJ
    0740 - 01CABE70 - 01CA2780 - LuffP
    0741 - 01CABE80 - 01CA2790 - Luff_str_gZ
    0742 - 01CABE90 - 01CA27A0 - Luff_str_fZ
    0743 - 01CABEA0 - 01CA27B0 - Luff_str_sZ
    0744 - 01CABEB0 - 01CA27C0 - Luff_str_iZ
    0745 - 01CABEC0 - 01CA27D0 - LwaxE
    0746 - 01CAC2B0 - 01CA2BC0 - LwaxJ
    0747 - 01CAC4C0 - 01CA2DE0 - LwaxP
    0748 - 01CAC8A0 - 01CA31D0 - Lwax_str_gZ
    0749 - 01CACC80 - 01CA3630 - Lwax_str_fZ
    074A - 01CAD060 - 01CA3AB0 - Lwax_str_sZ
    074B - 01CAD440 - 01CA3F00 - Lwax_str_iZ
    074C - 01CAD820 - 01CA4300 - Area 51 Grate 
    074D - 01CADE10 - 01CA48F0 - ECM Mine 
    074E - 01CAF0F0 - 01CA5BD0 - Data Uplink 
    074F - 01CAF960 - 01CA6440 - IR Scanner 
    0750 - 01CB0A90 - 01CA7570 - Air Force One Escape door 
    0751 - 01CB19C0 - 01CA84A0 - Presidential Escape Pod 
    0752 - 01CB2070 - 01CA8B50 - Skedar Ruins Bridge 
    0753 - 01CB2AD0 - 01CA95B0 - Pelagic II Windowless door 
    0754 - 01CB3330 - 01CA9E10 - Avault2M
    0755 - 01CB7110 - 01CADBF0 - Ap29_12_elM
    0756 - 01CB8700 - 01CAF1E0 - BETA Touch That Box, Box 
    0757 - 01CB8830 - 01CAF310 - Carrington Institute Front Door 
    0758 - 01CB9440 - 01CAFF20 - Ap14_09_joM
    0759 - 01CBB180 - 01CB1C60 - Ap19_07_joM
    075A - 01CBD3A0 - 01CB3E80 - Ap19_08_joM
    075B - 01CBEBC0 - 01CB56A0 - Laser (Item) 
    075C - 01CBF000 - 01CB5AE0 - G5 Building BAFTA Award 
    075D - 01CBF230 - 01CB5D10 - Area 51 Surgeons Dissection Laser 
    075E - 01CBF720 - 01CB6200 - Crash Site Outro Elvis’s hammer 
    075F - 01CBF9F0 - 01CB64D0 - Skedar Bomb from Mr. Blonde’s Revenge 
    0760 - 01CBFFD0 - 01CB6AB0 - Infiltration Explosives 
    0761 - 01CC0230 - 01CB6D10 - BETA GoldenEye video Cassette 
    0762 - 01CC03F0 - 01CB6ED0 - Dr Caroll’s Backup disk 
    0763 - 01CC0700 - 01CB71E0 - Air Base Flight plans 
    0764 - 01CC0FF0 - 01CB7AD0 - Elvis Arms 
    0765 - 01CC1E80 - 01CB8960 - Air Force One Table 
    0766 - 01CC2200 - 01CB8CE0 - Area 51 Guard arms 
    0767 - 01CC36A0 - 01CBA180 - dataDyne Green Guard arms 
    0768 - 01CC4A50 - 01CBB530 - Black Guard arms 
    0769 - 01CC5F00 - 01CBC9E0 - Grey arms 
    076A - 01CC72B0 - 01CBDD90 - Bio Technician arms 
    076B - 01CC8680 - 01CBF160 - Area 51 Pilot arms 
    076C - 01CC9B20 - 01CC0600 - G5 Building Guard arms 
    076D - 01CCAED0 - 01CC19B0 - Carrington Institute Agent arms 
    076E - 01CCC1F0 - 01CC2CD0 - CI Sensitive information 
    076F - 01CCCC40 - 01CC3720 - R-Tracker 
    0770 - 01CCD180 - 01CC3C60 - Xray Scanner 
    0771 - 01CCD350 - 01CC3E30 - Camspy, Drugspy, Bombspy 
    0772 - 01CD2DF0 - 01CC98D0 - Door Decoder 
    0773 - 01CD31E0 - 01CC9CC0 - BETA Briefcase 
    0774 - 01CD3990 - 01CCA470 - BETA Suitcase 
    0775 - 01CD3AF0 - 01CCA5D0 - Air Base Air Force Ones private loader door 
    0776 - 01CD46E0 - 01CCB1C0 - Skedar Ruins Backdrop 
    0777 - 01CD4BD0 - 01CCB6B0 - CI Secret door (Device training) 
    0778 - 01CD56E0 - 01CCC1C0 - Skedar Ruins Push-block to activate bridge 
    0779 - 01CD6C60 - 01CCD740 - Area 51 Lift bars/door 
    077A - 01CD7190 - 01CCDC70 - Acicarr06M
    077B - 01CD7E10 - 01CCE8F0 - Acicarr11M
    077C - 01CDA3E0 - 01CD0EC0 - Acifarr08M
    077D - 01CDAB30 - 01CD1610 - Acifarr12M
    077E - 01CDC600 - 01CD30E0 - Acifema01M
    077F - 01CDCD50 - 01CD3830 - Acifema04M
    0780 - 01CDD850 - 01CD4330 - Acifema07M
    0781 - 01CDE350 - 01CD4E30 - Acifema08M
    0782 - 01CDF690 - 01CD6170 - Acifema09M
    0783 - 01CE0B00 - 01CD75E0 - Acifema14M
    0784 - 01CE1C60 - 01CD8740 - Acifost08M
    0785 - 01CE2EB0 - 01CD9990 - Acifost12M
    0786 - 01CE4540 - 01CDB020 - Acigrim05M
    0787 - 01CE6320 - 01CDCE00 - Acigrim06M
    0788 - 01CE70E0 - 01CDDBC0 - Acigrim07M
    0789 - 01CE8990 - 01CDF470 - Acigrim08M
    078A - 01CEAE20 - 01CE1900 - Acigrim09M
    078B - 01CED040 - 01CE3B20 - Acigrim10M
    078C - 01CEDD60 - 01CE4840 - Acihopk09M
    078D - 01CEF270 - 01CE5D50 - Acihopk11M
    078E - 01CF10F0 - 01CE7BD0 - Acimale02M
    078F - 01CF1840 - 01CE8320 - Acimale03M
    0790 - 01CF1E10 - 01CE88F0 - Acimale07M
    0791 - 01CF2790 - 01CE9270 - Acimale09M
    0792 - 01CF3860 - 01CEA340 - Acimale11M
    0793 - 01CF4580 - 01CEB060 - Acimale13M
    0794 - 01CF5C60 - 01CEC740 - Aciroge08M
    0795 - 01CF6760 - 01CED240 - Aciroge12M
    0796 - 01CF7C70 - 01CEE750 - Joanna Negotiator 
    0797 - 01CFC900 - 01CF33E0 - Carrington Institute Switch 
    0798 - 01CFCD40 - 01CF3820 - Attack Ship Blue door 
    0799 - 01CFF5B0 - 01CF6090 - Attack Ship Window 
    079A - 01CFF6A0 - 01CF6180 - Attack Ship Hanger door (Top half) 
    079B - 01D01580 - 01CF8060 - Attack Ship Hanger door (Bottom half) 
    079C - 01D033C0 - 01CF9EA0 - Air Force One Inner door 
    079D - 01D03610 - 01CFA0F0 - BETA Laser post 
    079E - 01D03740 - 01CFA220 - Atrfost01M
    079F - 01D05520 - 01CFC000 - Atrfost02M
    07A0 - 01D07740 - 01CFE220 - Atrfost03M
    07A1 - 01D09EE0 - 01D009C0 - Atrcarr09M
    07A2 - 01D0B220 - 01D01D00 - Atrcarr10M
    07A3 - 01D0D220 - 01D03D00 - Atrcarr11M
    07A4 - 01D0ECF0 - 01D057D0 - Acifarr01M
    07A5 - 01D10DE0 - 01D078C0 - Acifarr02M
    07A6 - 01D11E10 - 01D088F0 - Acifarr03M
    07A7 - 01D12CB0 - 01D09790 - Acigrim01M
    07A8 - 01D15370 - 01D0BE50 - Acigrim03M
    07A9 - 01D18430 - 01D0EF10 - Acigrim04M
    07AA - 01D1B4F0 - 01D11FD0 - Acihopk01M
    07AB - 01D1C7E0 - 01D132C0 - Acihopk04M
    07AC - 01D1DA30 - 01D14510 - Acihopk06M
    07AD - 01D1FEC0 - 01D169A0 - Aciroge01M
    07AE - 01D21330 - 01D17E10 - Aciroge02M
    07AF - 01D22D70 - 01D19850 - Atrroge01M
    07B0 - 01D24590 - 01D1B070 - Acicarr07M
    07B1 - 01D25FD0 - 01D1CAB0 - Acicarr08M
    07B2 - 01D26D90 - 01D1D870 - Target Amplifier 
    07B3 - 01D27570 - 01D1E050 - Attack Ship Lift 
    07B4 - 01D27770 - 01D1E250 - CI Defense Smashed front door 
    07B5 - 01D28460 - 01D1EF40 - Deep Sea Slide-up door 
    07B6 - 01D2A250 - 01D20D30 - Ajoinst01M
    07B7 - 01D2A780 - 01D21260 - Ajoinst02M
    07B8 - 01D2ACB0 - 01D21790 - Ajoinst03M
    07B9 - 01D2B1E0 - 01D21CC0 - Ajoinst04M
    07BA - 01D2B710 - 01D221F0 - Ap25_03_joM
    07BB - 01D2C120 - 01D22C00 - Air Force One Rubble 
    07BC - 01D2C9D0 - 01D234B0 - dataDyne Building Door 
    07BD - 01D2CC80 - 01D23760 - Enemy Head (Tim) 
    07BE - 01D2DBE0 - 01D246C0 - Enemy Head (Grant) 
    07BF - 01D2ECE0 - 01D257C0 - Enemy Head (Penny) 
    07C0 - 01D2FE70 - 01D26950 - Enemy Head (Robin) 
    07C1 - 01D30DA0 - 01D27880 - Female Enemy Head (Alex) 
    07C2 - 01D31DF0 - 01D288D0 - Female Enemy Head (Julianne) 
    07C3 - 01D32F60 - 01D29A40 - Female Enemy Head (Laura) 
    07C4 - 01D34130 - 01D2AC10 - Enemy Head (Davec) 
    07C5 - 01D35450 - 01D2BF30 - Enemy Head (Ken) 
    07C6 - 01D36150 - 01D2CC30 - Enemy Head (Joel) 
    07C7 - 01D370F0 - 01D2DBD0 - Deep Sea Slide door 
    07C8 - 01D38EF0 - 01D2F9D0 - Ap29_13_joM
    07C9 - 01D39C10 - 01D306F0 - Ap29_14_joM
    07CA - 01D3AC40 - 01D31720 - Acicarr09M
    07CB - 01D3CD30 - 01D33810 - Acicarr10M
    07CC - 01D3E320 - 01D34E00 - Skedar Ruins Buddy Bridge 
    07CD - 01D3E570 - 01D35050 - Enemy Head (Cook) 
    07CE - 01D3F820 - 01D36300 - Enemy Head (Pryce) 
    07CF - 01D407F0 - 01D372D0 - Enemy Head (Silke) 
    07D0 - 01D418C0 - 01D383A0 - Enemy Head (Smith) 
    07D1 - 01D42830 - 01D39310 - Enemy Head (Gareth) 
    07D2 - 01D43870 - 01D3A350 - Enemy Head (Murchie) 
    07D3 - 01D447B0 - 01D3B290 - Enemy Head (Wong) 
    07D4 - 01D457C0 - 01D3C2A0 - Enemy Head (Carter) 
    07D5 - 01D46B70 - 01D3D650 - Enemy Head (Tintin) 
    07D6 - 01D47CE0 - 01D3E7C0 - Enemy Head (Munton) 
    07D7 - 01D48EA0 - 01D3F980 - Enemy Head (Stamper) 
    07D8 - 01D49E70 - 01D40950 - Enemy Head (Jones) 
    07D9 - 01D4ADF0 - 01D418D0 - Enemy Head (Phelps) 
    07DA - 01D4BDC0 - 01D428A0 - Ap29_15_joM
    07DB - 01D4CD00 - 01D437E0 - Ap16_03_joM
    07DC - 01D533B0 - 01D49E90 - Acarrbye02M
    07DD - 01D55540 - 01D4C020 - Asaucerexp1M
    07DE - 01D5CA00 - 01D534E0 - ???
    End
    
    
    In-game object list: (Sorted by number)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The values on this list are used during game play. This list is represented at
    NTSC 8007B070 and PAL 8007B540. It uses the values from the global object list
    and defines the size of the objects. The two sizes mostly used are 0199 and
    1000. There is also a pointer that appears if the object is currently in use.
    This pointer points to the objects model and attributes.
    
    00 - Investigation Ceiling dronegun
    01 - Crash Site Green Drone Gun
    02 - Tv Screen
    03 - BETA Borg Crate
    04 - Pane of glass
    05 - Metal Crate
    06 - Metal Crate
    07 - Metal Crate
    08 - Metal Crate
    09 - Metal Crate
    0A - Metal Crate
    0B - Metal Crate
    0C - Metal Crate
    0D - Metal Crate
    0E - Metal Crate
    0F - Metal Crate
    10 - BETA Door
    11 - Briefcase
    12 - Chicago Tracer bug
    13 - Data Uplink
    14 - Nintendo Logo
    15 - Metal Panel
    16 - BETA Flag from GoldenEye
    17 - Area 51 Control Panel / Button
    18 - BETA GoldenEye Terminal
    19 - Area 51 Square Door (Top part)
    1A - Area 51 Square Door (Bottom part)
    1B - Area 51 Door (Left)
    1C - Area 51 Door (Right)
    1D - Area 51 Door
    1E - Area 51 Door with glass window
    1F - Area 51 Brown door
    20 - Metal Crate
    21 - Metal Crate (Blue tint)
    22 - Metal Crate (Brown tint)
    23 - Area 51 Hole-in-wall frame
    24 - Area 51 Wall you blow up (With X on)
    25 - Area 51 Hole-in-wall frame
    26 - Area 51 Wall you blow up (Laboratory side)
    27 - Area 51 Hole-in-wall frame (Before blown up)
    28 - BETA Villa Door
    29 - Villa Wooden door
    2A - BETA Villa Wooden slide door
    2B - Area 51 Hanger lift
    2C - Area 51 Small lift from hanger
    2D - Area 51 Storage lift 1 
    2E - Area 51 Storgae lift 2
    2F - Villa Wine Bottle (Green)
    30 - Villa Wine Bottle (Red)
    31 - Villa Wine Bottle (Red, not JUNG brand)
    32 - Villa Windmill propellar
    33 - Area 51 Elvis on hoverbed
    34 - BETA Multicoloured box
    35 - Deep Sea Door (Right)
    36 - Deep Sea Door (Left)
    37 - dataDyne Building Lift
    38 - dataDyne Building Roof fan
    39 - dataDyne Building Wall fan
    3A - Hoverbike
    3B - dataDyne Building Office door
    3C - Pot plant (Rubber plant)
    3D - Pot plant (Spider plant)
    3E - Pot plant (Spike plant)
    3F - dataDyne Building Window glass
    40 - dataDyne Building Sofa
    41 - dataDyne Building Armchair
    42 - dataDyne Building Service door
    43 - dataDyne Building Grating door
    44 - dataDyne Building Lift door
    45 - dataDyne Building Vertical blind
    46 - dataDyne Building Desk
    47 - dataDyne Building Desk chair
    48 - Changing N logo
    49 - Changing N logo 2
    4A - Changing N logo 3
    4B - Perfect Dark Logo
    4C - Perfect Dark Logo 1
    4D - Perfect Dark Logo 2
    4E - Perfect Dark Logo 3
    4F - Perfect Dark Logo 4
    50 - Hovercop
    51 - Hovermoto
    52 - Hovertruck
    53 - Hovercar
    54 - Hovercab
    55 - dataDyne Building Hole-in-tube unexploded
    56 - dataDyne Building Hole-in-tube frame
    57 - dataDyne Building Hole-in-wall unexploded
    58 - dataDyne Building Hole-in-wall frame
    59 - Blue computer
    5A - Hovercrate
    5B - Carrington Institute Drop ship (Villa, Defense)
    5C - Deep Sea Door from beginning of level
    5D - Deep Sea Lift
    5E - Case
    5F - dataDyne Building Cassandra's desk
    60 - Area 51 Pane of glass with yellow/black caution stripes 1
    61 - Area 51 Pane of glass with yellow/black caution stripes 2
    62 - Area 51 Table
    63 - BETA Area 51 Chair
    64 - BETA Area 51 Screen
    65 - Area 51 Trashcan
    66 - Area 51 Entrance hall desk
    67 - Area 51 Empty hoverbed
    68 - Area 51 Office divider (Peachy coloured)
    69 - Area 51 Bulletin board with Maian pictures
    6A - Skedar Ruins Canyon wall after blowing up rock 
    6B - Skedar Ruins Canyon rock
    6C - Skedar Ruins Hole-in-wall frame
    6D - Skedar Ruins Hole-in-wall unexploded
    6E - Skedar Ruins Door
    6F - Attack Ship Yellow slide door
    70 - Attack Ship Holographic star map
    71 - Attack Ship Holographic star map
    72 - Attack Ship Hanger hull door part 1
    73 - Attack Ship Hanger hull door part 2
    74 - Attack Ship Hanger hull door part 3
    75 - Attack Ship Hanger hull door part 4
    76 - BETA Skedar fighter ship
    77 - Secret Skedar Army pod door (Top half)
    78 - Secret Skedar Army pod door (Bottom half)
    79 - Skedar Ruins Spinning power generator pillar
    7A - Skedar Ruins Rolling round pillar
    7B - Attack Ship Hanger door (Top half)
    7C - Attack Ship Hanger door (Bottom half)
    7D - G5 Building Slide open door with window
    7E - G5 Building Part of fire door
    7F - G5 Building Part of fire door
    80 - G5 Building Part of fire door (Middle piece)
    81 - G5 Building Slide open door without window
    82 - dataDyne Building Slide door
    83 - dataDyne Building Secret Door 1
    84 - dataDyne Building Secret door 2
    85 - dataDyne Building CI Jumpship from Defection Intro and Extraction Outro
    86 - Chicago Hovertaxi
    87 - Chicago Intro Police hovercar
    88 - Ravine Lift
    89 - BETA Investigation Door
    8A - Investigation Secret door that only the Hoverbot can open
    8B - Investigation Sector One Door
    8C - Hoverbot (Orange)
    8D - Hoverbot (White/blue)
    8E - Investigation Sector Two Slide-down door (Bottom half)
    8F - Investigation Sector Two Slide-up door (Top half)
    90 - Investigation Slide-up door with caution sign (Top half)
    91 - Investigation Slide-up door with hazardous sign (Top half)
    92 - Investigation Door with caution sign and window
    93 - Investigation Dr.Caroll Door
    94 - Investigation Sector Three Slide-up door (Top half)
    95 - Investigation Sector Three Door
    96 - Investigation Sector Three Door with window
    97 - dataDyne Building Extraction Hovercopter
    98 - Investigation Sector Four Slide-up door (Top half)
    99 - Investigation Slide-up door with restricted sign (Top half)
    9A - G5 Building Slide door with dataDyne logo
    9B - G5 Building Slide door with dataDyne logo
    9C - Laser Beam door / block
    9D - G5 Building Vault door
    9E - dataDyne Building Defection Intro Rope
    9F - G5 Building Mainframe
    A0 - Investigation Dr.Caroll Door (Base)
    A1 - Investigation Dr.Caroll Door (Main)
    A2 - Investigation Dr.Caroll Door (Left)
    A3 - Investigation Dr.Caroll Door (Right)
    A4 - Investigation Dr.Caroll Door (Base Main)
    A5 - Investigation Dr.Caroll Door (Base Left)
    A6 - Investigation Dr.Caroll Door (Base Right)
    A7 - dataDyne Building Rooftop banner
    A8 - G5 Building Upper hole-in-wall unexploded
    A9 - G5 Building Upper hole-in-wall frame
    AA - G5 Building Lower hole-in-wall unexploded
    AB - G5 Building Lower hole-in-wall frame
    AC - Chicago Dumpster
    AD - Chicago Unopened fire door
    AE - Chicago Metal shutter
    AF - Security Camera
    B0 - Communications Hub
    B1 - dataDyne Building Rocket Launcher stand
    B2 - Blue computer terminal
    B3 - Red grate/panel
    B4 - Investigation Lift
    B5 - Light switch
    B6 - dataDyne Building Extraction Blue blast shield
    B7 - dataDyne Building Light switch
    B8 - Investigation Sector Four Door (Top half)
    B9 - Investigation Sector Four Door (Bottom half)
    BA - Area 51 Explodable container
    BB - Investigation Metal chair
    BC - Investigation Table
    BD - BETA Investigation Microscope
    BE - BETA Investigation Mainframe
    BF - Investigation Laboratory door
    C0 - Investigation Slide-up door from laboratory (Top half)
    C1 - Ammocrate
    C2 - Cassandra De Vries Necklace
    C3 - Temple Door
    C4 - Carrington Institute Blue Sofa (With mirror image)
    C5 - Carrington Institute Lift
    C6 - Carrington Institute Glass door (Lift, Firing Range)
    C7 - Laser beam
    C8 - Skedar shuttle
    C9 - BETA Villa Pane of glass with wooden frame
    CA - Skedar Ruins Royal Chamber Left side ceiling pillar/stone block
    CB - Skedar Ruins Royal Chamber Right side ceiling pillar/stone block
    CC - Skedar Ruins Statue relic from last boss (Centre part)
    CD - Skedar Ruins Statue relic from last boss (Middle left part)
    CE - Skedar Ruins Statue relic from last boss (Middle right part)
    CF - Skedar Ruins Statue relic from last boss (Base left part)
    D0 - Skedar Ruins Statue relic from last boss (Base right part)
    D1 - Skedar Ruins Shaded floor piece (Centre part)
    D2 - Skedar Ruins Shaded floor piece (Middle left part)
    D3 - Skedar Ruins Shaded floor piece (Middle right part)
    D4 - Skedar Ruins Shaded floor piece (Base left part)
    D5 - Skedar Ruins Shaded floor piece (Base right part)
    D6 - Skedar Ruins Unshaded floor piece (Centre part)
    D7 - Skedar Ruins Unshaded floor piece (Middle left part)
    D8 - Skedar Ruins Unshaded floor piece (Middle right part)
    D9 - Skedar Ruins Unshaded floor piece (Base left part)
    DA - Skedar Ruins Unshaded floor piece (Base right part)
    DB - Skedar Ruins Pillar 1
    DC - Skedar Ruins Pillar 2
    DD - Skedar Ruins Pillar 3
    DE - Skedar Ruins Shaded floor piece near pillar at begining of level
    DF - Skedar Ruins Shaded wall piece near pillar at begining of level
    E0 - Skedar Ruins Unshaded floor piece near pillar at begining of level
    E1 - Skedar Ruins Unshaded wall piece near pillar at begining of level
    E2 - Metal barrel
    E3 - Grid Glass floor
    E4 - Air Base Escalator step
    E5 - Grid Lift
    E6 - Skedar Ruins Rubble 1 (Wall)
    E7 - Skedar Ruins Rubble 2 (Pillar)
    E8 - Skedar Ruins Rubble 3 (Stone)
    E9 - Skedar Ruins Rubble 4 (Small pillar)
    EA - Air Base Intro Cable car
    EB - Maian UFO
    EC - Air Base Stewardesses Bag
    ED - Air Base Small lift leading to hanger
    EE - Air Base Diagonal lift
    EF - Air Base Safe door
    F0 - Air Force One Pilots seat
    F1 - Air Force One Passenger seat
    F2 - BETA Chicago Limo
    F3 - Nightvision Goggles
    F4 - Shield
    F5 - Falcon 2
    F6 - Magsec 4
    F7 - Mauler
    F8 - DY357 Magnum
    F9 - DY357-LX
    FA - Phoenix
    FB - Falcon 2 Silencer
    FC - Falcon 2 Scope
    FD - CMP150
    FE - AR34
    FF - Dragon
    100 - SuperDragon
    101 - K7 Avenger
    102 - Cyclone
    103 - Callisto NTG
    104 - RCP-120
    105 - Laptop Gun
    106 - Shotgun
    107 - Reaper
    108 - Rocket Launcher
    109 - Devastator
    10A - Slayer
    10B - Farsight XR-20
    10C - Sniper Rifle
    10D - Crossbow
    10E - Tranquilizer / Psychosis Gun
    10F - Combat Knife
    110 - N-Bomb
    111 - BETA Flashbang (Grenade from GoldenEye)
    112 - Grenade
    113 - Timed Mine
    114 - Proximity Mine
    115 - Remote Mine
    116 - ECM Mine
    117 - PP9i (PP7)
    118 - CC13 (DD44) Dostovei.
    119 - KLO1313 (Klobb)
    11A - KF7 Special (KF7 Soviet)
    11B - ZZT (9mm) (ZMG (9mm))
    11C - DMC (D5K) Deutsche
    11D - AR53 (AR33) Assualt Rifle
    11E - RC-P45 (RC-P90)
    11F - Rocket
    120 - Slayer Rocket
    121 - Bolt
    122 - Devastator Grenade
    123 - SuperDragon Grenade
    124 - Area 51 Infiltration Brown dronegun
    125 - Pelagic II Door with window 
    126 - Area 51 AutoSurgeon
    127 - Chicago dataDyne limo
    128 - Area 51 Interceptor
    129 - Area 51 Parabola dish
    12A - BETA Area 51 Radar console
    12B - Area 51 Locker door
    12C - BETA G5 Building Dampening field generator
    12D - BETA G5 Building Dumpster
    12E - Cloaking device
    12F - Combat boost pills
    130 - Pelagic II Moon pool hanger door
    131 - Skedar Ruins piece of pillar rubble
    132 - Skedar Ruins piece of pillar rubble
    133 - Skedar Ruins piece of pillar rubble
    134 - Skedar Ruins piece of pillar rubble
    135 - Air Base Baggage carrier
    136 - BETA Area 51 Mine sign (With skull and crossbones on it)
    137 - Area 51 Maian coffin from cyrolabs
    138 - Investigation Radioactive isotope
    139 - Investigation Radioactive isotope parts
    13A - BETA Reactor Door (Round blue thing, like core hatch from Pelagic II)
    13B - Crash Site Interior of Maian UFO
    13C - Villa Stool that Carrington sits on
    13D - Deep Sea Glass 1
    13E - Deep Sea Glass 2 (Add-on)
    13F - Deep Sea Glass 3 (Add-on opposite)
    140 - HorizonScanner
    141 - Pelagic II Outro Moon pool submarine
    142 - Air Force One (The actual plane)
    143 - Attack Ship Engine part
    144 - Deep Sea Ceiling dronegun
    145 - BETA Deep Sea Small door
    146 - Deep Sea Switch node (Shoot it to open doors)
    147 - BETA Deep Sea Door (Left)
    148 - BETA Deep Sea Door (Right)
    149 - Attack Ship Computer terminal from the bridge
    14A - Attack Ship Computer terminal panel from the bridge
    14B - Blue grating panel
    14C - Carrington Institute Firing Range Target board
    14D - Carrington Institute Device lab secret door
    14E - Carrington Institute Carrington's office secret door
    14F - Investigation dataDyne PC
    150 - Area 51 Records terminal (dataDyne PC on stand)
    151 - BETA Keypad lock
    152 - BETA Fingerprint scanner
    153 - BETA Retina lock
    154 - BETA Card lock
    155 - Air Force One Button on stand
    156 - Carrington Institute / Villa PC
    157 - Laptop Sentry dronegun
    158 - G5 Building Special Big chair
    159 - G5 Building Special Small chair
    15A - Skedar Kings holy sceptre (Big King Rocket image)
    15B - Area 51 Lab cloths
    15C - BETA Carrington Institute Door
    15D - G5 Building Special Chair
    15E - G5 Building Special Small chair with top missing
    15F - dataDyne Building Foyer pane of glass
    160 - BETA Carrington Institute Cabinet
    161 - BETA Carrington Institute Desk
    162 - BETA Carrington Institute Desk 2
    163 - BETA Carrington Institute Leather Armchair
    164 - BETA Carrington Institute Leather Bed
    165 - BETA Carrington Institute Leather Sofa
    166 - BETA Carrington Institute Table
    167 - Villa Coffee table
    168 - Villa Chair
    169 - BETA Villa Armchair
    16A - Villa Sofa
    16B - Villa Chair 2
    16C - BETA Villa Cabinet with lamp
    16D - Villa Side cabinet
    16E - Villa Double bed
    16F - BETA Pelagic II Chair
    170 - Attack Ship Computer console
    171 - BETA Investigation Table
    172 - BETA Investigation Chair
    173 - Air Base Table
    174 - BETA Air Base Chair
    175 - BETA White Box
    176 - Metal Crate
    177 - IR scanner googles
    178 - Area 51 Wall Dronegun
    179 - BETA Skedar Dronegun
    17A - Carrington Institute Dronegun
    17B - Villa Wooden table
    17C - dataDyne Building Door
    17D - BETA Air Base Door
    17E - BETA Air Base Door 2
    17F - Chicago Wire fence
    180 - Rareware logo
    181 - Keycard
    182 - BETA Body armour (Looks like the one from GoldenEye)
    183 - Area 51 Infiltration Inner area big slide door (Right)
    184 - Area 51 Infiltration Inner area big slide door (Left)
    185 - Air Force One Lamp
    186 - Air Force One Toilet
    187 - Air Force One Big door
    188 - Air Force One Phone
    189 - BETA Air Force One Cargo door
    18A - G5 Building Alarm
    18B - G5 Building Laser switch
    18C - Skedar Ruins Pillar 4
    18D - Pelagic II Power core hatch
    18E - Area 51 Grate / Pane of glass with white stripes
    18F - Air Force One Escape door
    190 - Presidential Escape Pod
    191 - Skedar Ruins Bridge
    192 - Pelagic II Door with no window
    193 - BETA Touch That Box, Box
    194 - Carrington Institute Front door
    195 - Laser
    196 - G5 Building BAFTA Award
    197 - Area 51 Rescue Outro Surgeons dissection laser
    198 - Crash Site Outro Elvis's hammer (Small size)
    199 - Area 51 Infiltration Explosives
    19A - dataDyne Building Mr. Blonde's Revenge Skedar bomb
    19B - Dr. Caroll's Backup disk
    19C - Air Base Flight plans
    19D - R-Tracker
    19E - X-ray Scanner
    19F - Crash Site Outro Elvis's hammer (Big size)
    1A0 - Camspy, Drugspy, Bombspy
    1A1 - Door Decoder
    1A2 - Air Force One Table
    1A3 - Air Base Air Force Ones private loader door
    1A4 - Skedar Ruins Backdrop
    1A5 - Carrington Institute Secret Device training door
    1A6 - Carrington Institute Defense Sensitive information
    1A7 - BETA Suitcase
    1A8 - Skedar Ruins Push-block to activate bridge
    1A9 - Area 51 Lift bars/door
    1AA - Carrington Institute Switch
    1AB - Attack Ship Blue door
    1AC - Attack Ship Window
    1AD - Attack Ship Hanger door (Top half)
    1AE - Attack Ship Hanger door (Bottom half)
    1AF - Air Force One Inner door
    1B0 - BETA Laser post
    1B1 - Skedar Ruins Target Amplifier
    1B2 - Attack Ship Lift
    1B3 - Carrington Institute Defense Smashed front door
    1B4 - Deep Sea Slide-up door
    1B5 - Air Force One Drop vent rubble (looks like Skedar Ruins pillar)
    1B6 - dataDyne Building Small door / Felicity Door
    1B7 - Deep Sea Slide door
    1B8 - Skedar Ruins Buddy Bridge
    End
    
    
    In-game object list: (sorted by level)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The values on this list are sorted by level. If any object only appears in ONE
    level, you'll find it there.
    
    Misc Items:
    02 - Tv Screen
    03 - BETA Borg Crate
    04 - Pane of glass
    05 - Metal Crate
    06 - Metal Crate
    07 - Metal Crate
    08 - Metal Crate
    09 - Metal Crate
    0A - Metal Crate
    0B - Metal Crate
    0C - Metal Crate
    0D - Metal Crate
    0E - Metal Crate
    0F - Metal Crate
    10 - BETA Door
    14 - Nintendo Logo
    15 - Metal Panel
    18 - BETA GoldenEye Terminal
    20 - Metal Crate
    21 - Metal Crate (Blue tint)
    22 - Metal Crate (Brown tint)
    34 - BETA Multicoloured box
    3A - Hoverbike
    3C - Pot plant (Rubber plant)
    3D - Pot plant (Spider plant)
    3E - Pot plant (Spike plant)
    48 - Changing N logo
    49 - Changing N logo 2
    4A - Changing N logo 3
    4B - Perfect Dark Logo
    4C - Perfect Dark Logo 1
    4D - Perfect Dark Logo 2
    4E - Perfect Dark Logo 3
    4F - Perfect Dark Logo 4
    50 - Hovercop
    51 - Hovermoto
    52 - Hovertruck
    53 - Hovercar
    54 - Hovercab
    59 - Blue computer
    5A - Hovercrate
    5B - Carrington Institute Drop ship (Villa, Defense)
    5E - Case
    76 - BETA Skedar fighter ship
    77 - Secret Skedar Army pod door (Top half)
    78 - Secret Skedar Army pod door (Bottom half)
    8C - Hoverbot (Orange)
    8D - Hoverbot (White/blue)
    9C - Laser Beam door / block
    AF - Security Camera
    B0 - Communications Hub
    B2 - Blue computer terminal
    B3 - Red grate/panel
    B5 - Light switch
    C7 - Laser beam
    C8 - Skedar shuttle
    E2 - Metal barrel
    EB - Maian UFO
    14B - Blue grating panel
    151 - BETA Keypad lock
    152 - BETA Fingerprint scanner
    153 - BETA Retina lock
    154 - BETA Card lock
    156 - Carrington Institute / Villa PC
    175 - BETA White Box
    176 - Metal Crate
    179 - BETA Skedar Dronegun
    180 - Rareware logo
    190 - Presidential Escape Pod
    193 - BETA Touch That Box, Box
    1A7 - BETA Unknown Object
    1B0 - BETA Laser post
    13A - BETA Reactor Door (Round blue thing, like core hatch from Pelagic II)
    
    Weapon Images:
    F5 - Falcon 2
    F6 - Magsec 4
    F7 - Mauler
    F8 - DY357 Magnum
    F9 - DY357-LX
    FA - Phoenix
    FB - Falcon 2 Silencer
    FC - Falcon 2 Scope
    FD - CMP150
    FE - AR34
    FF - Dragon
    100 - SuperDragon
    101 - K7 Avenger
    102 - Cyclone
    103 - Callisto NTG
    104 - RCP-120
    105 - Laptop Gun
    106 - Shotgun
    107 - Reaper
    108 - Rocket Launcher
    109 - Devastator
    10A - Slayer
    10B - Farsight XR-20
    10C - Sniper Rifle
    10D - Crossbow
    10E - Tranquilizer / Psychosis Gun
    10F - Combat Knife
    110 - N-Bomb
    111 - BETA Flashbang (Grenade from GoldenEye)
    112 - Grenade
    113 - Timed Mine
    114 - Proximity Mine
    115 - Remote Mine
    116 - ECM Mine
    117 - PP9i (PP7)
    118 - CC13 (DD44) Dostovei.
    119 - KLO1313 (Klobb)
    11A - KF7 Special (KF7 Soviet)
    11B - ZZT (9mm) (ZMG (9mm))
    11C - DMC (D5K) Deutsche
    11D - AR53 (AR33) Assualt Rifle
    11E - RC-P45 (RC-P90)
    11F - Rocket
    120 - Slayer Rocket
    121 - Bolt
    122 - Devastator Grenade
    123 - SuperDragon Grenade
    15A - Skedar Kings holy sceptre (Big King Rocket image)
    195 - Laser
    
    Pick-up Items:
    11 - Briefcase
    13 - Data Uplink
    16 - BETA Flag from GoldenEye
    C1 - Ammocrate
    C2 - Cassandra De Vries Necklace
    F3 - Nightvision Goggles
    F4 - Shield
    12E - Cloaking device
    12F - Combat boost pills
    140 - HorizonScanner
    157 - Laptop Sentry dronegun
    177 - IR scanner googles
    181 - Keycard
    182 - BETA Body armour (Looks like the one from GoldenEye)
    19B - Dr. Caroll's Backup disk
    19D - R-Tracker
    19E - X-ray Scanner
    1A0 - Camspy, Drugspy, Bombspy
    1A1 - Door Decoder
    
    Multiplayer Items:
    88 - Ravine Lift
    C3 - Temple Door
    E3 - Grid Glass floor
    E5 - Grid Lift
    
    dataDyne Building Items:
    37 - dataDyne Building Lift
    38 - dataDyne Building Roof fan
    39 - dataDyne Building Wall fan
    3B - dataDyne Building Office door
    3F - dataDyne Building Window glass
    40 - dataDyne Building Sofa
    41 - dataDyne Building Armchair
    42 - dataDyne Building Service door
    43 - dataDyne Building Grating door
    44 - dataDyne Building Lift door
    45 - dataDyne Building Vertical blind
    46 - dataDyne Building Desk
    47 - dataDyne Building Desk chair
    55 - dataDyne Building Hole-in-tube unexploded
    56 - dataDyne Building Hole-in-tube frame
    57 - dataDyne Building Hole-in-wall unexploded
    58 - dataDyne Building Hole-in-wall frame
    5F - dataDyne Building Cassandra's desk
    82 - dataDyne Building Slide door
    83 - dataDyne Building Secret Door 1
    84 - dataDyne Building Secret door 2
    85 - dataDyne Building CI Jumpship from Defection Intro and Extraction Outro
    97 - dataDyne Building Extraction Hovercopter
    9E - dataDyne Building Defection Intro Rope
    A7 - dataDyne Building Rooftop banner
    B1 - dataDyne Building Rocket Launcher stand
    B6 - dataDyne Building Extraction Blue blast shield
    B7 - dataDyne Building Light switch
    15F - dataDyne Building Foyer pane of glass
    17C - dataDyne Building Door
    19A - dataDyne Building Mr. Blonde's Revenge Skedar bomb
    1B6 - dataDyne Building Small door / Felicity Door
    
    Investigation Items:
    00 - Investigation Ceiling dronegun
    89 - BETA Investigation Door
    8A - Investigation Secret door that only the Hoverbot can open
    8B - Investigation Sector One Door
    8E - Investigation Sector Two Slide-down door (Bottom half)
    8F - Investigation Sector Two Slide-up door (Top half)
    90 - Investigation Slide-up door with caution sign (Top half)
    91 - Investigation Slide-up door with hazardous sign (Top half)
    92 - Investigation Door with caution sign and window
    93 - Investigation Dr.Caroll Door
    94 - Investigation Sector Three Slide-up door (Top half)
    95 - Investigation Sector Three Door
    96 - Investigation Sector Three Door with window
    98 - Investigation Sector Four Slide-up door (Top half)
    99 - Investigation Slide-up door with restricted sign (Top half)
    A0 - Investigation Dr.Caroll Door (Base)
    A1 - Investigation Dr.Caroll Door (Main)
    A2 - Investigation Dr.Caroll Door (Left)
    A3 - Investigation Dr.Caroll Door (Right)
    A4 - Investigation Dr.Caroll Door (Base Main)
    A5 - Investigation Dr.Caroll Door (Base Left)
    A6 - Investigation Dr.Caroll Door (Base Right)
    B4 - Investigation Lift
    B8 - Investigation Sector Four Door (Top half)
    B9 - Investigation Sector Four Door (Bottom half)
    BB - Investigation Metal chair
    BC - Investigation Table
    BD - BETA Investigation Microscope
    BE - BETA Investigation Mainframe
    BF - Investigation Laboratory door
    C0 - Investigation Slide-up door from laboratory (Top half)
    138 - Investigation Radioactive isotope
    139 - Investigation Radioactive isotope parts
    14F - Investigation dataDyne PC
    171 - BETA Investigation Table
    172 - BETA Investigation Chair
    
    Villa Items:
    28 - BETA Villa Door
    29 - Villa Wooden door
    2A - BETA Villa Wooden slide door
    2F - Villa Wine Bottle (Green)
    30 - Villa Wine Bottle (Red)
    31 - Villa Wine Bottle (Red, not JUNG brand)
    32 - Villa Windmill propellar
    C9 - BETA Villa Pane of glass with wooden frame
    13C - Villa Stool that Carrington sits on
    167 - Villa Coffee table
    168 - Villa Chair
    169 - BETA Villa Armchair
    16A - Villa Sofa
    16B - Villa Chair 2
    16C - BETA Villa Cabinet with lamp
    16D - Villa Side cabinet
    16E - Villa Double bed
    17B - Villa Wooden table
    
    Chicago Items:
    12 - Chicago Tracer bug
    86 - Chicago Hovertaxi
    87 - Chicago Intro Police hovercar
    AC - Chicago Dumpster
    AD - Chicago Unopened fire door
    AE - Chicago Metal shutter
    F2 - BETA Chicago Limo
    127 - Chicago dataDyne limo
    17F - Chicago Wire fence
    
    G5 Building Items:
    7D - G5 Building Slide open door with window
    7E - G5 Building Part of fire door
    7F - G5 Building Part of fire door
    80 - G5 Building Part of fire door (Middle piece)
    81 - G5 Building Slide open door without window
    9A - G5 Building Slide door with dataDyne logo
    9B - G5 Building Slide door with dataDyne logo
    9D - G5 Building Vault door
    9F - G5 Building Mainframe
    A8 - G5 Building Upper hole-in-wall unexploded
    A9 - G5 Building Upper hole-in-wall frame
    AA - G5 Building Lower hole-in-wall unexploded
    AB - G5 Building Lower hole-in-wall frame
    12C - BETA G5 Building Dampening field generator
    12D - BETA G5 Building Dumpster
    158 - G5 Building Special Big chair
    159 - G5 Building Special Small chair
    15D - G5 Building Special Chair
    15E - G5 Building Special Small chair with top missing
    18A - G5 Building Alarm
    18B - G5 Building Laser switch
    196 - G5 Building BAFTA Award
    
    Area 51 Items:
    17 - Area 51 Control Panel / Button
    19 - Area 51 Square Door (Top part)
    1A - Area 51 Square Door (Bottom part)
    1B - Area 51 Door (Left)
    1C - Area 51 Door (Right)
    1D - Area 51 Door
    1E - Area 51 Door with glass window
    1F - Area 51 Brown door
    23 - Area 51 Hole-in-wall frame
    24 - Area 51 Wall you blow up (With X on)
    25 - Area 51 Hole-in-wall frame
    26 - Area 51 Wall you blow up (Laboratory side)
    27 - Area 51 Hole-in-wall frame (Before blown up)
    2B - Area 51 Hanger lift
    2C - Area 51 Small lift from hanger
    2D - Area 51 Storage lift 1 
    2E - Area 51 Storage lift 2
    33 - Area 51 Elvis on hoverbed
    60 - Area 51 Pane of glass with yellow/black caution stripes 1
    61 - Area 51 Pane of glass with yellow/black caution stripes 2
    62 - Area 51 Table
    63 - BETA Area 51 Chair
    64 - BETA Area 51 Screen
    65 - Area 51 Trashcan
    66 - Area 51 Entrance hall desk
    67 - Area 51 Empty hoverbed
    68 - Area 51 Office divider (Peachy coloured)
    69 - Area 51 Bulletin board with Maian pictures
    BA - Area 51 Explodable container 
    124 - Area 51 Infiltration Brown dronegun
    126 - Area 51 AutoSurgeon
    128 - Area 51 Interceptor
    129 - Area 51 Parabola dish
    12A - BETA Area 51 Radar console
    12B - Area 51 Locker door
    136 - BETA Area 51 Mine sign (With skull and crossbones on it)
    137 - Area 51 Maian coffin from cyrolabs
    150 - Area 51 Records terminal (dataDyne PC on stand)
    15B - Area 51 Lab cloths
    178 - Area 51 Wall Dronegun
    183 - Area 51 Infiltration Inner area big slide door (Right)
    184 - Area 51 Infiltration Inner area big slide door (Left)
    18E - Area 51 Grate / Pane of glass with white stripes
    197 - Area 51 Rescue Outro Surgeons dissection laser
    199 - Area 51 Infiltration Explosives
    1A9 - Area 51 Lift bars/door
    
    Air Base Items:
    E4 - Air Base Escalator step
    EA - Air Base Intro Cable car
    EC - Air Base Stewardesses Bag
    ED - Air Base Small lift leading to hanger
    EE - Air Base Diagonal lift
    EF - Air Base Safe door
    135 - Air Base Baggage carrier
    173 - Air Base Table
    174 - BETA Air Base Chair
    17D - BETA Air Base Door
    17E - BETA Air Base Door 2
    19C - Air Base Flight plans
    1A3 - Air Base Air Force Ones private loader door
    
    Air Force One Items:
    F0 - Air Force One Pilots seat
    F1 - Air Force One Passenger seat
    142 - Air Force One (The actual plane)
    155 - Air Force One Button on stand
    185 - Air Force One Lamp
    186 - Air Force One Toilet
    187 - Air Force One Big door
    188 - Air Force One Phone
    189 - BETA Air Force One Cargo door
    18F - Air Force One Escape door
    1A2 - Air Force One Table
    1AF - Air Force One Inner door
    1B5 - Air Force One Drop vent rubble (looks like Skedar Ruins pillar)
    
    Crash Site Items:
    01 - Crash Site Green Drone Gun
    13B - Crash Site Interior of Maian UFO
    19F - Crash Site Outro Elvis's hammer (Big size)
    198 - Crash Site Outro Elvis's hammer (Small size)
    
    Pelagic II Items:
    125 - Pelagic II Door with window 
    130 - Pelagic II Moon pool hanger door
    141 - Pelagic II Outro Moon pool submarine
    16F - BETA Pelagic II Chair
    18D - Pelagic II Power core hatch
    192 - Pelagic II Door with no window
    
    Deep Sea Items:
    35 - Deep Sea Door (Right)
    36 - Deep Sea Door (Left)
    5C - Deep Sea Door from beginning of level
    5D - Deep Sea Lift
    13D - Deep Sea Glass 1
    13E - Deep Sea Glass 2 (Add-on)
    13F - Deep Sea Glass 3 (Add-on opposite)
    144 - Deep Sea Ceiling dronegun
    145 - BETA Deep Sea Small door
    146 - Deep Sea Switch node (Shoot it to open doors)
    147 - BETA Deep Sea Door (Left)
    148 - BETA Deep Sea Door (Right)
    1B4 - Deep Sea Slide-up door
    1B7 - Deep Sea Slide door
    
    Carrington Institute Items:
    C4 - Carrington Institute Blue Sofa (With mirror image)
    C5 - Carrington Institute Lift
    C6 - Carrington Institute Glass door (Lift, Firing Range)
    14C - Carrington Institute Firing Range Target board
    14D - Carrington Institute Device lab secret door
    14E - Carrington Institute Carrington's office secret door
    15C - BETA Carrington Institute Door
    160 - BETA Carrington Institute Cabinet
    161 - BETA Carrington Institute Desk
    162 - BETA Carrington Institute Desk 2
    163 - BETA Carrington Institute Leather Armchair
    164 - BETA Carrington Institute Leather Bed
    165 - BETA Carrington Institute Leather Sofa
    166 - BETA Carrington Institute Table
    17A - Carrington Institute Dronegun
    194 - Carrington Institute Front door
    1A5 - Carrington Institute Secret Device training door
    1A6 - Carrington Institute Defense Sensitive information
    1AA - Carrington Institute Switch
    1B3 - Carrington Institute Defense Smashed front door
    
    Attack Ship Items:
    6F - Attack Ship Yellow slide door
    70 - Attack Ship Holographic star map
    71 - Attack Ship Holographic star map
    72 - Attack Ship Hanger hull door part 1
    73 - Attack Ship Hanger hull door part 2
    74 - Attack Ship Hanger hull door part 3
    75 - Attack Ship Hanger hull door part 4
    7B - Attack Ship Hanger door (Top half)
    7C - Attack Ship Hanger door (Bottom half)
    143 - Attack Ship Engine part
    149 - Attack Ship Computer terminal from the bridge
    14A - Attack Ship Computer terminal panel from the bridge
    170 - Attack Ship Computer console
    1AB - Attack Ship Blue door
    1AC - Attack Ship Window
    1AD - Attack Ship Hanger door (Top half)
    1AE - Attack Ship Hanger door (Bottom half)
    1B2 - Attack Ship Lift
    
    Skedar Ruins Items:
    6A - Skedar Ruins Canyon wall after blowing up rock 
    6B - Skedar Ruins Canyon rock
    6C - Skedar Ruins Hole-in-wall frame
    6D - Skedar Ruins Hole-in-wall unexploded
    6E - Skedar Ruins Door
    79 - Skedar Ruins Spinning power generator pillar
    7A - Skedar Ruins Rolling round pillar
    CA - Skedar Ruins Royal Chamber Left side ceiling pillar/stone block
    CB - Skedar Ruins Royal Chamber Right side ceiling pillar/stone block
    CC - Skedar Ruins Statue relic from last boss (Centre part)
    CD - Skedar Ruins Statue relic from last boss (Middle left part)
    CE - Skedar Ruins Statue relic from last boss (Middle right part)
    CF - Skedar Ruins Statue relic from last boss (Base left part)
    D0 - Skedar Ruins Statue relic from last boss (Base right part)
    D1 - Skedar Ruins Shaded floor piece (Centre part)
    D2 - Skedar Ruins Shaded floor piece (Middle left part)
    D3 - Skedar Ruins Shaded floor piece (Middle right part)
    D4 - Skedar Ruins Shaded floor piece (Base left part)
    D5 - Skedar Ruins Shaded floor piece (Base right part)
    D6 - Skedar Ruins Unshaded floor piece (Centre part)
    D7 - Skedar Ruins Unshaded floor piece (Middle left part)
    D8 - Skedar Ruins Unshaded floor piece (Middle right part)
    D9 - Skedar Ruins Unshaded floor piece (Base left part)
    DA - Skedar Ruins Unshaded floor piece (Base right part)
    DB - Skedar Ruins Pillar 1
    DC - Skedar Ruins Pillar 2
    DD - Skedar Ruins Pillar 3
    DE - Skedar Ruins Shaded floor piece near pillar at begining of level
    DF - Skedar Ruins Shaded wall piece near pillar at begining of level
    E0 - Skedar Ruins Unshaded floor piece near pillar at begining of level
    E1 - Skedar Ruins Unshaded wall piece near pillar at begining of level
    E6 - Skedar Ruins Rubble 1 (Wall)
    E7 - Skedar Ruins Rubble 2 (Pillar)
    E8 - Skedar Ruins Rubble 3 (Stone)
    E9 - Skedar Ruins Rubble 4 (Small pillar)
    131 - Skedar Ruins piece of pillar rubble
    132 - Skedar Ruins piece of pillar rubble
    133 - Skedar Ruins piece of pillar rubble
    134 - Skedar Ruins piece of pillar rubble
    18C - Skedar Ruins Pillar 4
    191 - Skedar Ruins Bridge
    1A4 - Skedar Ruins Backdrop
    1A8 - Skedar Ruins Push-block to activate bridge
    1B1 - Skedar Ruins Target Amplifier
    1B8 - Skedar Ruins Buddy Bridge
    End
    
    
    Costume list:
    ~~~~~~~~~~~~~
    The costume list contains the heads and bodies used for enemies and players.
    These values are used in-game in a body+head 16bit format. To give an example,
    Cassandra's head is 0E, and her body is 66. To locate Cassandra de Vries
    in-game do a search for 660E. Some bodies can't have heads put on them, and
    can't be used as player bodies (but can be used as sim bodies). These bodies
    are Skedar, Dr. Caroll, Camspy, Test body, G5 Sentry Robot, Mini Skedar and
    Skedar King. The head value of these bodies is FF, so the Skedar King would be
    93FF. FF is also random heads. Part of the costume list is located at NTSC
    8007CF06 and PAL 8007D3D6. The list at this address uses the costume values
    from the global object list. By modifying the values here you change a costume
    image throughout the game (with the exception of during cut-scenes).
    
    Heads:
    04 - Joanna Combat head
    05 - Elvis head
    06 - Enemy head (Ross)
    07 - Daniel Carrington head
    08 - Mr. Blonde head
    09 - Trent Easton head
    0A - Shock Trooper mask
    0B - Enemy head (Graham)
    0C - Joanna Frock head
    0D - dataDyne Secretary head
    0E - Cassandra De Vries head
    0F - Maian head
    10 - Female Enemy head
    11 - Enemy head (Jon)
    12 - Grimshaw head (Mark2)
    13 - Foster head (Christ)
    14 - Enemy head (Russ)
    15 - BETA head (Grey)
    16 - Enemy head (Darling)
    17 - Enemy head (Robert)
    18 - Enemy head (Beau)
    19 - Female Enemy head
    1A - Enemy head (Brian)
    1B - Enemy head (Jamie)
    1C - Enemy head (Duncan)
    1D - Biotechnician mask
    1E - Enemy head (Neil)
    1F - Enemy head (Edmcg)
    20 - Female Enemy head (Anka)
    21 - Female Enemy head (Leslie)
    22 - Enemy head (Matt)
    23 - Enemy head (Peer)
    24 - Female Enemy head (Eileen)
    25 - Enemy head (Andy)
    26 - Enemy head (Ben)
    27 - Enemy head (Steve)
    28 - Jonathan head
    29 - Maian Soldier head
    2A - Enemy head (Shaun)
    2B - Enemy head (Beau)
    2C - Female Enemy head (Eileen)
    2D - Enemy head (Scott)
    2E - Enemy head (Sanchez)
    2F - Joanna Scuba head
    30 - Sniper mask
    31 - Enemy head (Beau)
    32 - Enemy head (Beau)
    33 - Enemy head (Beau)
    34 - Enemy head (Beau)
    35 - Enemy head (Griffey)
    36 - Shigeru Miyamoto head
    37 - Enemy head (Keith)
    38 - Enemy head (Winner)
    39 - Area 51 gas mask
    3A - Elvis Scuba mask
    3B - Enemy head (Stevem)
    3C - Joanna Artic head
    3D - The President's head
    3E - Velvet Dark head
    3F - Enemy head (Ken)
    40 - Enemy head (Joel)
    41 - Enemy head (Tim)
    42 - Enemy head (Grant)
    43 - Enemy head (Penny)
    44 - Enemy head (Robin)
    45 - Female Enemy head (Alex)
    46 - Female Enemy head (Julianne)
    47 - Female Enemy head (Laura)
    48 - Enemy head (Davec)
    49 - Enemy head (Cook)
    4A - Enemy head (Pryce)
    4B - Enemy head (Silke)
    4C - Enemy head (Smith)
    4D - Enemy head (Gareth)
    4E - Enemy head (Murchie)
    4F - Enemy head (Wong)
    50 - Enemy head (Carter)
    51 - Enemy head (Tintin)
    52 - Enemy head (Munton)
    53 - Enemy head (Stamper)
    54 - Enemy head (Jones)
    55 - Enemy head (Phelps)
    FF - Default \ Random
    
    Bodies:
    00 - Dinner Jacket Half open (Djbond)
    01 - Dinner Jacket White tuxedo (Connery)
    02 - Dinner Jacket Suit done open (Dalton)
    03 - Dinner Jacket Suit undone (Moore)
    56 - Joanna Combat
    57 - Maian
    58 - Area 51 Guard
    59 - Overalls
    5A - Daniel Carrington
    5B - Mr. Blonde
    5C - Skedar (Don't use as player)
    5D - Trent Easton
    5E - dataDyne Shock Trooper
    5F - Male Lab Technician
    60 - NSA Bodyguard
    61 - Joanna Party Frock
    62 - Joanna Trench coat
    63 - Office Casual
    64 - Office Suit
    65 - Secretary
    66 - Cassandra De Vries
    67 - Elvis
    68 - dataDyne Female Guard
    69 - dataDyne Lab Technician
    6A - dataDyne Security
    6B - Dr. Caroll (Don't use as player)
    6C - Camspy, Drugspy, Bombspy (Don't use as player)
    6D - Joanna Frock (Ripped)
    6E - dataDyne Infantry
    6F - dataDyne Trooper
    70 - Test body (small and distorted Trent Easton Body) (Don't use as player)
    71 - Biotechnician
    72 - FBI Agent
    73 - CIA Agent
    74 - Area 51 Trooper
    75 - Pilot
    76 - G5 Sentry Bot (Don't use as player)
    77 - Steward
    78 - Stewardess
    79 - The President
    7A - Head Stewardess
    7B - Mini Skedar (Don't use as player)
    7C - NSA Lackey
    7D - Presidential Security
    7E - Negotiator
    7F - G5 Guard
    80 - Pelagic II Guard
    81 - G5 SWAT Guard
    82 - Alaskan Guard
    83 - Maian
    84 - Presidents Clone
    85 - Presidents Clone
    86 - Joanna Stewardess
    87 - Joanna Wet Suit
    88 - Joanna Aqualung
    89 - Joanna Arctic
    8A - Female Lab Technician
    8B - Joanna Lab Tech
    8C - dataDyne Sniper
    8D - Air Force One Pilot
    8E - CI Male Lab Technician
    8F - CI Female Lab Technician
    90 - Carrington Evening Wear
    91 - Area 51 Guard
    92 - CI Soldier
    93 - Skedar King (Don't use as player)
    94 - Elvis with America T-shirt
    95 - Joanna Leather
    96 - Joanna Negotiator
    End
    
    
    Perfect Dark Weapon type list:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The weapon type list contains weapon attributes. Weapons have an image and an
    attribute value. The attribute value is stored in a XX00 16bit format, where XX
    is a value from the list. The list can be found somewhere around 8006XXXX, and
    can be found by searching for the weapon player file and reloader file from the
    global object list. By manipulating the values on the list you find, you can
    change one weapon into a different weapon.
    
    00 - Unarmed
    01 - Nothing
    02 - Falcon 2
    03 - Falcon 2 (Silencer)
    04 - Falcon 2 (Scope)
    05 - Magsec 4
    06 - Mauler
    07 - Phoenix
    08 - DY357 Magnum
    09 - DY357-LX
    0A - CMP150
    0B - Cyclone
    0C - Callisto NTG
    0D - RC-P120
    0E - Laptop Gun
    0F - Dragon
    10 - K7 Avenger
    11 - AR34
    12 - SuperDragon
    13 - Shotgun
    14 - Reaper
    15 - Sniper Rifle
    16 - Farsight XR-20
    17 - Devestator
    18 - Rocket Launcher
    19 - Slayer
    1A - Combat Knife
    1B - Crossbow
    1C - Tranquilizer
    1D - Laser
    1E - Grenade
    1F - N-Bomb
    20 - Timed Mine
    21 - Proximity Mine
    22 - Remote Mine
    23 - Combat Boost
    24 - PP9i (PP7)
    25 - CC13 (DD44) Dostovei.
    26 - KLO1313 (Klobb)
    27 - KF7 Special (KF7 Soviet)
    28 - ZZT (9mm) (ZMG (9mm))
    29 - DMC (D5K) Deutsche
    2A - AR53 (AR33) Assualt Rifle
    2B - RC-P45 (RC-P90)
    2C - Pyschosis Gun
    2D - Nightvision Goggles
    2E - Camspy
    2F - X-ray Scanner
    30 - IR-Scanner
    31 - Cloaking Device
    32 - Horizon Scanner
    33 - Tester
    34 - Big King Rocket
    35 - ECM Mine
    36 - Data Uplink
    37 - R-Tracker
    38 - President Scanner
    39 - Door Decoder
    3A - AutoSurgeon
    3B - Explosives
    3C - Skedar Bomb
    3D - Comms Rider
    3E - Tracer Bug
    3F - Disguise
    40 - Target Amplifier
    41 - Disguise
    42 - Flight Plans
    43 - Research Tape
    44 - Backup Disk
    45 - Key Card
    46 - Key Card
    47 - Key Card
    48 - Key Card
    49 - Key Card
    4A - Key Card
    4B - Key Card
    4C - Key Card
    4D - Suitcase
    4E - Briefcase
    4F - Solo Shield
    50 - Necklace
    51 - Nothing
    52 - Nothing
    53 - Rocket
    54 - Homing Rocket
    55 - Grenade Round
    56 - Bolt
    57 - The Breifcase (From Multiplayer)
    58 - Slayer Rocket
    59 - AR27-BETA (Need to pick up double in order to use)
    5A - SMG27-BETA (Need to pick up double in order to use)
    5B - Multiplayer Shield
    5C - Multiplayer Disabled
    5D - Suicide pill
    End
    
    
    Ammo type list:
    ~~~~~~~~~~~~~~~
    00 - Nothing
    01 - Pistol ammo
    02 - Sub-machine gun ammo
    03 - Crossbow bolts
    04 - Assult rifle ammo
    05 - Shotgun cartridges
    06 - Farsight orbs
    07 - Grenades
    08 - Rockets
    09 - Combat knives
    0A - Magnum / LX bullets
    0B - Devestator grenade rounds
    0C - Remote mines
    0D - Proximity mines
    0E - Timed mines
    0F - Reaper ammo
    10 - BETA Homing rockets
    11 - BETA Darts
    12 - N-Bombs
    13 - Sedatives
    End
    
    
    Object type list:
    ~~~~~~~~~~~~~~~~~
    Albeight somewhat imcomplete, these are the object types I have identified so
    far.
    
    00 - ?
    01 - Door
    02 - ?
    03 - Object
    04 - ?
    05 - ?
    06 - ?
    07 - ?
    08 - Weapon
    09 - Solo enemy?
    0A - Turn door into object (works in cheating devices, doesn't eat up the next
         object)
    0B - Solo enemy? (Turn door into this to get a solo enemy)
    0C - ?
    0D - Dronegun
    0E - ?
    0F - Skedar Ruins pillar
    10 - ?
    11 - ?
    12 - ?
    13 - ?
    14 - Ammo crate
    15 - ?
    16 - ?
    17 - ?
    18 - ?
    19 - ?
    1A - ?
    1B - ?
    1C - ?
    1D - ?
    1E - ?
    1F - ?
    20 - ?
    21 - ?
    22 - ?
    23 - ?
    24 - ?
    25 - ?
    26 - ?
    27 - ?
    28 - ?
    29 - ?
    2A - ?
    2B - ?
    2C - ?
    2D - ?
    2E - ?
    2F - ?
    30 - Lift
    31 - ?
    32 - ?
    33 - Hoverbike
    34 - ? (Deletes everything that comes after it)
    35 - Hovercrate
    36 - Rotating object (Used on the spinning pillars in Skedar Ruins)
    37 - ?
    38 - ?
    39 - Freeze
    More?
    
    
    Text lists:
    ~~~~~~~~~~~
    Almost all the text in the game is stored in the text files with the format
    LxxxE, found on the global object list. These text files contains sets of text
    strings that are used either in solo missions, or in the menus. Not all text
    files have text. The text files can be arranged in a list in such a way that
    you can easily see what their text string values will begin with.
    
    Values - File name - Text Value - Text Type
    
     0570    LameE         02XX       Defection
     0577    LarchE        04XX
     0585    LarkE         06XX       Extraction
     058C    LashE         08XX
     059A    LaztE         0AXX       Crash Site
     05A1    LcatE         0CXX
     05A8    LcaveE        0EXX       Air Base
     057E    LarecE        10XX
     05AF    LcradE        12XX
     05B6    LcrypE        14XX
     05BD    LdamE         16XX       Pelagic II
     05C4    LdepoE        18XX       G5 Building (Solo)
     05CB    LdestE        1AXX
     05D2    LdishE        1CXX       CI Training
     05D9    LearE         1EXX       Investigation
     05E0    LeldE         20XX       Villa
     05EE    LimpE         22XX       Defense
     05F5    LjunE         24XX
     0603    LleeE         26XX       Attack Ship
     060A    LlenE         28XX
     0611    LlipE         2AXX       Rescue
     0618    LlueE         2CXX       Infiltration
     06C0    LoatE         2EXX
     06D5    LpamE         30XX       Deep Sea
     06DC    LpeteE        32XX       Chicago
     06EA    LrefE         34XX
     06F1    LritE         36XX       Air Force One
     06F8    LrunE         38XX
     0706    LsevbE        3AXX       Retaking the Institute
     06FF    LsevE         3CXX       Maian SOS
     070D    LsevxE        3EXX
     0714    LsevxbE       40XX
     071B    LshoE         42XX       Skedar Ruins
     0722    LsiloE        44XX
     0729    LstatE        46XX       WAR!
     0737    LtraE         48XX       Escape
     0745    LwaxE         4AXX       Mr. Blondes Revenge
     05E7    LgunE         4CXX       Guns and items
     0730    LtitleE       4EXX       End Credits
     06B2    LmpmenuE      50XX       Multiplayer menu
     06E3    LpropobjE     52XX       Object names
     06B9    LmpweaponsE   54XX       Cheats and misc
     06CE    LoptionsE     56XX       Misc
     061F    LmiscE        58XX       Push Button Codes and misc
     073E    LuffE         5AXX
     06C7    LoldE         5CXX
     0593    LateE         5EXX       Duel
    
    The text from a specific text file can only be used when it has been loaded
    into the memory. The menu's text files are always loaded into the memory, so
    their text strings always work. Solo mission text files are loaded into the
    memory when a solo level is loaded. The following code can be used to view any
    text string, providing you select the correct solo mission from the Solo
    Mission menu.
    
    Text string viewer: (Viewed in any briefing)
    NTSC               PAL
    8109DFC8 XXXX      8109E568 XXXX
    
    The text string values are mainly used to locate menu codes and view BETA text.
    They can also be used to locate certain menu lists, like the multiplayer arena
    list, or soundtrack list. These lists can be modified so that you can change
    what's loaded, and the name of what's loaded. A compilation of all BETA text
    can be found at the end of the text string lists. An example of a modified
    arena from the arena list is:
    
    Random Arena Modifier:
    NTSC               PAL
    80084BF9 00LL      80085149 00LL
    81084BFC XXXX      8108514C XXXX
    
    LL is a value from the level list, and changes which level is loaded. XXXX
    changes the name "Random" into something else. Several names you may want to
    choose from are:
    
    5687 – dataDyne Research
    5689 – dataDyne Central
    568B – Carrington Villa
    568D – Chicago
    568F – G5 Building
    5691 – Area 51
    5697 – Air Base
    5699 – Air Force One
    569B – Crash Site
    569D – Pelagic II
    569F – Deep Sea
    56A1 – Carrington Institute
    56A3 – Attack Ship
    56A5 – Skedar Ruins
    
    The PAL and the NTSC version are almost the same, but have some different text
    string values. Where they have different values you will see two values next to
    each other. The first one is NTSC and the second one is PAL.
    
    Defection – 02XX
    ----------------
    0200 – Perfect Agent Briefing
    0201 – LUCERNE TOWER
    0202 – Special Agent Briefing
    0203 – Agent Briefing
    0204 – NULL3
    0205 – NULL4
    0206 – NULL5
    0207 – NULL6
    0208 – NULL7
    0209 – dataDyne.Central Divisional HQ Chicago IL USA 
    020A – 0230 Hours 15 AUG 2023
    020B – Obtain De Vries' necklace
    020C – Cassandra De Vries'
    020D – Necklace
    020E – De Vries' necklace
    020F – Picked up De Vries' necklace
    0210 – Disable internal security hub
    0211 – Obtain keycode necklace
    0212 – Download project files
    0213 – Disable external comms hub
    0214 – Gain entrance to laboratory
    0215 – Who are you and what are you doing here?
    0216 – Look out! She's got a gun
    0217 – You won't shoot me, foolish child!
    0218 – Don't you know who I am?
    0219 – Let's see how you deal with security
    021A – PLEASE!!!!  Don't kill me!
    021B – If I were you, I'd leave... NOW!
    021C – Badly placed ECM Mine
    021D – ECM Mine placed correctly
    021E – MISSION FAILED - objectives incomplete
    021F – MISSION SUCCESSFUL      
    0220 – CANNOT complete all objectives
    0221 – Time to erase those files
    0222 – Computer executive erased
    0223 – I'll do what you want!
    0224 – HELP - Intruder!
    0225 – You talk too much
    0226 – HELP, HELP!
    0227 – I'll do what you want
    0228 – Logging on now
    0229 – Okay, I'm in...
    022A – Goodbye, Dr. Caroll
    022B – You've written your last bug, traitor!
    022C – File download initiated
    022D – File download completed
    022E – ACCESS DENIED - password needed
    022F – Door unlocked
    0230 – DOH!
    0231 – Unable to download - Data Uplink needed
    0232 – LIGHTS NOW ON
    0233 – LIGHTS NOW OFF
    0234 – Erase Dr. Caroll conversation
    0235 – Don't shoot, don't shoot!
    0236 – Critical mission object destroyed
    0237 – Unacceptable civilian casualties
    0238 – MISSION FAILED . - objectives cannot be completed
    0239 – Critical mission personnel killed.
    023A – Obtain ECM Mines
    023B – Dr. Caroll's
    023C – ECM Mine
    023D – An ECM Mine
    023E – Picked up an ECM Mine
    023F – Obtain Data Uplink
    0240 – Nothing
    0241 – Data Uplink
    0242 – A Data Uplink
    0243 – Picked up a Data Uplink
    0244 – Yes, yes, I agree. Personality is expendable. in this case
    0245 – No, I can start the process from my office. terminal and delete the
           necessary files. at the same time
    0246 – I'll begin at once. Goodbye
    0247 – Move it!
    0248 – I’ve got a password problem, and you're .the man to help me with it
    0249 – Don't shoot, don't shoot!
    024A – Datalink broken - connection terminated
    024B – Datalink error - incomplete file download
    024C – Internal security system temporarily disabled
    024D – External communications hub disabled
    024E – Laboratory lift located
    024F – Security Help me!
    0250 – ECM Mine needed to disable security hub
    0251 – ECM Mine needed to disable comms hub
    0252 – Dummy
    0253 – How dare you disturb me!
    0254 – You will regret this intrusion, girl!
    0255 – If I were you, I'd leave...NOW!
    0256 – Please don't kill me!
    0257 – Don't shoot!
    0258 – Obtain CamSpy
    0259 – Dr. Caroll's
    025A – CamSpy
    025B – A CamSpy
    025C – Picked up a CamSpy
    025D – We're getting a positive reading - .the internal comms hub is nearby
    025E – You're on the same floor as .Cassandra's office
    025F – The other hub has got to be in the .Security Room
    0260 – The basement elevator must be around .there somewhere
    0261 – Security system is now back online
    0262 – You vandal, you've broken it!
    0263 – 2023 AD, 2214 Hours Lucerne Tower - dataDyne HQ
    0264 – Why the big hurry?
    0265 – If Dr. Caroll is not extracted tonight, .dataDyne will put him through
           mind .conditioning, and we'll lose our best .chance of finding out what
           dataDyne .are up to
    0266 – Are they all expendable?
    0267 – Don't joke! You have to be careful, Joanna. .Code keys will only operate
           while the owner .is alive. If you kill them, the key is .useless. Armed
           guards are a different matter, .of course
    0268 – What's the target location?
    0269 – Work your way down the building to the ground .level. Dr. Caroll will be
           in a research lab .somewhere in the underground facility
    026A – How will I recognize him?
    026B – We don't have an image record, and we can't .find any official files.
           All we have is the .name. Good luck, Perfect Dark
    026C – Right, I'm in
    026D – I...I'm logging on now
    
    Extraction – 06XX
    -----------------
    0600 – Perfect Agent Briefing
    0601 – LUCERNE TOWER
    0602 – Special Agent Briefing
    0603 – Agent Briefing
    0604 – Nothing
    0605 – Nothing
    0606 – Nothing
    0607 – Nothing
    0608 – Nothing
    0609 – Access foyer elevator
    060A – Reactivate office elevator
    060B – Destroy dataDyne hovercopter
    060C – Defeat Cassandra's bodyguards
    060D – Rendezvous at helipad
    060E – Accessing elevator controls
    060F – LIGHTS ARE NOW ON!
    0610 – Dr. Caroll has been killed!
    0611 – Dr. Caroll is under attack!
    0612 – Dr. Caroll has been damaged!
    0613 – Too late! She's here
    0614 – You've become quite an annoyance
    0615 – Good night, Ms. Dark
    0616 – LIGHTS NOW ON
    0617 – LIGHTS NOW OFF
    0618 – MISSION FAILED
    0619 – MISSION SUCCESSFUL
    061A – Helichopper warning goes here
    061B – Obtain Night Vision
    061C – Cassandra De Vries'
    061D – Night Vision
    061E – Night Vision
    061F – Picked up Night Vision
    0620 – We meet again, girl!
    0621 – Foyer elevator accessed
    0622 – Office elevator door has been unlocked
    0623 – DataDyne Hovercopter eliminated
    0624 – Cassandra's bodyguards have been defeated
    0625 – That's not how it goes
    0626 – Yes, it is
    0627 – Give it to me - you're doing it wrong
    0628 – Stop annoying me
    0629 – Will you just hurry up!
    062A – Oh, no...too late
    062B – She's here
    062C – Get her!
    062D – Critical mission object destroyed
    062E – Obtain CamSpy
    062F – Dr. Caroll's
    0630 – CamSpy
    0631 – A CamSpy
    0632 – Picked up a CamSpy
    0633 – They've locked down the ground floor - .get to the elevator!
    0634 – That copter needs to be taken out, or .the jumpship'll get shot down!
    0635 – I can't leave any bodyguards standing
    0636 – Don't keep the jumpship waiting - .get back to the landing pad
    0637 – Obtain alpha key card
    0638 – Guard's
    0639 – Office key card
    063A – Office key card
    063B – Picked up Cassandra's office key card
    063C – Sound the alarm - she's here!
    063D – Lights out!
    063E – What the...?
    063F – Going somewhere?
    0640 – Something I can do for you, old woman?
    0641 – Return our sapient immediately! You don't .know what you're doing
    0642 – Yes I do. I'm leaving.
    0643 – One more chance! Give it back, and you .could come and work for me
    0644 – Sorry! Gotta shoot
    0645 – You must get the sapient back. We cannot .proceed without it
    0646 – I know that!
    0647 – I also know who to talk to... .Mr. Carrington
    0648 – Elevator door is inactive on this floor
    
    Crash Site – 0AXX
    -----------------
    0A00 – Perfect Agent Briefing
    0A01 – CRASH SITE
    0A02 – Special Agent Briefing
    0A03 – Agent Briefing
    0A04 – Nothing
    0A05 – Retrieve Presidential medical scanner
    0A06 – Activate distress beacon
    0A07 – Shut down enemy jamming device
    0A08 – Retire Presidential clone
    0A09 – Locate and rescue President
    0A0A – There's the escape pod
    0A0B – Maybe there's a beacon in there
    0A0C – The jamming... It's coming from that ship
    0A0D – Elvis... He'll be able to protect the President
    0A0E – Distress beacon has been activated
    0A0F – Critical mission object has been destroyed
    0A10 – Obtain Presidential Scanner
    0A11 – Nothing
    0A12 – Nothing
    0A13 – A Presidential Scanner
    0A14 – Picked up a Presidential Scanner
    0A15 – Jamming device has been shut down
    0A16 – President has been killed
    0A17 – Presidential clone has been eliminated
    0A18 – You'll never save him now!
    0A19 – President has been rescued
    0A1A – Obtain Night Vision
    0A1B – Cassandra De Vries'
    0A1C – Night Vision
    0A1D – Night Vision
    0A1E – Picked up Night Vision
    0A1F – Take this; you should find it useful!
    0A20 – Ahhh... uuhhhh...
    0A21 – Ahhh... uhh... owww...
    0A22 – Agent Dark! Please report!
    0A23 – Perfect Dark, come in!
    0A24 – A-agent Dark reporting in
    0A25 – Agent Dark! Please reply!
    0A26 – Something's jamming my transmissions. It's coming from that other craft
    0A27 – I'd better find the jamming device and check that Elvis is okay. Not
           forgetting the President, of course
    0A28 – How are you feeling, Mr. President?
    0A29 – Better now, young lady. Today, I think, will take a while for me to get
           over. I can't believe Easton would do such a thing. I knew he was
           ambitious, yes, but this
    0A2A – Just one thing, sir? What is the Pelagic II that Trent wanted so badly?
    0A2B – It's a U.S. government deep sea research vessel, one of a kind. The only
           ship that can conduct a full-scale diving operation at extreme depth.
           Trent wanted me to loan it to the dataDyne Corporation, but I refused
    0A2C – Trent has a lot to answer for, but I don't think we'll find him now
    0A2D – You have failed, Easton. You are a flawed device, and we need you no
           longer
    0A2E – Just try it, you Scandinavian freak!
    0A2F – Noooooooo!!!
    
    Air Base – 0EXX
    ---------------
    0E00 – Perfect Agent Briefing
    0E01 – PRESIDENTIAL TERMINAL .US AIRBASE, ALASKA
    0E02 – Special Agent Briefing
    0E03 – Agent Briefing
    0E04 – Nothing
    0E05 – Obtain disguise and enter base
    0E06 – Check in equipment
    0E07 – Subvert security monitoring system
    0E08 – Obtain flight plans from safe
    0E09 – Board Air Force One
    0E0A – Obtain suitcase
    0E0B – Suitcase
    0E0C – Suitcase
    0E0D – Picked up a suitcase
    0E0E – Obtain air stewardess uniform
    0E0F – Disguise
    0E10 – Nothing
    0E11 – Disguise
    0E12 – Disguise
    0E13 – Picked up a stewardess uniform
    0E14 – Obtain flight plans from safe
    0E15 – Nothing
    0E16 – Flight Plans
    0E17 – Flight Plans
    0E18 – Picked up the flight plans
    0E19 – Look out - it's an intruder
    0E1A – Innocent civilians have been killed
    0E1B – Is he OK?
    0E1C – I'll go and get some help
    0E1D – Good afternoon
    0E1E – OK, you know the way from here
    0E1F – You'll have to check that weapon in here
    0E20 – Oh, my God!
    0E21 – Weapons are not allowed in the base
    0E22 – Right, I'm calling security
    0E23 – System shutdown initiated
    0E24 – Security systems have been shut down
    0E25 – Weapons have been detected
    0E26 – Suitcase has been deposited
    0E27 – Suitcase has been scanned
    0E28 – Hey, you - this is a restricted area
    0E29 – Are you new around here?
    0E2A – Hey - give me back my case
    0E2B – You get security - I'll deal with her...
    0E2C – Upstairs...there's an intruder
    0E2D – Laser grid access denied
    0E2E – Laser grid system has been overloaded
    0E2F – Too many neutral casualties inflicted
    0E30 – Stop them from getting the safe
    0E31 – Disguise worn
    0E32 – Now's your chance! Grab the stewardess's .bag and get her uniform
    0E33 – Use that case to conceal your equipment
    0E34 – The case will get stopped unless you do something
    0E35 – So that's Air Force One? Huh, smaller .than I thought
    0E36 – Stop them - they're breaking into the safe
    0E37 – Agent Dark in position. I can see the main entrance to the base, and I
           can just make out the cable car arrival point
    0E38 – Excellent, Joanna. That cable car is your way in... Our observer at the
           lower terminus has spotted a member of the flight crew boarding a minute
           ago. She is being escorted by air base troops. I don't have to remind
           you that...
    0E39 – That they're probably innocent of any involvement in Trent's little
           scheme. And I can't shoot them even if they shoot at me. What about the
           NSA Agents?
    0E3A – I don't know how far the conspiracy has spread through the NSA, but I'm
           willing to bet that the men Trent has around him here are loyal to him
           and his plan. You have to get the evidence of Trent's betrayal onto Air
           Force One and show it to the President
    0E3B – Yes, and protect him from his abductors. Do you have any idea what
           Trent's plan might be yet, and what about those blonde guys?
    0E3C – Only vague suspicions, and I won't distract you with those. Good luck.
           Carrington out
    0E3D – Lift inoperative - security system is active
    0E3E – Critical mission personnel disabled
    0E3F – Critical mission object destroyed
    0E40 – Entrance to base secured
    0E41 – We're taking over!!
    0E42 – Hover trolley has been shut down
    0E43 – Equipment cannot be checked in
    
    Pelagic II – 16XX
    -----------------
    1600 – Perfect Agent Briefing
    1601 – Cetan Ship
    1602 – Special Agent Briefing
    1603 – Agent Briefing
    1604 – Nothing
    1605 – Deactivate GPS and autopilot
    1606 – Disable primary power source
    1607 – Secure laboratories and research data
    1608 – Activate Moon Pool lift
    1609 – Rendezvous and escape with Elvis
    160A – Cripple the engines and the ship will .drift Perfect!
    160B – This must be where the sub's controlled from
    160C – Without the autopilot and the GPS, the ship .will wander off station
    160D – They'll be unable to conduct any operations .without any power
    160E – Autopilot system has been deactivated
    160F – GPS system has been deactivated
    1610 – Critical mission object has been destroyed
    1612 – Reactor shutdown control hatch opened
    1613 – Reactor has been shut down
    1614 – Diving control center has been located
    1615 – Critical mission personnel killed
    1616 – Research data has been secured
    1617 – Nothing
    1618 – Research data disk
    1619 – A research data disk
    161A – Picked up a research data disk
    161B – Critical mission personnel have been killed
    161C – Lift door has been unlocked
    161D – Lift has been activated
    161E – Operation denied - hangar doors still closed
    161F – Unlocking sequence has been reset
    1620 – You go on ahead, Jo. I'll secure the perimeter. .We'll meet up later
    1621 – Elvis has been killed
    1622 – Joanna... What took you so long? Follow me - .let's get out of this old
           tub
    1623 – Civilians have been killed
    1624 – Critical mission object has been destroyed
    1625 – Alarm has been activated
    1626 – Alarm has been deactivated
    1627 – Right. The diving operation has been disrupted on the surface. .Time for
           a swim
    1628 – I hope the government don't want to use this ship anytime soon
    1629 – Do you think we were a little heavy-handed?
    162A – Naaahhhh
    162B – Pull the plug on that now
    162C – Switch this thing off
    162D – I'll shut it down
    162E – Please don't hurt me
    162F – Die, you traitors
    
    G5 Building – 18XX
    ------------------
    1800 – Perfect Agent Briefing
    1801 – G5 BUILDING
    1802 – Special Agent Briefing
    1803 – Agent Briefing
    1804 – Nothing
    1805 – Nothing
    1806 – Nothing
    1807 – Nothing
    1808 – Nothing
    1809 – Disable damping field generator
    180A – Deactivate laser grid systems
    180B – Holograph meeting conspirators
    180C – Retrieve Dr. Caroll backup from safe
    180D – Exit building
    180E – Obtain alpha key card
    180F – Guard's
    1810 – Level 1 key card
    1811 – Guard's key card
    1812 – Picked up guard's key card
    1813 – Obtain alpha key card
    1814 – Guard's
    1815 – Level 2 key card
    1816 – Guard's key card
    1817 – Picked up guard's key card
    1818 – Mission critical object destroyed
    1819 – Damping field generator shut down
    181A – Generator cannot be restarted
    181B – Laser grid unit shut down
    181C – Laser grid unit activated
    181D – All laser grid systems shut down
    181E – Obtain DAT tape
    181F – Dr. Caroll's.
    1820 – Backup disk
    1821 – Backup disk
    1822 – Picked up backup disk
    1823 – Door Decoder attached to access pad
    1824 – Initiating cracking routines
    1825 – Door Decoder finished - door unlocked
    1826 – INTRUDER ALERT - all security to the vault
    1827 – Door Decoder placed correctly
    1828 – Door Decoder incorrectly positioned
    1829 – Conspirators have been alerted
    182A – Alarm activated
    182B – Alarm deactivated
    182C – Safe door is locked
    182D – Door Decoder attached
    182E – Obtain Door Exploder
    182F – Dr. Caroll's
    1830 – Door Exploder
    1831 – Door Exploder
    1832 – Picked up Door Exploder
    1833 – Objectives incomplete - MISSION FAILED
    1834 – MISSION SUCCESSFUL
    1835 – Communications bug placed correctly
    1836 – Communications bug placed incorrectly
    1837 – Obtain CamSpy
    1838 – Dr. Caroll's
    1839 – CamSpy
    183A – A CamSpy
    183B – Picked up a CamSpy
    183C – There's no way through while those .lasers are active
    183D – That must be the meeting room up ahead. .Time to use the CamSpy
    183E – The safe's heavily encrypted. .The decoder's gonna take a little longer
    183F – Time to leave! Let's get to the door I set .up earlier
    1840 – Mission critical object destroyed
    1841 – Stand back, Joanna. We'll create your escape .route
    1842 – Nothing
    1843 – Nothing
    1844 – Detonator
    1845 – Detonator
    1846 – Picked up Detonator
    1847 – CamSpy has been destroyed - abort mission
    1848 – We've recovered the sapient from Carrington .and altered its
           programming. It no longer .has a personality, so there will be no
           .further incidents
    1849 – This will reduce its efficiency. My team will .have to take it to the
           core themselves. This .will endanger them. You should have .anticipated
           that the sapient might develop .a troublesome moral code
    184A – No one could have predicted that! And I .resent being singled out for
           blame! .What about him?
    184B – The President turned down your request for .the loan of the Pelagic
           II?.....Could it be you overestimated your .influence over him?
    184C – No! Perhaps I underestimated his resolve. .We have a contingency plan
           ready to go, .and we will move as soon as the Presidential .entourage
           arrives at the air base. All I .need from the President is a tissue
           sample
    184D – Ha! Assuming you don't get any interference. .If Carrington has pieced
           together enough of .this, he will have called for reinforcements
    184E – There will be no outside help for .Mr. Carrington. The technology you
           gave us .is installed in Nevada and fully operational. .We can intercept
           any craft they use
    184F – Then the devices we gave you are working .correctly? Good. Because we
           believe .anything which does not work correctly .should be destroyed.
           Consider that as you .follow your 'backup plans.'
    1850 – Agent Dark reporting in! Prepare to .receive a download of the meeting
           data. .Priority request for an Institute Support .Team to protect the
           President before he .goes to Alaska.
    1851 – No time for that now, Agent Dark. There's .been a development during
           radio silence. .The craft carrying those 'friends' I was .talking about
           was shot down over Nevada. .The weapon responsible was fired from .Area
           51... that's where the survivors and .debris will have been taken.
           You're to .prep for immediate dispatch when you .return here. Carrington
           out
    1852 – Area 51? But what about the President?
    
    Carrington Institute Training Ground - 1CXX
    -------------------------------------------
    1C08 – Collect Night Vision from table to begin
    1C09 – Activate the Night Vision, Locate the light switch, Turn the lights back
           on
    1C0A – Collect Data Uplink from table to begin
    1C0B – Stand next to the terminal and use the Uplink
    1C0C – You need to be holding the Data Uplink
    1C0D – Connection established
    1C0E – Terminal has been successfully hacked
    1C0F – Connection broken - too far from PC
    1C10 – Collect ECM Mine from table to begin
    1C11 – Locate Hub and throw ECM Mine onto Hub
    1C12 – ECM Mine has been placed incorrectly
    1C13 – ECM Mine has been placed correctly
    1C14 – Collect CamSpy from table to begin
    1C15 – Locate Info Room PC and holograph it
    1C16 – Info Room PC successfully holographed
    1C17 – Lights have been reactivated
    1C18 – Collect Door Decoder from table to begin
    1C19 – Use Decoder on door pad to unlock it
    1C1A – You need to be holding the Door Decoder
    1C1B – Decoder attached. Initiating cracking routines
    1C1C – Decoding complete. Door has been unlocked
    1C1D – Collect Tracker from table to begin
    1C1E – Locate IR Scanner using Tracker
    1C1F – IR Scanner has been successfully located
    1C20 – Collect IR Scanner from table to begin
    1C21 – Locate secret door using IR Scanner
    1C22 – Secret door has been successfully located
    1C23 – Collect X-Ray Scanner from table to begin
    1C24 – Find hidden switches to shut down laser grid
    1C25 – All laser grids have been deactivated
    1C26 – Collect Disguise from table to begin
    1C27 – Fool someone into giving you Cloaking Device
    1C28 – Cloaking Device successfully retrieved
    1C29 – Laser Grid 1 has been deactivated
    1C2A – Laser Grid 2 has been deactivated
    1C2B – I'm here to pick up the equipment
    1C2C – Go away, Joanna. You're not fooling anybody!
    1C2D – Here you go. Don't drop it now
    1C2E – Cloaking Device has been secured successfully
    1C2F – You're meant to use the Disguise, remember?
    1C30 – You'll have to do better than that, Joanna
    1C31 – Joanna, where did you spring from?
    1C32 – You have been detected by the camera
    1C33 – Collect Cloaking Device from table to begin
    1C34 – Use Cloaking Device and locate Carrington
    1C35 – I think we can safely say your training.is now complete!
    1C36 – Mission complete - Device Training passed!
    1C37 – Mission failed - you have been detected
    1C38 – Data Uplink Device Training Instructions
    1C39 – CamSpy Device Training Instructions
    1C3A – Night Vision Device Training Instructions
    1C3B – Door Decoder Device Training Instructions
    1C3C – X-Ray Scanner Device Training Instructions
    1C3D – Disguise Device Training Instructions
    1C3E – IR Scanner Device Training Instructions
    1C3F – Select the Tracker Device Training Instructions
    1C40 – Select the Cloaking Device Device Training Instructions
    1C41 – Select the ECM Mine Device Training Instructions
    1C42 – Joanna, it's good to see you
    1C43 – Come with me, I'll walk you round the training rooms
    1C44 – The information center is through this door
    1C45 – In here we have the device lab
    1C46 – This leads to the simulant training room
    1C47 – This is the firing range, Jo
    1C48 – This corridor leads down to the hangar
    1C49 – HOVERCRATE.Press B Button next to Hovcrate to grab it
    1C4A – Press B Button when crate grabbed to release it
    1C4B – HOVERBIKE.Double tap B Button next to Hovbike to ride it
    1C4C – Double tap B Button when on Hovbike to dismount
    1C4D – OPENING DOORS.Press B Button next to door to open it
    1C4E – B Button will also activate any object nearby
    1C4F – ELEVATORS.Press B Button next to door to call elevator
    1C50 – Cannot exit while training is in progress
    1C51 – Switch Code 1 has been obtained
    1C52 – Switch Code 2 has been obtained
    1C53 – Switch Code 3 has been obtained
    1C54 – Switch Code 4 has been obtained
    1C55 – LOOK UP.- Press Down C Button to look up at the target
    1C56 – LOOK DOWN.- Press Up C Button to look down at the target
    1C57 – Holoprogram 2 has been completed successfully
    1C58 – Holoprogram 4 has been completed successfully
    1C59 – Holoprogram 5 has been completed successfully
    1C5A – Guard has been successfully disarmed
    1C5B – Guard has been successfully knocked out
    1C5C – Disarm this live target if you can
    1C5D – Knock out this target - stealth is the key
    1C5E – And the final guard
    1C5F – DUCK.- Hold R Button, then press Down C Button to duck
    1C60 – CROUCH.- When ducking, hold R Button, then press Down C Button to duck
    1C61 – Holoprogram 3 has been completed successfully
    1C62 – Activate all the switches
    1C63 – Activate all of the wall switches..- Be quick, as they will quickly
           reset
    1C64 – Get the access codes by examining terminals..- Use the codes on the wall
           terminals
    1C65 – Code 1 has been obtained
    1C66 – Code 2 has been obtained
    1C67 – Code 3 has been obtained
    1C68 – Code 4 has been obtained
    1C69 – Training failed - you must face forward
    1C6A – Holoprogram 1 has been completed successfully
    1C6B – Unarmed combat - knock out the target..- Press Z Button repeatedly to
           punch
    1C6C – Now try against a moving target
    1C6D – And finally against a target that fights back
    1C6E – Defeat all enemies without getting hit
    1C6F – Training failed - you have been hit
    1C70 – Holoprogram 6 has been completed successfully
    1C71 – Holoprogram 7 has been completed successfully
    1C72 – TERMINALS.- Press B Button next to terminal to use it
    1C73 – Now activate the red terminals on the wall
    1C74 – PP7
    1C75 – TT33
    1C76 – Skorpion
    1C77 – AK47
    1C78 – Uzi 9mm
    1C79 – MP5K
    1C7A – M-16
    1C7B – FNP90
    1C7C – Okay, Jo, I'll leave you to prepare for the mission
    
    NTSC – PAL – VALUES
    
    58DB – 1C7D – Joanna Dark
    58DC – 1C7E – Human (Female)
    58DD – 1C7F – 23 years 2 months
    58DE – 1C80 – Joanna Description from Info menu
    58DF – 1C81 – Jonathan
    58E0 – 1C82 – Human (Male)
    58E1 – 1C83 – 28 years 5 months
    58E2 – 1C84 – Jonathan Description from Info menu
    58E3 – 1C85 – Daniel Carrington
    58E4 – 1C86 – Human (Male)
    58E5 – 1C87 – 62 years 8 months
    58E6 – 1C88 – Daniel Carrington Description from Info menu
    58E7 – 1C89 – Cassandra De Vries
    58E8 – 1C8A – Human (Female)
    58E9 – 1C8B – 39 years ? months
    58EA – 1C8C – Cassandra De Vries Description from Info menu
    58EB – 1C8D – Trent Easton
    58EC – 1C8E – Human (Male)
    58ED – 1C8F – 46 years ? months
    58EE – 1C90 – Trent Easton Description from Info Menu
    58EF – 1C91 – Dr. Caroll
    58F0 – 1C92 – The Caroll Sapient (AI)
    58F1 – 1C93 – 6 months
    58F2 – 1C94 – Dr. Caroll Description from Info menu
    58F3 – 1C95 – Elvis
    58F4 – 1C96 – Maian (Male)
    58F5 – 1C97 – 320 years
    58F6 – 1C98 – Elvis Description from Info menu
    58F7 – 1C99 – Mr. Blonde
    58F8 – 1C9A – Human (Male)
    58F9 – 1C9B – Late 20's
    58FA – 1C9C – Mr. Blonde Human Description from Info menu
    58FB – 1C9D – Mr. Blonde
    58FC – 1C9E – Skedar (disguised)
    58FD – 1C9F – Unknown
    58FE – 1CA0 – Mr. Blonde Skedar Description from Info menu
    58FF – 1CA1 – The U.S. President
    5900 – 1CA2 – Human (Male)
    5901 – 1CA3 – 50 years
    5902 – 1CA4 – President Description from Info menu
    5903 – 1CA5 – Maians
    5904 – 1CA6 – Maians Description from Info menu
    5905 – 1CA7 – Skedar Warrior
    5906 – 1CA8 – Skedar Descriptions from the Info menu
    5907 – 1CA9 – Background
    5908 – 1CAA – Background text from Info menu
    5909 – 1CAB – The Story
    590A – 1CAC – The Story text from Info menu
    590B – 1CAD – dataDyne Corporation
    590C – 1CAE – The monolithic corporation that dataDyne has become started off
                  as an AI systems programming business. When it became apparent
                  that much of their income came from their work as a defense
                  contractor for the U.S. military, a young and forward-looking
                  manager called Cassandra De Vries started pushing for deals with
                  weapons manufacturers, while ignoring offers from Daniel
                  Carrington and the Institute for collaboration on quantum
                  computing and AI research. After the third armament company was
                  bought by dataDyne, profits became astronomical. Within a month
                  of the receipt of a government contract for weapons development,
                  Cassandra De Vries was CEO. A significant portion of
                  corporation profits were redirected into AI research, with
                  excellent results
    590D – 1CAF – Carrington Institute
    590E – 1CB0 – Briefly dismissed as a crackpot inventor, Daniel Carrington was
                  the first to release anti-gravity technology to the world.
                  Revenues from this and related development helped set up the
                  Carrington Institute, ostensibly a technology think tank situated
                  in a remote part of the continental U.S. In actual fact, the
                  Institute is also a training ground for agents who are sent
                  out into the world to keep track of technological development
                  around the globe, for reasons best known to Daniel Carrington
                  himself
    590F – 1CB1 – Camspy Training Description
    5910 – 1CB2 – Night Vision Training Description
    5911 – 1CB3 – Door Decoder Training Description
    5912 – 1CB4 – X-ray Scanner Training Description
    5913 – 1CB5 – Disguise Training Description
    5914 – 1CB6 – IR Scanner Training Description
    5915 – 1CB7 – Tracker (Radar) Training Description
    5916 – 1CB8 – Cloaking Device Training Description
    5917 – 1CB9 – ECM Mine Training Description
    5918 – 1CBA – Data Uplink Training Description
    5919 – 1CBB – FIRING. Press Z Button to fire gun
    591A – 1CBC – AUTO RELOAD. Release Z Button when out of ammo
    591B – 1CBD – MANUAL RELOAD. Press B Button to reload early if magazine not
                  full
    591C – 1CBE – Aiming: Hold down R Button to enter Aim mode
    591D – 1CBF – Use Control Stick to move aiming sight
    591E – 1CC0 – AUTO FIRE. Hold Z Button to repeatedly fire automatically
    591F – 1CC1 – ALTER AIM. Press Up C Button or Down C Button to move sight
                  up/down
    5920 – 1CC2 – ZOOM. Hold R Button to enter Zoom mode
    5921 – 1CC3 – FAST FIRE. Press Z Button quickly to fire faster
    5922 – 1CC4 – Carrington Institute.|Base of operations
    5923 – 1CC5 – Lucerne Tower.|Global headquarters
    5924 – 1CC6 – Laboratory Basement.|Underground research labs
    5925 – 1CC7 – Carrington Villa.|Private coastal retreat
    5926 – 1CC8 – Chicago.|Backstreets of the city
    5927 – 1CC9 – G5 Building.|dataDyne front corporation
    5928 – 1CCA – Area 51.|Near Groom Dry Lake, Nevada
    5929 – 1CCB – Alaskan Air Base.|Brooks Range, Alaska
    592A – 1CCC – Air Force One.|The President's airplane
    592B – 1CCD – Crash Site.|Victoria Island 71N 118W
    592C – 1CCE – Pelagic II.|Specialized deep-sea research ship
    592D – 1CCF – Cetan Ship.|The most alien environment on Earth
    592E – 1CD0 – Skedar Assault Ship.|Troop carrying spacecraft
    592F – 1CD1 – Skedar Homeworld.|The planet of the Battle Shrine
    5930 – 1CD2 – Jumpship.|Agile troop craft
    5931 – 1CD3 – HoverCrate.|Gravity-negation device
    5932 – 1CD4 – HoverBike.|Low altitude vehicle
    5933 – 1CD5 – Cleaning Hovbot.|Your helpful buddy
    5934 – 1CD6 – Hovercopter.|Urban AG gunship
    5935 – 1CD7 – G5 Robot.|Urban combat droid
    5936 – 1CD8 – A51 Interceptor.|Robotic air interceptor
    5937 – 1CD9 – Maian Vessel.|Scout and patrol vessel
    5938 – 1CDA – Skedar Shuttle.|Alien troop dropship
    5939 – 1CDB – Carrington Institute Description
    593A – 1CDC – Lucerne Tower (dataDyne Building) Description
    593B – 1CDD – dataDyne Underground Research Labs Description
    593C – 1CDE – Villa Description
    593D – 1CDF – Chicago Streets Description
    593E – 1CE0 – G5 Building Description
    593F – 1CE1 – Area 51 Description
    5940 – 1CE2 – Air Base Description
    5941 – 1CE3 – Air Force One Description
    5942 – 1CE4 – Crash Site Description
    5943 – 1CE5 – Pelagic II Description
    5944 – 1CE6 – Cetan Battle Cruiser Description
    5945 – 1CE7 – Skedar Assault Ship Description
    5946 – 1CE8 – Skedar Homeworld Description
    5947 – 1CE9 – Jumpship Description
    5948 – 1CEA – Hovercrate Description
    5949 – 1CEB – Hoverbike Description
    594A – 1CEC – Hoverbot Description 
    594B – 1CED – Hovercopter Description
    594C – 1CEE – G5 Sentry Robot Description
    594D – 1CEF – Area 51 Interceptor Description
    594E – 1CF0 – Maian Shuttle Description
    594F – 1CF1 – Skedar Shuttle Description
    5950 – 1CF2 – Holo Training 1 Description
    5951 – 1CF3 – Holo Training 2 Description
    5952 – 1CF4 – Holo Training 3 Description
    5953 – 1CF5 – Holo Training 4 Description
    5954 – 1CF6 – Holo Training 5 Description
    5955 – 1CF7 – Holo Training 6 Description
    5956 – 1CF8 – Holo Training 7 Description
    5957 – 1CF9 – Holo Training 1 Hint
    5958 – 1CFA – Holo Training 2 Hint
    5959 – 1CFB – Holo Training 3 Hint
    595A – 1CFC – Holo Training 4 Hint
    595B – 1CFD – Holo Training 5 Hint
    595C – 1CFE – Holo Training 6 Hint
    595D – 1CFF – Holo Training 7 Hint
    595E – 1D00 – Holo Training 1 Complete Hint
    595F – 1D01 – Holo Training 2 Complete Hint
    5960 – 1D02 – Holo Training 3 Complete Hint
    5961 – 1D03 – Holo Training 4 Complete Hint
    5962 – 1D04 – Holo Training 5 Complete Hint
    5963 – 1D05 – Holo Training 6 Complete Hint
    5964 – 1D06 – Holo Training 7 Complete Hint
    5965 – 1D07 – Data Uplink Device Training Hint
    5966 – 1D08 – ECM Mine Device Training Hint
    5967 – 1D09 – CamSpy Device Training Hint
    5968 – 1D0A – Night Vision Device Training Hint
    5969 – 1D0B – Door Decoder Device Training Hint
    596A – 1D0C – Tracker Device Training Hint
    596B – 1D0D – IR Scanner Device Training Hint
    596C – 1D0E – X-Ray Scanner Device Training Hint
    596D – 1D0F – Disguise Device Training Hint
    596E – 1D10 – Cloaking Device Device Training Hint
    596F – 1D11 – Data Uplink Device Training Complete Hint
    5970 – 1D12 – ECM Mine Device Training Complete Hint
    5971 – 1D13 – CamSpy Device Training Complete Hint
    5972 – 1D14 – Night Vision Device Training Complete Hint
    5973 – 1D15 – Door Decoder Device Training Complete Hint
    5974 – 1D16 – Tracker Device Training Complete Hint
    5975 – 1D17 – IR Scanner Device Training Complete Hint
    5976 – 1D18 – X-Ray Scanner Device Training Complete Hint
    5977 – 1D19 – Disguise Device Training Complete Hint
    5978 – 1D1A – Cloaking Device Device Training Complete Hint
    5979 – 1D1B – Falcon 2 Firing Range Description
    597A – 1D1C – Falcon 2 Scope Firing Range Description
    597B – 1D1D – Falcon 2 Silencer Firing Range Description
    597C – 1D1E – MagSec 4 Firing Range Description
    597D – 1D1F – Mauler Firing Range Description
    597E – 1D20 – Phoenix Firing Range Description
    597F – 1D21 – DY357 Magnum Firing Range Description
    5980 – 1D22 – DY357 Golden Magnum Firing Range Description
    5981 – 1D23 – CMP150 Firing Range Description
    5982 – 1D24 – Cyclone Firing Range Description
    5983 – 1D25 – Callisto Firing Range Description
    5984 – 1D26 – RC-P120 Firing Range Description
    5985 – 1D27 – Laptop Gun Firing Range Description
    5986 – 1D28 – Dragon Firing Range Description
    5987 – 1D29 – K7 Avenger Firing Range Description
    5988 – 1D2A – AR34 Firing Range Description
    5989 – 1D2B – SuperDragon Firing Range Description 
    598A – 1D2C – Shotgun Firing Range Description
    598B – 1D2D – Sniper Rifle Firing Range Description
    598C – 1D2E – Farsight XR-20 Firing Range Description
    598D – 1D2F – Crossbow Firing Range Description
    598E – 1D30 – Tranquilizer Firing Range Description
    598F – 1D31 – Reaper Firing Range Description
    5990 – 1D32 – Devastator Firing Range Description
    5991 – 1D33 – Rocket Launcher Firing Range Description
    5992 – 1D34 – Slayer Firing Range Description
    5993 – 1D35 – Combat Knife Firing Range Description
    5994 – 1D36 – Laser Firing Range Description
    5995 – 1D37 – Grenade Firing Range Description
    5996 – 1D38 – This Maian grenade plays havoc with the neurons in sentient  
                  creatures. If you wander into the blast radius, your vision will
                  blur and you will lose your grip on whatever you're holding. The
                  grenade can be set to go off on impact or by proximity trigger.
                  Make sure you throw it far enough away
    5997 – 1D39 – Timed Mine Firing Range Description
    5998 – 1D3A – Proximity Mine Firing Range Description
    5999 – 1D3B – Remote Mine Firing Range Description
    599A – 1D3C – Holo 1 - Looking Around
    599B – 1D3D – Holo 2 - Movement 1
    599C – 1D3E – Holo 3 - Movement 2
    599D – 1D3F – Holo 4 - Unarmed Combat 1
    599E – 1D40 – Holo 5 - Unarmed Combat 2
    599F – 1D41 – Holo 6 - Live Combat 1
    59A0 – 1D42 – Holo 7 - Live Combat 2
    
    Investigation –  1EXX
    ---------------------
    1E00 – Perfect Agent Briefing
    1E01 – BASEMENT LABORATORY
    1E02 – Special Agent Briefing
    1E03 – Agent Briefing
    1E04 – Nothing
    1E05 – Nothing
    1E06 – Nothing
    1E07 – Nothing
    1E08 – Nothing
    1E09 – Locate Dr. Caroll
    1E0A – Shut down experiments
    1E0B – Start security maintenance cycle
    1E0C – Obtain experimental technologies
    1E0D – Holograph radioactive isotope
    1E0E – Machinery scream sound Fx
    1E0F – Maintenance robots activated
    1E10 – Maintenance robots reprogrammed
    1E01 – Security doors unlocked
    1E02 – Maintenance cycle activated
    1E03 – Routine cleaning cycle activated
    1E14 – Operation not allowed - robots busy
    1E15 – Maintenance robots deactivated
    1E16 – Critical mission object destroyed
    1E17 – Maintenance robot system offline
    1E18 – MISSION FAILED . - objectives cannot be completed
    1E19 – Who are you?
    1E1A – Unacceptable scientist casualties
    1E1B – Terminal is not active
    1E1C – Powering down active systems
    1E1D – Experiment has been shut down
    1E1E – Alarm activated
    1E1F – Alarm deactivated
    1E20 – Don't shoot me - I'll help you
    1E21 – What the hell are you doing in my lab?
    1E22 – Let me help you
    1E23 – Accidents will happen
    1E24 – ACCESS DENIED - security code required
    1E25 – Searching for password
    1E26 – Nothing
    1E27 – Password located - bypassing lock
    1E28 – Contact broken - reestablish link
    1E29 – Security door already unlocked
    1E2A – Experiment already powered down
    1E2B – Strange - the experiment's already off!
    1E2C – It appears someone has broken my PC
    1E2D – Obtain Night Vision
    1E2E – Cassandra De Vries'
    1E2F – Night Vision
    1E30 – De Vries' briefcase
    1E31 – Picked up Night Vision
    1E32 – Obtain shield tech item
    1E33 – Cassandra De Vries'
    1E34 – Shield tech item
    1E35 – De Vries' briefcase
    1E36 – Picked up shield tech item
    1E37 – Obtain Data Uplink
    1E38 – Nothing
    1E39 – Data Uplink
    1E3A – A Data Uplink
    1E3B – Picked up a Data Uplink
    1E3C – Connection established
    1E3D – Maintenance hatch is now open
    1E3E – Maintenance hatch is already open
    1E3F – WARNING - radioactive matter detected
    1E40 – What are you doing in my lab?
    1E41 – I haven't seen you before
    1E42 – Who the hell are you?
    1E43 – Shut down the experiment
    1E44 – Pull the plug on that, NOW
    1E45 – Switch this thing off
    1E46 – I'll shut it down
    1E47 – Please don't hurt me
    1E48 – Allow me to assist you
    1E49 – My experiments!
    1E4A – There, the experiment is down
    1E4B – Leave this area NOW!
    1E4C – Security!
    1E4D – I'm calling security
    1E4E – Accidents will happen
    1E4F – How did that happen?
    1E50 – Looks like it's off already
    1E51 – Have you been tampering with this?
    1E52 – Someone's broken my equipment
    1E53 – What's happened to the terminal?
    1E54 – You vandal - you've broken it
    1E55 – Connection broken - experiments still active
    1E56 – Experimental item 1 acquired
    1E57 – Experimental item 2 acquired
    1E58 – Experimental item 3 acquired
    1E59 – Obtain CamSpy
    1E5A – Dr. Caroll's
    1E5B – CamSpy
    1E5C – A CamSpy
    1E5D – Picked up a CamSpy
    1E5E – That's the highest security sector - Dr. Caroll .has got to be nearby
    1E5F – Something around here's using a lot of power
    1E60 – Reprogram that cleaning bot - .it'll give you a way in
    1E61 – Get out, Jo! The levels are too high. .Use the CamSpy
    1E62 – Secret weapons compartment opened
    1E63 – Enemy detected - weapon cache locked.
    1E64 – Dr. Caroll?
    1E65 – Dr. Caroll, are you here?
    1E66 – Well, is it safe to come out?
    1E67 – Yes, all clear
    1E68 – Wh..what... you're
    1E69 – Very professionally done, my dear, but there's .no time to waste! We
           must leave immediately!
    1E6A – Come on. I have vital information, and you .must protect me
    
    Villa – 20XX
    ------------
    2000 – Perfect Agent Briefing
    2001 – CARRINGTON VILLA
    2002 – Special Agent Briefing
    2003 – Agent Briefing
    2004 – Nothing
    2005 – Save the negotiator
    2006 – Eliminate rooftop snipers
    2007 – Activate wind generator
    2008 – Locate and eliminate dataDyne hackers
    2009 – Rescue Carrington
    200A – Capture dataDyne guard
    200B – Negotiator has been killed
    200C – Snipers have been eliminated
    200D – Negotiator has escaped to safety
    200E – Cooling systems have been activated
    200F – Cooling systems have been deactivated
    2010 – Power systems have been activated
    2011 – Power systems have been deactivated
    2012 – Windmill has been reactivated
    2013 – Windmill has been deactivated
    2014 – Electricity has been restored to the villa
    2015 – Critical mission object has been destroyed
    2016 – Joanna! It's Grimshaw. We've got hackers at .the villa! You've got to
           stop them. before they get to our files
    2017 – Hackers have uploaded vital data
    2018 – Hackers have been eliminated
    2019 – Carrington has been rescued
    201A – All objectives not completed - mission failed
    201B – PC gun
    201C – Sniper rifle
    201D – Enemy guard has been subdued
    201E – Obtain door key
    201F – Guard's
    2020 – Door Key
    2021 – Door Key
    2022 – Picked up a door key
    2023 – If I get the wind generator back online, .I'll get power to the lower
           basement
    2024 – I've got to be quick, or they'll kill .the negotiator!
    2025 – Here's where they must be holding Daniel
    2026 – Those hackers have to be stopped before .I rescue Daniel
    2027 – Agent Dark Mission Log, 1846 hours. Last .night we got a call from
           Cassandra de Vries. .A dataDyne team have taken Daniel Carrington
           .hostage at his private villa on the coast, .and they say they will
           spare his life in .exchange for the AI. 
    2028 – Unfortunately, we don't have it. Daniel and .Dr. Caroll were at the
           villa to discuss .'matters of mutual interest.' It looks .like Daniel
           found a way to hide Dr. Caroll .inside the villa when the dataDyne hit
           .squad arrived
    2029 – Hopefully our phoney negotiator ploy will .give me a chance to surprise
           the dataDyne .squad. This time it's not just my life .on the line
    202A – Sir? Are you injured?
    202B – No, Joanna, I'm okay, but those dataDyne .thugs made me tell them where
           I'd hidden .Dr. Caroll. If only I'd held out for a .few minutes more
    202C – It's not your fault, sir. I should have .been quicker
    202D – Don't blame yourself, Joanna. Dr. Caroll .told me that he expected this
           to happen. .Actually, when they recaptured him, the .dataDyne team got
           overconfident and let .slip a few facts when they thought I was
           .unconscious. They mentioned a meeting in .the G5 Building in Chicago,
           Illinois, .tonight. I want you to be there, but that .doesn't leave you
           a lot of time to get .ready
    202E – That won't be a problem, sir. So, did .Dr. Caroll have any useful
           information .for you?
    202F – Oh, yes, indeed. He certainly did, and .I'll brief you when you're en
           route to .Chicago. We might still be able to help .him, even after those
           butchers remove his .personality. He thinks they'll keep a .copy of it
           in a safe place. It's about .time I called in some friends to deal .with
           dataDyne
    2030 – Operation denied - windmill is active
    2031 – Mission unsuccessful - enemy guard not captured
    
    Defense – 22XX
    --------------
    2200 – Perfect Agent Briefing
    2201 – CARRINGTON INSTITUTE
    2202 – Special Agent Briefing
    2203 – Agent Briefing
    2204 – Nothing
    2205 – Reactivate automatic defenses
    2206 – Release hostages
    2207 – Retrieve experimental weapon
    2208 – Destroy sensitive information
    2209 – Deactivate bomb
    220A – Obtain sensitive info
    220B – Guard's
    220C – Sensitive info
    220D – Sensitive info
    220E – Picked up sensitive info
    220F – Automatic gun activated
    2210 – Too many hostages killed
    2211 – Hostages have been saved
    2212 – Sensitive information has been destroyed
    2213 – Carrington has been killed
    2214 – Joanna - we're under attack
    2215 – Get the guns back on line – hurry
    2216 – The Skedar have taken hostages
    2217 – Get up to the offices and save them
    2218 – They're using a new form of shield technology
    2219 – Foster was working on a new weapon which may .be useful
    221A – Damn it. My office. If they get access
    221B – Get there first, Jo, and destroy the files
    221C – Things are desperate. They've planted a bomb
    221D – Find it and get it out of the building
    221E – Access denied - authorization failure
    221F – Emergency overrides have been engaged
    2220 – Well done, Joanna. We're nearly clear
    2221 – The last dropship is waiting for you. Hurry
    2222 – Critical mission object has been destroyed
    2223 – The autodefenses will really help me out
    2224 – So this is what Foster was working on
    2225 – I'll have to go carefully. The hostages are .counting on me
    2226 – Well, at least I won't know if I'm doing .anything wrong
    2227 – The bomb has been detonated
    2228 – You have been given a Devastator
    2229 – All ready, Joanna? We can't keep the Maian delegation waiting. Or the
           President, of course.
    222A – Am I ready? What do you mean? I was ready half an hour ago. It was you
           holding us up!
    222B – But you know how it is, Joanna... I had to make sure my hair was just
           right, and then there was the suit.
    222C – They should keep you away from mirrors. Nervous?
    222D – Very. I've waited for this moment for so many years. Contact, friendly
           contact, between Humans and Maians is what the Institute was founded
           for. And in a few minutes we'll be at the White House, and it will
           finally happen.
    222E – Where did that come from?
    222F – It was up on ground level
    2230 – Looks like someone doesn't know when to quit. We've got to get everyone
           out!
    2231 – Get clear! I'll hold them off
    2232 – You can come back and get me later!
    2233 – At least, I hope you can
    2234 – You need the Data Uplink
    2235 – Connection has been made
    2236 – Bypassing security systems
    2237 – Virus has been downloaded successfully
    2238 – Ship's engines have been activated
    2239 – Connection to ship has been broken
    223A – Obtain Data Uplink
    223B – Data Uplink
    223C – A Data Uplink
    223D – Picked up a Data Uplink
    
    Attack Ship – 26XX
    ------------------
    2600 – Perfect Agent Briefing
    2601 – SKEDAR ASSAULT SHIP
    2602 – Special Agent Briefing
    2603 – Agent Briefing
    2604 – Nothing
    2605 – Disable shield system
    2606 – Open hangar doors
    2607 – Access navigational systems
    2608 – Sabotage engine systems
    2609 – Gain control of bridge
    260A – Ship's shields have been lowered
    260B – Hangar doors have been opened
    260C – Elvis has been killed
    260D – Navigational information has been retrieved
    260E – Lift has been activated
    260F – All hangar Skedar have been killed
    2610 – Outside, Joanna. Get the shields down and .we can help you
    2611 – You've got to open the hangar doors so we can dock
    2612 – Okay, we're in. I'll meet you in the hangar
    2613 – Good to see you, Joanna
    2614 – Take this - you should find it useful
    2615 – Received AR34 assault rifle
    2616 – Time to head upwards. I'll take this lift; .you take the other one
    2617 – Engines have been disabled
    2618 – Look out, Joanna! I think we've made them angry
    2619 – Bridge has been captured
    261A – You go on ahead, Jo. I'll secure the perimeter. .We'll meet up later
    261B – I've got to get those shields down to let Elvis .in. I need all the help
           I can get
    261C – Now only the hangar bay doors are in the way
    261D – This machine contains the Skedar star maps
    261E – If we control the bridge, then the ship is ours
    261F – Time to head upwards
    2620 – Oohhh. I'd better not be where I think I am
    2621 – And it's worse than that, my dear. Just look who you've got for company
    2622 – You! I thought you'd managed to escape. We found no trace of you at all
    2623 – You couldn't find me. But there was no hiding from the Skedar, as you
           and Mr. Carrington just discovered
    2624 – This is it. Wait there! I'll make a distraction; it will give you a
           chance to get out. Use it or we'll both die
    2625 – Why are you doing this, Cassandra?
    2626 – The Skedar used me, Joanna. You are my best chance for revenge
    2627 – Eeeeaaarrrrggghhh!!!
    2628 – Wow. That's the first time I've seen another planet from space. It's
           beautiful
    2629 – Hmmmm?
    262A – I don't. I don't believe it!
    262B – Elvis? What is it?
    262C – Where are you going?
    262D – We have to get down to the surface! Follow me!
    262E – We have to get out of here!
    262F – Hangar doors locked - shields still active
    2630 – Critical mission object destroyed
    2631 – Ammo depleted - consoles can't be destroyed
    2632 – Obtain De Vries' necklace
    2633 – Cassandra De Vries'
    2634 – Necklace
    2635 – De Vries' necklace
    2636 – Picked up De Vries' necklace
    
    Rescue – 2AXX
    -------------
    2A00 – Perfect Agent Briefing
    2A01 – AREA 51 – MEDLABS
    2A02 – Special Agent Briefing
    2A03 – Agent Briefing
    2A04 – Nothing
    2A05 – Nothing
    2A06 – Nothing
    2A07 – Nothing
    2A08 – Nothing
    2A09 – Obtain and use lab technician disguise
    2A0A – Destroy computer records
    2A0B – Locate conspiracy evidence
    2A0C – Gain access to autopsy lab
    2A0D – Rescue the crash Survivor
    2A0E – Research records destroyed
    2A0F – Obtain lab clothes
    2A10 – Lab Tech's
    2A11 – Lab clothes
    2A12 – Lab clothes
    2A13 – Picked up lab clothes
    2A14 – Access to door control systems denied
    2A15 – Access to light control systems denied
    2A16 – Access to security control systems denied
    2A17 – Virus downloaded to console
    2A18 – Obtain Data Uplink
    2A19 – Lab Tech's
    2A1A – Data Uplink
    2A1B – Data Uplink
    2A1C – Picked up Data Uplink
    2A1D – Laboratory accessed successfully
    2A1E – Data Uplink connected
    2A1F – Data Uplink connection broken
    2A20 – Obtain medlab 2 key card
    2A21 – Guard's
    2A22 – Medlab 2 key card
    2A23 – Medlab 2 key card
    2A24 – Picked up medlab 2 key card
    2A25 – Who are you?
    2A26 – Hey - you've got my clothes
    2A27 – Help - help!
    2A28 – Don't shoot me!
    2A29 – Oh, my God - a gun!
    2A2A – There's an intruder in the complex
    2A2B – Give me back my clothes - or else!
    2A2C – Right - you've asked for it!
    2A2D – Give me my clothes
    2A2E – I don't have much time!!!
    2A2F – The enemy has discovered the disguise
    2A30 – Virus has already been downloaded
    2A31 – Initiating virus download
    2A32 – So, you got here at last
    2A33 – Hey, you're not SECURITY ALERT!
    2A34 – No guns allowed in here - put your weapon away
    2A35 – I won't tell you again - lose the weapon
    2A36 – Right - I'm calling security
    2A37 – Everyone's been waiting for you
    2A38 – Critical mission personnel killed 
    2A39 – Cannot gain access to autopsy lab
    2A3A – Hey, that's not Harry. It's an intruder
    2A3B – Obtain op room key card
    2A3C – Guard's
    2A3D – Op room key card
    2A3E – Op room key card
    2A3F – Picked up operation room key card
    2A40 – Elvis has been killed.
    2A41 – Get the hell out of here!
    2A42 – Containment unit raised up
    2A43 – Containment unit lowered down
    2A44 – Mission critical equipment destroyed.
    2A45 – Obtain X-Ray Scanner
    2A46 – X-Ray Scanner
    2A47 – X-Ray Scanner
    2A48 – Picked up X-Ray Scanner
    2A49 – Scanner target acquired
    2A4A – Target ID confirmed - XT origin
    2A4B – Scanner lock lost
    2A4C – Disguise has been worn
    2A4D – The showers
    2A4E – Now, if I can convince someone .to part with their uniform
    2A4F – The temperature's dropping. You must be .close to the cryo room
    2A50 – The air's heavily recycled around here - must. be near the autopsy lab
    2A51 – There he is, Jo! Hurry or you'll be too late!
    2A52 – Leave this area now
    2A53 – Should you be in here?
    2A54 – Holy
    2A55 – It's a spy!
    2A56 – Warn the others
    2A57 – Imposter!
    2A58 – Lighting systems overloaded
    2A59 – Alternative entrance to medlabs created
    2A5A – The problem you have is that there is no .way to sneak into the research
           section. .The only way in available to you is a .weak section of wall
           I've marked in the .room beyond the stores. It can be destroyed .with
           explosives
    2A5B – Doesn't sound like a problem to me. Where .are these explosives?
    2A5C – In that crate
    2A5D – Cute. Very cute
    2A5E – By the way, the stores are crawling with .guards. It may go against your
           nature, but .try sneaking through rather than blasting .everything
    2A5F – Certainly. Any other pearls of wisdom?
    2A60 – That crate
    2A61 – Yes?
    2A62 – It really doesn't like being shot
    2A63 – Great. Now, if I can just fight the urge .to report him to Base Security
    2A64 – Put your hands up and step away from the .alien
    2A65 – What the hell do you think you're doing? .This is supposed to be a
           sealed room! .Don't you know anything about autopsy .procedures?
    2A66 – Don't make me tell you again, Doctor. And .turn that laser off
    2A67 – Director Easton will hear about this, .young lady
    2A68 – Of course he's going to hear of it, you .moron. I've just got into his
           top secret .base, and now I'm stealing his alien.
    2A69 – Automatic Defenses Disabled
    
    Infiltration – 2CXX
    -------------------
    2C00 – Perfect Agent Briefing
    2C01 – AREA 51 – EXTERIOR
    2C02 – Special Agent Briefing
    2C03 – Agent Briefing
    2C04 – Nothing
    2C05 – Nothing
    2C06 – Nothing
    2C07 – Nothing
    2C08 – Nothing
    2C09 – Shut down air intercept radar
    2C0A – Plant comms device on antenna
    2C0B – Disable all robot interceptors
    2C0C – Gain access to hangar lift
    2C0D – Make contact with CI spy
    2C0E – Obtain grenades
    2C0F – Dr. Caroll's
    2C10 – Grenade
    2C11 – A grenade
    2C12 – Picked up a grenade
    2C13 – Robot interceptor disabled
    2C14 – All robot interceptors disabled
    2C15 – Obtain comms rider
    2C16 – Dr. Caroll's
    2C17 – Comms rider
    2C18 – Comms rider
    2C19 – Picked up comms rider
    2C1A – Communications bug placed correctly
    2C1B – Communications bug placed incorrectly
    2C1C – Antenna has been destroyed
    2C1D – Antenna raised
    2C1E – Antenna lowered
    2C1F – Obtain lift key card
    2C20 – Dr. Caroll's
    2C21 – Lift key card
    2C22 – Lift key card
    2C23 – Picked up lift key card
    2C24 – Lift access denied - key card needed
    2C25 – Key card accepted - lift operational
    2C26 – Lift is fully operational
    2C27 – Hangar has been accessed
    2C28 – Met up with CI agent
    2C29 – Air intercept radar shut down
    2C2A – Critical mission object destroyed
    2C2B – Main gate has been opened
    2C2C – Main gate has been closed
    2C2D – Access denied
    2C2E – Explosive has been placed
    2C2F – Intruder detected - security system online
    2C30 – Obtain explosive
    2C31 – Dr. Caroll's
    2C32 – Explosives
    2C33 – Explosives
    2C34 – Picked up explosives
    2C35 – The air intercept radar is controlled from that .bunker
    2C36 – There's the antenna, but... I can't throw a bug .that high!
    2C37 – The hangar lift is on the other side .of that huge door
    2C38 – Careful with that trigger finger, Agent Dark - .you're closing in on my
           position
    2C39 – Lift access terminals destroyed
    2C3A – Okay, Joanna, take a look at this. Our .operative inside Area 51 was
           able to get .this out to us. 
    2C3B – This is your entry point. A deserted helipad .on the edge of the base
    2C3C – The lift down to the hangars and the .rendezvous point is beyond that
           wall... .Watch out for these guards
    2C3D – Here is the communications antenna. .Attach a comms rider bug so we can
           talk to .you when you're inside the base. Again, .watch out for hostiles
    2C3E – Oh, my God!
    2C3F – Here is our friend. He appears to be .physically unhurt, though he
           hasn't .regained consciousness yet. By the look .of it, the surgeons are
           almost done with .their preliminary tests and will begin .dissection
           soon
    2C40 – But who was...?
    2C41 – Any questions? No. Good. Away you go to .the hangar
    2C42 – Agent Dark Mission Log, 1028 hours. Against .my better judgement, I'm
           about to enter .Area 51
    2C43 – Agent Dark! Over here!
    2C44 – There you are! I was beginning to wonder .if
    2C45 – If what?
    2C46 – If you'd been discovered yet. And frankly, .if this is how you work, I'm
           amazed that .you lasted longer than five minutes
    2C47 – I was tidying up one of your loose ends
    2C48 – My loose ends?
    2C49 – I'm sorry, I didn't realize you wanted him .to shoot you. I can call in
           some more guards .if you like
    2C4A – Okay, okay, forget about it. I'm going to let .the Institute know we've
           made contact
    2C4B – Foreign object detected - security alerted
    
    Deep Sea – 30XX
    ---------------
    3000 – Perfect Agent Briefing
    3001 – CETAN SHIP
    3002 – Special Agent Briefing
    3003 – Agent Briefing
    3004 – Nothing
    3005 – Reactivate teleportals
    3006 – Disable Cetan megaweapon
    3007 – Secure control room
    3008 – Restore Dr. Caroll's personality
    3009 – Escape from Cetan ship
    300A – This will help us to get round the .ship quicker
    300B – This antibody masking will protect us from .the automatic defenses
    300C – There's Dr. Caroll. Let's see if we can .reverse what was done to him
    300D – We have to get out of here!
    300E – Elvis has been killed
    300F – Dr. Caroll has been killed
    3010 – Cetan ship evacuation successful
    3011 – Elvis has unlocked the door
    3012 – Here, take this gun and keep those Skedar .off my back while I'm working
    3013 – Antibody masking has been obtained
    3014 – Cetan megaweapon has been disabled
    3015 – Control Room has been secured
    3016 – Dr. Caroll's personality has been restored
    3017 – Nothing
    3018 – Nothing
    3019 – Backup disk
    301A – A backup disk
    301B – Nothing
    301C – It looks like this could benefit from .a little bit of sabotage
    301D – Time to reactivate those teleportals
    301E – Teleportals have been reactivated
    301F – This doesn't seem normal. No one's around
    3020 – No signs of conflict. No spent ammo cases or bullet holes
    3021 – But there ought to be a rear guard at least. It makes no sense
    3022 – There has to be someone farther inside. Cover me
    3023 – Here goes. I just hope dataDyne haven't done anything to prevent this
    3024 – Virus detected
    3025 – Me and my big mouth
    3026 – Commencing countermeasures. Commenc..... *** ooOOoh!! *** eeEEe!! ***
           aaAhh!! *** oOOoh!! *** aAArRrgghh!! *** YEEeeooOOOOOOowWWwlll!! ***
    3027 – Dr. Caroll? Are you in control again? Can you stop the program?
    3028 – Yes, I'm back again, my dear. But the program has run far too long for
           me to prevent it from completing. There is only one way out now
    3029 – What do you mean?
    302A – When the program has run, I will have control of a vastly powerful
           weapon. It cannot be allowed to exist. So I must destroy the Cetan and,
           unfortunately, myself along with it. I'm sorry, Joanna... There is no
           other way and no time to discuss this. Go now - avoid the Skedar and you
           will have time to escape. It has been an honor to work with you.
           Goodbye, Joanna Dark
    302B – Cetan megaweapon has been disabled
    302C – Ammo wasted - unable to disable megaweapon
    
    Chicago – 32XX
    --------------
    3200 – Perfect Agent Briefing
    3201 – CHICAGO STREETS
    3202 – Special Agent Briefing
    3203 – Agent Briefing
    3204 – Nothing
    3205 – Nothing
    3206 – Nothing
    3207 – Nothing
    3208 – Nothing
    3209 – Retrieve drop point equipment
    320A – Attach tracer to limousine
    320B – Prepare escape route
    320C – Acquire diversion target
    320D – Create vehicular diversion
    320E – Gain entry to G5 building
    320F – Mine placed correctly
    3210 – Mine placed incorrectly
    3211 – Virus already downloaded into NavComp
    3212 – Hovcab is unresponsive - need Reprogrammer
    3213 – Accessing hovercab navigation systems
    3214 – Virus downloaded successfully
    3215 – Hovercab navigation systems reprogrammed
    3216 – Connection to hovercab broken
    3217 – Tracer Bug placed correctly
    3218 – Tracer Bug placed incorrectly
    3219 – Mission critical vehicle destroyed
    321A – MISSION FAILED
    321B – MISSION SUCCESSFUL
    321C – DataDyne limo has escaped
    321D – Mission failed - unacceptable civilian casualties
    321E – Look out - she's got a gun!
    321F – There's a maniac on the loose!
    3220 – Intruder alert - send reinforcements
    3221 – Elevator access sealed
    3222 – Hey - what are you doing?
    3223 – You don't scare me
    3224 – Tracer Bug has been noticed
    3225 – Greetings, citizen
    3226 – Obtain Remote Mine
    3227 – Dr. Caroll's
    3228 – Remote Mine
    3229 – A Remote Mine
    322A – Picked up a Remote Mine
    322B – Obtain Tracer Bug
    322C – Dr. Caroll's
    322D – Tracer Bug
    322E – A Tracer Bug
    322F – Picked up a Tracer Bug
    3230 – Elevator door cannot be reopened
    3231 – Obtain Reprogrammer
    3232 – Dr. Caroll's
    3233 – Reprogrammer
    3234 – A Reprogrammer
    3235 – Picked up a Reprogrammer
    3236 – Diversion has been created
    3237 – Obtain Remote Mine
    3238 – Dr. Caroll's
    3239 – Falcon 2
    323A – A Remote Mine
    323B – Picked up a Remote Mine
    323C – The only place we could secure the .equipment was a storm drain
    323D – Either of those blocked-up doors will .do as an escape route
    323E – Reprogram that taxi - it's a Mark 2 .and should be compatible
    323F – That car park lift is your only .point of ingress
    3240 – EEPROM flag has been set
    3241 – EEPROM flag has been cleared
    3242 – An alternative diversion has been created!
    3243 – Tracer Bug has been spotted
    3244 – We suspect the G5 Corporation is just a .front for dataDyne and whoever
           else is .involved in this plot. I know Cassandra .de Vries is going to
           be here, but I need .to know who else is attending and what .they
           discuss. By the time you get out, .the help I requested should have
           arrived
    3245 – Just who is this help you keep .referring to?
    3246 – Not now, Joanna. Time for radio silence. .Good luck!
    3247 – Thanks a lot
    3248 – Remote Mine has been wasted
    
    Air Force One – 36XX
    --------------------
    3600 – Perfect Agent Briefing
    3601 – AIR FORCE ONE
    3602 – Special Agent Briefing
    3603 – Agent Briefing
    3604 – Nothing
    3605 – Locate and retrieve equipment
    3606 – Locate President
    3607 – Get President to escape capsule
    3608 – Secure Air Force One flight path
    3609 – Detach UFO from Air Force One
    360A – Obtain Suitcase
    360B – Nothing
    360C – Suitcase
    360D – Suitcase
    360E – Picked up a Suitcase
    360F – Obtain Crossbow
    3610 – Nothing
    3611 – Crossbow
    3612 – Crossbow
    3613 – Picked up a Crossbow
    3614 – Too many neutral casualties inflicted
    3615 – UFO attachment damaged
    3616 – Unable to detach UFO
    3617 – Autopilot has been activated
    3618 – Air Force One has been stabilized
    3619 – Autopilot systems have been destroyed
    361A – The President has been incapacitated
    361B – Pilots have been killed
    361C – Pilots have been saved
    361D – Air Force One is about to crash
    361E – Obtain remote mine
    361F – Nothing
    3620 – Remote mine
    3621 – Remote mine
    3622 – Picked up a remote mine
    3623 – Who are you, young lady?
    3624 – Security, SECURITY!!
    3625 – Mr. President, you're in danger. Trent is trying to .kidnap you
    3626 – What the hell was that!
    3627 – We have to get you to the escape pod. .Follow me
    3628 – You can't make accusations like that without evidence.. I assume that
           you have some?
    3629 – This is a recording of a meeting between .Trent and the other
           conspirators
    362A – Seems overwhelming... I'm in your hands. .What do we do now?
    362B – Hey, that's not
    362C – It's an intruder
    362D – How the hell did you get on board?
    362E – Now, let's retrieve the evidence
    362F – The President's room is on this .level, Joanna
    3630 – Something's wrong... You have to get to the cockpit!
    3631 – Maybe a mine will detach the UFO
    3632 – Nothing
    3633 – Nothing
    3634 – Adrenaline pill
    3635 – Adrenaline pill
    3636 – Picked up an adrenaline pill
    3637 – Nothing
    3638 – Nothing
    3639 – Key card
    363A – Key card
    363B – Picked up a key card
    363C – Cargo bay has been lowered
    363D – Cargo bay has been raised
    363E – Mission critical object has been destroyed
    363F – Access denied - lift key card required
    3640 – Nothing
    3641 – Nothing
    3642 – Lift key card
    3643 – Lift key card
    3644 – Picked up a lift key card
    3645 – Timed mine has been wasted
    3646 – Ha, Ha, Ha, Ha, Ha
    3647 – You'll never save him now
    3648 – The President is under attack
    3649 – Have you thought any more about that proposal I gave you, sir?
    364A – My answer remains the same... I'm sorry Trent, but no. I won't loan the
           Pelagic II to dataDyne. Now please, can we move on to other matters?
    364B – But this is a golden opportunity to show that America has faith in its
           industries and will back them
    364C – Damn it, man! I say no and I mean no! I'm not gonna change my mind on
           this! I need my advisors to be unbiased, and recently you've not been
           giving me the impartiality I require. Let it go, and we'll say no more.
           This is your last chance
    364D – As you wish, sir
    364E – My last chance? Ha! You fool. That was yours
    364F – Elvis! Elvis! I can't detach that tube from the fuselage! Can you take
           it out?
    3650 – Piece of cake, Joanna. Watch this!
    3651 – Uh-oh
    3652 – Watch what? Will you stop playing around and shoot!
    3653 – Out of options... Joanna, brace yourself for impact!
    3653 – The pilots have stabilized Air Force One
    
    Retaking the Institute - 3AXX
    -----------------------------
    3A03 - Retaking the Institute
    3A04 - Lead the team and clean out the building
    3A05 - Lead the team and clean out the building
    3A06 - Lead the team and clean out the building
    3A07 - Kill All Enemy Agents
    3A08 - Do Something Else
    3A09 - And Something Else
    
    Maian SOS – 3CXX
    ----------------
    3C00 – Perfect Agent Briefing
    3C01 – AREA 51, NEVADA, EARTH
    3C02 – Special Agent Briefing
    3C03 – Agent Briefing
    3C04 – Sabotage enemy medical experiment
    3C05 – Destroy captured Maian saucer
    3C06 – Activate distress signal
    3C07 – Medical experiment has been sabotaged
    3C08 – Captured Maian saucer has been destroyed
    3C09 – Distress signal has been sent
    3C0A – Critical mission object has been destroyed
    3C0B – Mission failed - cannot escape from medlab
    3C0C – Alternative escape route found
    
    Skedar Ruins – 42XX
    -------------------
    4200 – Perfect Agent Briefing
    4201 – SKEDAR BATTLE SHRINE
    4202 – Special Agent Briefing
    4203 – Agent Briefing
    4204 – Nothing
    4205 – Identify temple targets
    4206 – Activate bridge
    4207 – Gain access to Inner Sanctum
    4208 – Destroy secret Skedar army
    4209 – Assassinate Skedar leader
    420A – Obtain Night Vision
    420B – Nothing
    420C – Night Vision
    420D – Night Vision
    420E – Picked up Night Vision
    420F – Obtain Scanner
    4210 – Nothing
    4211 – Scanner
    4212 – Scanner
    4213 – Picked up Scanner
    4214 – Obtain Target Amplifier
    4215 – Nothing
    4216 – Target Amplifier
    4217 – Target Amplifier
    4218 – Picked up Target Amplifier
    4219 – Target Amplifier placed correctly
    421A – Target Amplifier placed incorrectly
    421B – Generator has been reactivated
    421C – Skedar Inner Sanctum has been reached
    421D – Skedar secret army has been defeated
    421E – This seems to be one of the special pillars
    421F – The power's more constant in this area. .The Inner Sanctum can't be far
           away
    4220 – OH, NO!!! A Skedar army in suspended animation!
    4221 – Okay, this is it... Cut off the head and the .body will perish
    4222 – This is the Skedar fanatics' most holy place. They believe this planet
           is sacred ground. The Battle Shrine is located at the most holy part of
           this holy planet
    4223 – So let me get this straight - it's holy. But there's more to it than
           that, isn't there?
    4224 – Yes. In all of the time that we Maians fought the Skedar, we never found
           this place. We knew that until it was destroyed, the war would never be
           over. We fought the Skedar to a standstill, we earned a ceasefire - but
           we always had to be on our guard. The destruction of this place would
           mean a chance at true peace
    4225 – Then we have to be certain that no fanatics survive. I'll go in and take
           out the leader. You'll have to summon the Maian fleet to level the
           Shrine
    4226 – If you're caught on the ground when the fleet gets here, you won't stand
           a chance
    4227 – That's a mistake I don't intend to make
    4228 – Yesss
    4229 – Joanna! Joanna!
    422A – Elvis! Elvis! Over here
    422B – No problem. Grab my arms - we'll get you out in no time
    422C – No, quick! Give me your gun!
    422D – Will! You! Just! Let! Go!
    422E – I managed to get the fleet to stop the bombardment while I looked for
           you. They'll start as soon as we're clear
    422F – I’d have got out in time if that one hadn't grabbed my foot
    4230 – Of course, Joanna, of course
    4231 – No, I would have
    4232 – I believe you
    4233 – Make your sacrifice to the God of War
    4234 – Grenade ammo used up - can't enter Shrine
    4235 – Alternative entrance to Shrine created
    4236 – Where are you? Are you hurt?
    
    WAR! – 46XX
    -----------
    4600 – Perfect Agent Briefing
    4601 – BATTLE SHRINE
    4602 – Special Agent Briefing
    4603 – Agent Briefing
    4604 – Kill Skedar King
    4605 – Kill Skedar King 2
    4606 – Kill Skedar King 3
    4607 – Maian leader has been killed
    4608 – Skedar King has been killed
    
    Escape – 48XX
    -------------
    4800 – Perfect Agent Breifing
    4800 – AREA 51 – ESCAPE
    4800 – Special Agent Breifing
    4800 – Agent Breifing
    4800 – Nothing
    4800 – Nothing
    4800 – Nothing
    4800 – Nothing
    4808 – Nothing
    4809 – Locate alien tech medpack
    480A – Rendezvous with CI spy
    480B – Revive Maian Bodyguard
    480C – Locate secret hangar
    480D – Escape from Area 51
    480E – Joanna - this is Jonathan. You're in grave danger 
    480F – They've flooded the area with nerve gas
    4810 – Get our friend to the containment lab. .There's a hiding place there
    4811 – I'll contact you when you get there - good luck!
    4812 – Good work, Jo. We need to meet up. They're .getting suspicious of me
    4813 – Use the maintenance hatch I've opened .in one of the containment labs.
           Hurry
    4814 – Obtain alien medpack
    4815 – Cassandra De Vries'
    4816 – Alien medpack
    4817 – Nothing
    4818 – Picked up an alien medpack
    4819 – Joanna - over here 
    481A – We need to get back to our friend
    481B – Right, we're near. Cover me, Jo
    481C – Okay - stand back
    481D – Jonathan has been killed
    481E – Elvis has been killed
    481F – The secret hangar has been located
    4820 – Okay, Jo - let's go
    4821 – Alien medpack activated
    4822 – Alien medpack operation aborted
    4823 – Alien medpack has been administered
    4824 – Mission critical object destroyed
    4825 – Outer hangar door is opening
    4826 – Outer hangar door is closing
    4827 – Inner hangar door is opening
    4828 – Inner hangar door is closing
    4829 – It's the only way out of here
    482A – You're the only one who can fly it, Elvis, so get in
    482B – But we can't leave you behind
    482C – There must be a way out of here
    482D – One of us will have to stay behind and open the .hangar doors
    482E – I'll get out on that hoverbike. Cover me while I .open the doors
    482F – Jonathan, go with Elvis. I'll see to the consoles
    4830 – It's dangerous, Jo
    4831 – I can handle it... Trust me
    4832 – Okay
    4833 – Damn it, Joanna... cover me!
    4834 – I'll cover the stairs - you take the ramp
    4835 – The hangar doors are now open
    4836 – Medical containment doors unlocked
    4837 – The medpack's got to be somewhere around here
    4838 – Time to hook up with Jonathan, before he gets .into any more trouble
    4839 – That smell... oil... I smelt that in the other .hangars
    483A – The jetbike should get me out before they lock .the base down
    483B – Oh, no! We have a problem. It's a single seater!
    483C – Two can get in but no more
    483D – Plus, it's got no style, you know what I'm saying?
    483E – I'm not having this. That specimen is government property and should not
           leave the base.
    483F – Let's see how that overconfident thief deals with our gas defense
           system. She'll think twice before messing with me again!
    4840 – What's that noise? Can't be... Gas!
    4841 – Noooo, that wasn't meant to happen!
    4842 – Please stop! I'm not supposed to die. She Arggghhh!
    4843 – You idiot! We'd better get out of here
    4844 – Gasps, chokes, and wheezes
    4845 – ***aahh...! aahaa...! aaaaahhh!  aha.  ahh.***
    4846 – I'm alive. I thought I'd be chopped up like the others by now. You're
           from the Institute, aren't you? I recognize you from before. You helped
           me. Thank you
    4847 – You... You speak our language?
    4848 – Watch her... she's sharp
    4849 – Earrggghh...eerggh
    484A – What's wrong?
    484B – I have a headache. And with a head this big, that's no joke
    484C – Can you walk? We must leave before they get organized and hunt us down
    484D – I think so. What's your name?
    484E – I'm Agent Dark. Or Joanna, if you prefer
    484F – Well, Joanna, I'm Protector One. But you can call me... Elvis!
    4850 – Console is not active
    4851 – What the hell do you think you're doing? .This is supposed to be a
           sealed room! .Don't
    4852 – you know anything about autopsy .procedures?
    4853 – Director Easton will hear about this, .young lady You can't take that!
           It's government property! .This is intolerable! It's... it's...
           .unprofessional!!
    4854 – I don't care much for procedures!
    
    Mr. Blondes Revenge – 4AXX
    --------------------------
    4A00 – Perfect Agent Briefing
    4A01 – LUCERNE TOWER
    4A02 – Special Agent Briefing
    4A03 – Agent Briefing
    4A04 – Locate and escort Cassandra to helipad
    4A05 – Plant explosive device in lab lift
    4A06 – Eliminate dataDyne Captain
    4A07 – Get the hell out of my office
    4A08 – Go to the helipad if you want to live
    4A09 – You won't shoot me!
    4A0A – How dare you disturb me!
    4A0B – You will regret this intrusion, girl
    4A0C – If I were you, I'd leave... NOW!
    4A0D – You won't shoot me!
    4A0E – Cassandra has been immobilized
    4A0F – Cassandra has been captured successfully
    4A10 – Security chief has been eliminated
    4A11 – Nothing
    4A12 – Nothing
    4A13 – Skedar bomb
    4A14 – Skedar bomb
    4A15 – Picked up Skedar bomb
    4A16 – Skedar bomb has been placed successfully
    4A17 – Skedar bomb has detonated
    4A18 – Lift doors locked - bomb cannot be placed
    4A19 – Lift has been disabled
    
    Guns and items - 4CXX
    ---------------------
    4C01 - Kill Count
    4C02 - Died Once
    4C03 - Died
    4C04 - Times
    4C05 - Suicide Count
    4C06 - Unarmed
    4C07 - Falcon 2
    4C08 - Falcon 2 (Silencer)
    4C09 - Falcon 2 (Scope)
    4C0A - MagSec 4
    4C0B - Mauler
    4C0C - DY357 Magnum
    4C0D - DY357-LX
    4C0E - Phoenix
    4C0F - CMP150
    4C10 - AR34
    4C11 - Dragon
    4C12 - SuperDragon
    4C13 - K7 Avenger
    4C14 - Cyclone
    4C15 - MagSec SMG
    4C16 - RC-P120
    4C17 - Callisto NTG
    4C18 - Laptop Gun
    4C19 - Shotgun
    4C1A - Reaper
    4C1B - Rocket Launcher
    4C1C - Devestator
    4C1D - Slayer
    4C1E - MaianGrenade
    4C1F - Farsight XR-20
    4C20 - Sniper Rifle
    4C21 - Crossbow
    4C22 - Tranquillizer
    4C23 - Combat Knife
    4C24 - Grenade
    4C25 - N-Bomb
    4C26 - Timed Mine
    4C27 - Proximity Mine
    4C28 - Remote Mine
    4C29 - ECM Mine
    4C2A - FlashBang
    4C2B - Disguise
    4C2C - Rocket
    4C2D - Homing Rocket
    4C2E - Grenade Round
    4C2F - Laser
    4C30 - Bolt
    4C31 - Psychosis Gun
    4C32 - PP9i
    4C33 - CC13
    4C34 - KLO1313
    4C35 - KF7 Special
    4C36 - ZZT (9mm)
    4C37 - DMC
    4C38 - AR53
    4C39 - RC-P45
    4C3A - Tester
    4C3B - Night Vision
    4C3C - Camspy
    4C3D - Drugspy
    4C3E - Bombspy
    4C3F - Door Decoder
    4C40 - Explosives
    4C41 - X-Ray Scanner
    4C42 - Alien Medpack
    4C43 - Suitcase
    4C44 - Disguise
    4C45 - IR Scanner
    4C46 - R-Tracker
    4C47 - Breifcase
    4C48 - Suicide Pill
    4C49 - Cloaking Device
    4C4A - Combat Boost
    4C4B - Data Uplink
    4C4C - Horizon Scanner
    4C4D - Falcon 2 (s)
    4C4E - Falcon 2 (+)
    4C4F - Farsight
    4C50 - R-Launcher
    4C51 - Proxy Mines
    4C52 - Psychosis
    4C53 - Knife
    4C54 - DY357
    4C55 - Single Shot
    4C56 - Rapid Fire
    4C57 - Burst Fire
    4C58 - Reapage
    4C59 - Shotgun Fire
    4C5A - Rail-Gun Effect
    4C5B - Rocket Launcher
    4C5C - Targeted Rocket
    4C5D - Fly-by-wire Rocket
    4C5E - Pistol Whip
    4C5F - Explosive Shells
    4C60 - Guided Shots
    4C61 - Magazine Discharge
    4C62 - Grenade Launcher
    4C63 - Wall Hugger
    4C64 - Punch
    4C65 - Disarm
    4C66 - Follow Lock-on
    4C67 - Use Scope
    4C68 - Half Magazine Discharge
    4C69 – Double Blast
    4C6A - Grinder
    4C6B - Sedate
    4C6C - Lethal Injection
    4C6D - Knife Slash
    4C6E - Throw Poison Knife
    4C6F - Target Locator
    4C70 - Instant Kill
    4C71 - Boost
    4C72 - Revert
    4C73 - High Impact Shells
    4C74 - Cloak
    4C75 - Deploy as Sentry Gun
    4C76 - Proximity Self Destruct
    4C77 - Threat Detector
    4C78 - Timed Explosive
    4C79 - Proximity Explosive
    4C7A - Remote Explosive
    4C7B - Detonate
    4C7C - 4-Second Fuse
    4C7D - Proximity Pinball
    4C7E - Timed Detonation
    4C7F - Proximity Detonation
    4C80 - 3-Round Burst
    4C81 - Charge-up Shot
    4C82 - Crouch
    4C83 - Infect
    4C84 - Pulse Fire
    4C85 - Short Range Stream
    4C86 - Impact Detonation
    4C87 - Light Amplifier
    4C88 - Mobile Camera
    4C89 - X-Ray Vision
    4C8A - Thermal Imager
    4C8B - Zoom
    4C8C - Jamming Device
    4C8D - Connect
    4C8E - Identify Targets
    4C8F - Wear Disguise
    4C90 - Place Explosives
    4C91 - Telescopic Sight
    4C92 - Silencer
    4C93 - Magazine Extension
    4C94 - Laser Sight
    4C95 - dataDyne
    4C96 - Carrington
    4C97 - Chesluk Industries 
    4C98 - Skedar
    4C99 - Maian
    4C9A - JonesCorp 
    4C9B – Unarmed Description
    4C9C – Falcon 2 Description
    4C9D – Falcon 2 Silencer Description
    4C9E – Falcon 2 Scope Description
    4C9F – Magsec 4 Description
    4CA0 – Mauler Description 
    4CA1 – DY357 Description
    4CA2 – DY357-LX Description
    4CA3 – Phoenix Description
    4CA4 – CMP150 Description
    4CA5 – AR34 Description 
    4CA6 – Dragon Description
    4CA7 – SuperDragon Description
    4CA8 – K7 Avenger Description
    4CA9 – Cyclone Description
    4CAA – RC-P120 Description
    4CAB – Callisto NTG Description
    4CAC – Laptop Gun Description 
    4CAD – Shotgun Description
    4CAE – Reaper Description
    4CAF – Rocket Launcher Description
    4CB0 – Devastator Description
    4CB1 – Slayer Description
    4CB2 – FarSight XR-20 Description
    4CB3 – Sniper Rifle Description
    4CB4 – Crossbow Description
    4CB5 – Tranquilizer Description
    4CB6 – Combat Knife Description
    4CB7 – Grenade Description
    4CB8 – N-Bomb Description
    4CB9 – Timed Mine Description
    4CBA – Proximity Mine Description
    4CBB – Remote Mine Description
    4CBC – ECM Mine Description
    4CBD – Laser Description
    4CBE – Combat Boost Description
    4CBF – Night Vision Description
    4CC0 – CamSpy Description
    4CC1 – X-Ray Scanner Description
    4CC2 – IR Scanner Description
    4CC3 – Cloaking Device Description
    4CC4 – Horizon Scanner Description
    4CC5 – Data Uplink Description
    4CC6 – R-Tracker Description
    4CC7 – Presidential Scanner Description
    4CC8 – Door Decoder Description
    4CC9 – Alien Medpak Description
    4CCA – Explosives Description
    4CCB – Skedar Bomb Description
    4CCC – Comms. Rider Description
    4CCD – Tracer Bug Description
    4CCE – Target Amplifier Description
    4CCF – Flight Plans Description
    4CD0 – Information Discs from Pelagic II Description
    4CD1 – Dr. Caroll’s Backup Disc Description
    4CD2 – Psychosis Gun Description
    4CD3 – Disguise Description
    4CD4 – PROXY
    4CD5 – TIMED
    4CD6 – REMOTE
    4CD7 – AUTOGUN
    4CD8 – IMPACT
    4CD9 – Big King Rocket
    4CDA – Data Uplink
    4CDB – President Scanner
    4CDC – AutoSurgeon
    4CDD – Skedar Bomb
    4CDE – Comms Rider
    4CDF – Tracer Bug
    4CE0 – Target Amplifier
    4CE1 – Flight Plans
    4CE2 – Research Tape
    4CE3 – Backup Disk
    4CE4 – Key Card
    4CE5 – Briefcase
    4CE6 – Necklace
    4CE7 – PresidentScan
    4CE8 – Boost
    4CE9 – XRayScan
    4CEA – HorizonScan
    4CEB – Target Amp
    4CEC – BombSpy Description
    4CED – DrugSpy Description
    4CEE – Cassandra De Vries necklace Description 
    4CEF – Cassandra De Vries replacement necklace.  Username: %s  Password: %s
    4CF0 – Shield
    4CF1 – Shield Description
    4CF2 – Combat Boosts
    4CF3 – Data Uplink
    4CF4 – Night Vision
    4CF5 – Door Decoder
    4CF6 – Suicide Pill
    4CF7 – Tranquilizer
    4CF8 – AutoSurgeon
    4CF9 – Backup Disk
    4CFA – Disguise
    4CFB – Laptop Gun
    4CFC – Remote Mine
    4CFD – Shotgun
    4CFE – Sniper Rifle
    4CFF – Timed Mine
    
    End Credits – 4EXX
    ------------------
    4E00 - perfect dark
    4E01 - beau ner Chesluk
    4E02 - guns and visual orgasms
    4E03 - jonathan nasty mummery
    4E04 - mover and shaker
    4E05 - darkmark
    4E06 - reality engineer
    4E07 - chris tilston
    4E08 - designs on the future
    4E09 - chris darling
    4E0A - weapons specialist
    4E0B - duncan botwood
    4E0C - grey area
    4E0D - b jones
    4E0E - bodybuilder
    4E0F - steve malpass
    4E10 - perfect locations and vox
    4E11 - brian marshall
    4E12 - -aqham-
    4E13 - russell Irwin
    4E14 - well packed man
    4E15 - jamie 'evo' Williams
    4E16 - manic welsh designer
    4E17 - ross bury
    4E18 - bionic backgrounds
    4E19 - martin penny
    4E1A - sound geezer
    4E1B - grant kirkhope
    4E1C - play that music maestro
    4E1D - david clynick
    4E1E - bangin hardkore choonz
    4E1F - keith 'bunny' rabbette
    4E20 - dinomic backgrounds
    4E21 - dd snipers
    4E22 - kevin bayliss
    4E23 - dean smith
    4E24 - graham smith
    4E25 - mike 'curry' currington
    4E26 - tony wong
    4E27 - simon farmer
    4E28 - leigh loveday
    4E29 - rob harrison
    4E2A - steven hurst
    4E2B - fearsome foursome
    4E2C - phil dunne
    4E2D - ricky berwick
    4E2E - gareth glover
    4E2F - jonathon ambrose
    4E30 - trent's henchmen
    4E31 - lee Musgrave
    4E32 - johnni Christensen
    4E33 - mark betteridge
    4E34 - chris marlow
    4E35 - robin beanland
    4E36 - neil Gallagher
    4E37 - feargal plant
    4E38 - voices in the dark
    4E39 - eveline fischer
    4E3A - chris Sutherland
    4E3B - chris seavor
    4E3C - john silke
    4E3D - ben cullum
    4E3E - louise tilston
    4E3F - alistair Lindsay
    4E40 - duncan botwood
    4E41 - b jones
    4E42 - beau Chesluk
    4E43 - steve malpass
    4E44 - ci techs
    4E45 - richard 'force 9' gale
    4E46 - mark green
    4E47 - alex zoro
    4E48 - mark Wilson
    4E49 - hard and wary support
    4E4A - pete 'hardrom' cox
    4E4B - paul 'max' mikell
    4E4C - doug crouch
    4E4D - dk crew
    4E4E - mark Stevenson
    4E4F - carl tilley
    4E50 - chris woods
    4E51 - motion capture
    4E52 - alan tippertronic
    4E53 - des easen
    4E54 - jim 'love' ballard
    4E55 - going through the motions
    4E56 - duncan 'bot' botwood
    4E57 - michelle tipper
    4E58 - sue 'falling' fell
    4E59 - doug 'crouch' crouch
    4E5A - ross bury
    4E5B - rare exterminators
    4E5C - huw ward
    4E5D - adam munton
    4E5E - david wong
    4E5F - luke munton
    4E60 - gary phelps
    4E61 - john silke
    4E62 - matthew carter
    4E63 - gavin price
    4E64 - gareth Stevenson
    4E65 - bushbaby
    4E66 - stephen stamper
    4E67 - ross bullimore
    4E68 - justin cook
    4E69 - dale murchie
    4E6A - roger smith
    4E6B - andrew Wilson
    4E6C - dark commanders
    4E6D - bis
    4E6E - wombat
    4E6F - rare in the sun
    4E70 - joel Hochberg
    4E71 - eileen Hochberg
    4E72 - scott Hochberg
    4E73 - jerry rogowski
    4E74 - testing (rare miami)
    4E75 - keith coll
    4E76 - testing (noa)
    4E77 - michael kelbaugh
    4E78 - tim Bechtel
    4E79 - tom hertzog
    4E7A - melvin 'sherwood' forrest
    4E7B - dougall Campbell
    4E7C - roger Harrison
    4E7D - jeff kalles
    4E7E - the perfect core
    4E7F - -darker than you
    4E80 - treehouse
    4E81 - armond williams junior
    4E82 - henry sterchi
    4E83 - ed ridgeway
    4E84 - perfect spelling
    4E85 - teresa lillygren
    4E86 - nintendo
    4E87 - mr arakawa
    4E88 - mike fukuda
    4E89 - don james
    4E8A - michael kelbaugh
    4E8B - howard Lincoln
    4E8C - ken lobb
    4E8D - jacqualee story
    4E8E - gail tilden
    4E8F - copyright rare 2000
    4E90 - perfect dark and the pd device
    4E91 - are trademarks
    4E92 - rare
    4E93 - designs on the future
    4E94 - perfect dark is forever
    4E95 - testing (noe)
    4E96 - supervisor
    4E97 - kai 'jellybean' Neumann
    4E98 - deputy supervisor
    4E99 - maurice 'pathfinder' tisdale
    4E9A - coordinators
    4E9B - patrick 'capricorn' thieret
    4E9C - andreas 'brennero' dietz
    4E9D - editor
    4E9E - assistant editor
    4E9F - assistant editors
    4EA0 - localization (french)
    4EA1 - julien 'sexy boy' bardakoff
    4EA2 - jean-baptiste 'ours noir' fleury
    4EA3 - nicolas 'darth lapinou' gourio
    4EA4 - nicolas 'el betal' Robert
    4EA5 - localization (german)
    4EA6 - micky 'scorpio's movement' auer
    4EA7 - jan 'ian' peitzmeier
    4EA8 - localization (italian)
    4EA9 - elenor isbitish
    4EAA - calimero tiiiun
    4EAB - localization (spanish)
    4EAC - antonio 'toro' greppi
    4EAD - carlos 'yoshio' mantilla
    4EAE - susa & natalia
    4EAF - localization
    4EB0 - product coordinator
    4EB1 - andy 'fiedl' fey
    4EB2 - product supervisor
    4EB3 - tanja 'personalized sarcasm' baar
    4EB4 - product localization manager
    4EB5 - kai '0 to 100' zeh
    
    Multiplayer menu - 50XX
    -----------------------
    5000 - Most Suicidal
    5001 - Who Needs Ammo?
    5002 - Least Shielded
    5003 - Best Protected
    5004 - Marksmanship
    5005 - Most Professional
    5006 - Most Deadly
    5007 - Most Harmless
    5008 - Most Cowardly
    5009 - Most Frantic
    500A - Most Honorable
    500B - Most Dishonorable
    500C - Shortest Life
    500D - Longest Life
    500E - Double Kill
    500F - Triple Kill
    5010 - Quad Kill
    5011 - Game Setup
    5012 - Load Settings
    5013 - Scenario
    5014 - Arena
    5015 - Options
    5016 - Teams
    5017 - Weapons
    5018 - Limits
    5019 - Simulants
    501A - Save settings
    501B - Abort Game
    501C - Player Setup
    501D - Load Player
    501E - Name
    501F - Character
    5020 - Handicap
    5021 - Control
    5022 - Player Options
    5023 - Statistics
    5024 - Start Game
    5025 - Drop out
    5026 - Save Player
    5027 - Save Copy of Player
    5028 - Stuff
    5029 - Soundtrack
    502A - Team Names
    502B - Ratio
    502C - Lock
    502D - None
    502E - Last Winner
    502F - Last Loser
    5030 - Random
    5031 - Challenge
    5032 - Combat Challenges
    5033 - Abort Challenge
    5034 - Abort
    5035 - Are you sure you want to abort the game?
    5036 - Abort
    5037 - Cancel
    5038 - %s
    5039 - Accept
    503A - Cancel
    503B - Team Names
    503C - Back
    503D - Change Team Names
    503E - Soundtrack
    503F - Current:
    5040 - Multiple Tunes
    5041 - Back
    5042 - Multiple Tunes
    5043 - Random
    5044 - Select Tunes
    5045 - Select Tunes
    5046 - Team Control
    5047 - Teams enabled
    5048 - Teams
    5049 - Auto Team...
    504A - Back
    504B - Auto Team
    504C - Two teams
    504D - Three teams
    504E - Four Teams
    504F - Maximum teams
    5050 - Humans vs. Simulants
    5051 - Human-Simulant Pairs
    5052 - Cancel
    5053 - Simulants
    5054 - Add Simulant
    5055 - 1:
    5056 - 2:
    5057 - 3:
    5058 - 4:
    5059 - 5:
    505A - 6:
    505B - 7:
    505C - 8:
    505D - Clear All
    505E - Back
    505F - Difficulty:
    5060 - Change Type
    5061 - Character...
    5062 – Delete Simulant
    5063 – Back
    5064 – Simulant Character
    5065 – Add Simulant
    5066 – Change Simulant
    5067 – Normal Simulants
    5068 – Special Simulants
    5069 – Ready!
    506A - …And Waiting
    506B – Limits
    506C – Time
    506D – Score
    506E – Restore Defaults
    506F – Back
    5070 – No Limit
    5071 - %d
    5072 - %d Min
    5073 – Arena
    5074 – Dark
    5075 – Classic
    5076 – Random
    5077 – Skedar
    5078 – Pipes
    5079 – Ravine
    507A – G5 Building
    507B – Sewers
    507C – Warehouse
    507D – Grid
    507E – Ruins
    507F – Area 52
    5080 – Base
    5081 – Rooftop
    5082 – Fortress
    5083 – Villa
    5084 – Car Park
    5085 – Temple
    5086 – Complex
    5087 – Felicity
    5088 – Random
    5089 – Load Player
    508A – B Button to cancel
    508B – Load Game Settings
    508C - Scenario: %s   Arena: %s    Simulants: %d
    508D – Presets
    508E – Player Name
    508F – Character
    5090 – Load Head…
    5091 – Stats for %s
    5092 – Kills:
    5093 – Deaths:
    5094 – Accuracy:
    5095 – Headshots:
    5096 – Ammo used:
    5097 – Damage Dealt:
    5098 – Pain Received:
    5099 – Games Played:
    509A – Games Won:
    509B – Games Lost:
    509C – Time:
    509D – Distance:
    509E – Medals Won:
    509F – Accuracy:
    50A0 – Head Shot:
    50A1 – Killmaster:
    50A2 – Survivor:
    50A3 – Your Title:
    50A4 – Back
    50A5 – Completed Challenges
    50A6 – Back
    50A7 – Options
    50A8 – Highlight Pickups
    50A9 – Highlight Players
    50AA – Highlight Teams
    50AB – Radar
    50AC – Back
    50AD – Weapons
    50AE – Set:
    50AF – Current Weapons Setup:
    50B0 – 1:
    50B1 – 2:
    50B2 – 3:
    50B3 – 4:
    50B4 – 5:
    50B5 – 6:
    50B6 – Back
    50B7 – Save Game Setup
    50B8 – Do you want to save over your original game?
    50B9 – Save over original
    50BA – Save Copy
    50BB – Do not save
    50BC – Game file name
    50BD – Enter a name for your game setup file:
    50BE – Confirm
    50BF – Your player file is always saved
    50C0 – Save a copy now?
    50C1 – No
    50C2 – Yes
    50C3 – Drop out
    50C4 – Are you sure you want to drop out?
    50C5 – Drop out
    50C6 – Cancel
    50C7 – Control
    50C8 – Control Style
    50C9 – Reverse Pitch
    50CA – Look Ahead
    50CB – Head Roll
    50CC – Auto-aim
    50CD – Aim Control
    50CE – Sight on Screen
    50CF – Show Target
    50D0 – Zoom Range
    50D1 – Ammo on Screen
    50D2 – Gun Function
    50D3 – Paintball
    50D4 – Back
    50D5 – Hold
    50D6 – Toggle
    50D7 – Combat Options
    50D8 – Breifcase Options
    50D9 – Hacker Options
    50DA – Pop a Cap Options
    50DB – Hill Options
    50DC – Capture Options
    50DD – Boxes Options
    50DE – One-Hit Kills
    50DF – Slow Motion
    50E0 – Fast Movement
    50E1 – Display Team
    50E2 – No Radar
    50E3 – No Auto-Aim
    50E4 – No Player Highlight
    50E5 – No Pickup Highlight
    50E6 – Highlight Target
    50E7 – Highlight Terminal
    50E8 – Boxes on Radar
    50E9 – Hill on Radar
    50EA – Mobile Hill
    50EB – Time
    50EC – Show on Radar
    50ED – Highlight Briefcase
    50EE – Show on Radar
    50EF – Back
    50F0 – Off
    50F1 – On
    50F2 – Smart
    50F3 – Scenario
    50F4 – Free for All
    50F5 – – Teamwork – 
    50F6 – Combat
    50F7 – Hold the Briefcase
    50F8 – Hacker Central
    50F9 – Pop a Cap
    50FA – King of the Hill
    50FB – Capture the Case
    50BC – Touch that Box
    50FD – Combat
    50FE – Briefcase
    50FF – Hacker
    5100 – Pop
    5101 – Hill
    5102 – Capture
    5103 – Boxes
    5104 – Game Over
    5105 – Title:
    5106 – Weapon of Choice:
    5107 – Awards
    5108 – 1st
    5109 – 2nd
    510A – 3rd
    510B – 4th
    510C – 5th
    510D – 6th
    510E – 7th
    510F – 8th 
    5110 – 9th
    5111 – 10th
    5112 – 11th
    5113 – 12th
    5114 – Player Ranking
    5115 – Deaths
    5116 – Score
    5117 – Team Ranking
    5118 – Stats for %s
    5119 – Suicides
    511A – Deaths
    511B – Kills
    511C – Inventory
    511D – Control
    511E – Game Time:
    511F – End Game
    5120 – Pause
    5121 – Unpause
    5122 – End Game
    5123 – Are you sure?
    5124 – Cancel
    5125 – End Game
    5126 – PerfectHead
    5127 – Load a saved Head
    5128 – Make a new Head
    5129 – Edit a loaded Head
    512A – Edit a PerfectHead
    512B – Choose a slot to edit:
    512C – Cancel
    512D – Make a new Head
    512E – Load a saved Head
    512F – Where do you want to be able
    5130 – to use this Head?
    5131 – Combat Simulator
    5132 – All Missions
    5133 – Both
    5134 – Cancel
    5135 – Camera Setup
    5136 – Inset you camera into your 
    5137 – game boy pak.
    5138 – Then, inset your game boy pak
    5139 – into any controller.
    513A – OK
    513B – Cancel
    513C – Error
    513D – Game boy camera not detected!
    513E – Please check all connections
    513F – and try again
    5140 – Cancel
    5141 – Choose camera
    5142 – More than one camera detected.
    5143 – Please select which camera you want to use
    5144 – OK
    5145 – Cancel
    5146 – PerfectHead
    5147 – Take a picture now
    5148 – Load picture from camera
    5149 – Cancel
    514A – Load from camera
    514B – Choose picture to read from camera
    514C – Cancel
    514D – Take picture
    514E – Shoot!
    514F – Cancel
    5150 – Keep picture
    5151 – Try again
    5152 – Load PerfectHead
    5153 – Inset the controller pak
    5154 – containing the Head you 
    5155 – wish to load into any
    5156 – controller.
    5157 – Controller pak:
    5158 – Cancel
    5159 – Source:
    515A – Pak 1
    515B – Pak 2
    515C – Pak 3
    515D – Pak 4
    515E - <none>
    515F – PerfectHead Editor
    5160 – Take another picture
    5161 – Change Head
    5162 – Position picture
    5163 – Color face & hair
    5164 – Shape Head
    5165 – Remove Head
    5166 – Cancel changes
    5167 – Keep changes
    5168 – Shape Head
    5169 – Depth
    516A – OK
    516B – Cancel
    516C – Position image
    516D – Brightness
    516E – OK
    516F – Cancel
    5170 – Choose Head
    5171 – OK
    5172 – Cancel
    5173 – Remove PerfectHead
    5174 – Are you sure you want to
    5175 – remove this Head from memory?
    5176 – Delete
    5177 – Cancel
    5178 – Cancel changes
    5179 – Are you sure you want to
    517A – throw away your changes?
    517B – Throw away
    517C – Go back to editor
    517D – Save PerfectHead
    517E – You have edited this Head.
    517F – Do you want to keep your changes?
    5180 – Keep
    5181 – Revert
    5182 – Save PerfectHead
    5183 – Your changes will be kept in memory
    5184 – Would you like to save your changes
    5185 – to the controller pak?
    5186 – Save
    5187 – Don’t save
    5188 – Save PerfectHead
    5189 – You can now save your Head on
    518A – a controller pak if you wish.
    518B – If you want to do this please
    518C – ensure a controller pak is inserted
    518D – and choose ‘Save’.
    518E – Save
    518F – Don’t save
    5190 – Head complete!
    5191 – To use your Head in the Combat Simulator
    5192 – select the Head from the character
    5193 – of the player/simulant settings menu
    5194 – Your mission Heads will now appear
    5195 – in any level you play.
    5196 – You can now edit your Head further.
    5197 – Finish
    5198 – Edit Head
    5199 – Head colour
    519A - Face:
    519B – Hairstyle:
    519C – OK
    519D – Cancel
    519E – Press the B button to go back
    519F – Hanger information
    51A0 – Holotraining
    51A1 – Device list
    51A2 – Information
    51A3 – Locations
    51A4 – Vehicles
    51A5 – Character profiles
    51A6 – Other information
    51A7 – Training Stats
    51A8 – Time taken:
    51A9 – Completed!
    51AA – Failed
    51AB – Ok
    51AC – Resume
    51AD – Cancel
    51AE – Abort
    51AF – Character Profiles
    51B0 – Name:
    51B1 – Age:
    51B2 – Race:
    51B3 – Press B button to go back.
    51B4 – Cheats
    51B5 – It is now safe to turn off your console.
    51B6 – Cancel
    51B7 – Bronze
    51B8 – Silver
    51B9 – Gold
    51BA – Difficulty
    51BB – Difficulty:
    51BC – Select Difficulty:
    51BD – Nothing
    51BE – Weapon
    51BF – Training info
    51C0 – Training Stats
    51C1 – Completed!
    51C2 – Score:
    51C3 – Targets Destroyed:
    51C4 – Difficulty:
    51C5 – Time Taken:
    51C6 – Weapon:
    51C7 – Accuracy:
    51C8 – Not Failed
    51C9 – Out of Ammo
    51CA – Time over
    51CB – Score Unattainable
    51CC – Too Inaccurate
    51CD – Bull’s-Eye
    51CE – Zone 1
    51CF – Zone 2
    51D0 – Zone 3
    51D1 – Hit Total
    51D2 – Scoring
    51D3 – 10
    51D4 – 5
    51D5 – 2
    51D6 – 1
    51D7 – Ammo Limit:
    51D8 – Time Limit:
    51D9 – Min Accuracy:
    51DA – Goal Targets:
    51DB – Goal Score:
    51DC – Cheats
    51DD – Done
    51DE – Warning
    51DF – If you activate any cheats you will be unable to progress any further in
           the game, while those cheats are active
    51E0 – OK
    51E1 – Cancel
    51E2 – Player %d
    51E3 – Press START
    51E4 – Searching for Camera!
    51E5 – Calibrating Camera
    51E6 – Downloading Image
    51E7 – Loading Image
    51E8 – Saving Image
    51E9 – Transferring Image
    51EA – Uploading Segment
    51EB – Checking Controller Pak
    51EC – Getting PerfectHead
    51ED – Saving PerfectHead
    51EE – Auto Camera Adjustment
    51EF – please wait…
    
    Object names - 52XX
    -------------------
    PAL VALUES
    
    5200 – Picked up %s.
    5201 – Picked up %s.
    5202 – Picked up %s.
    5203 – Picked up %s.
    5204 – Picked up %s.
    5205 – Picked up %s.
    5206 – Picked up %s.
    5207 – Picked up %s.
    5208 – double
    5214 – combat knife
    5215 – combat knives
    5231 – some
    5232 – Some
    5233 – some
    5234 – Some
    5235 – some
    5236 – Some
    5237 – Nothing
    5238 – Nothing
    523F – Nothing
    5240 – Nothing
    5241 – bolt
    5242 – orbs
    5243 – reaper ammo
    5244 – cloaking devices
    5245 – boost pills
    5246 – ammo
    5247 – cartridges
    5248 – magnum bullets
    5249 – golden bullets
    524A – grenades
    524B – grenade rounds
    524C – rockets
    524D – homing rockets
    524E – remote mines
    524F – proximity mines
    5250 – timed mines
    5251 – darts
    5252 – N-Bombs
    5253 – sedatives
    5254 – tokens
    
    NTSC VALUES
    
    5200 – Picked up
    5201 – Double 
    5202 – some 
    5203 – Some 
    5215 – combat
    5216 – knife
    5217 – knives
    5218 – s
    
    NTSC – PAL – VALUES
    
    5204 – 5239 – a
    5205 – 523A – A
    5206 – 523B – an
    5207 – 523C – An
    5208 – 523D – the
    5209 – 523E – The
    520A – 5209 – ammo
    520B – 520A – cartridge
    520C – 520B – magnum bullet
    520D – 520C – golden bullet
    520E – 520D – grenade
    520F – 520E – grenade round
    5210 – 520F – rocket
    5211 – 5210 – homing rocket
    5212 – 5211 – remote mine
    5213 – 5212 – proximity mine
    5214 – 5213 – timed mine
    5219 – 5216 – dart
    521A – 5217 – N-Bomb
    521B – 5218 – sedatives
    521C – 5219 – explosive pen
    521D – 521A – explosive case
    521E – 521B – flare
    521F – 521C – piton
    5220 – 521D – of dynamite
    5221 – 521E – stick
    5222 – 521F – sticks
    5223 – 5220 – bug
    5224 – 5221 – micro camera
    5225 – 5222 – GoldenEye key
    5226 – 5223 – token
    5227 – 5224 – plastique
    5228 – 5225 – Picked up a key.
    5229 – 5226 – Picked up a shield.
    522A – 5227 – A shield.
    522B – 5228 – Picked up something.
    522C – 5229 – This door is locked.
    522D – 522A – bolt
    522E – 522B – orb
    522F – 522C – reaper ammo
    5230 – 522D – cloaking device
    5231 – 522E – boost pill
    5232 – 522F – your
    5233 – 5230 – Your
    
    Cheats and misc - 54XX
    ----------------------
    PAL VALUES
    
    5400 - %s has the Data Uplink
    5401 - %s has the Briefcase
    5402 - %s has the %s Briefcase
    5403 - %s has our Briefcase
    5404 – Got the %s Briefcase
    5405 – You captured the %s Briefcase
    5406 - %s captured our Briefcase
    5407 - %s captured the %s Briefcase
    
    NTSC VALUES
    
    5400 – %shas the.%s
    5401 – %shas the %s%s
    5402 – %shas our.%s
    5403 – Got the %s%s
    5404 – You captured.the %s%s
    5405 – %scaptured our.%s
    5406 – %scaptured.the %s%s.
    
    NTSC – PAL – VALUES
    
    5407 – 5408 – Have a point for living!
    5408 – 5409 – You’re supposed to look
    5409 – 540A – after your friends!
    540A – 540B – Well done!
    540B – 540C – You popped a cap!
    540C – 540D – Have 2 points…
    540D – 540E – You are the victim!
    540E – 540F – Protect %s!
    540F – 5410 – Get %s!
    5410 – 5411 – Download successful.
    5411 – 5412 – Connection broken.
    5412 – 5413 – Starting download.
    5413 – 5414 – You need to use the Data Uplink.
    5414 – 5415 – King of the Hill!
    5415 – 5416 – We have the Hill!
    5416 – 5417 – %s has captured the Hill!
    5417 – 5418 – %ds/Point
    5418 – 5419 – 1 Point!
    5419 – 541A – No Shield
    541A – 541B – Automatics
    541B – 541C – Rocket Launcher
    541C – 541D – Simulants
    541D – 541E – King of the Hill
    541E – 541F – Complex Farsight
    541F – 5420 – Hold the Briefcase
    5420 – 5421 – Pistol one-hit kills
    5421 – 5422 – Capture the Case
    5422 – 5423 – Cloaking
    5423 – 5424 – Temple Explosives
    5424 – 5425 – Slayer
    5425 – 5426 – Tranquilliser
    5426 – 5427 – Slow Motion
    5427 – 5428 – Press START
    5428 – 5429 – Paused
    5429 – 542A – Custom
    542A – 542B – Random
    542B – 542C – Random Five
    542C – 542D – Close Combat
    542D – 542E – Proximity mine
    542E – 542F – Rocket Launcher
    542F – 5430 – Grenade Launcher
    5430 – 5431 – Explosive
    5431 – 5432 – Golden Magnum
    5432 – 5433 – Heavy
    5433 – 5434 – Tranquilliser
    5434 – 5435 – Farsight
    5435 – 5436 – Power
    5436 – 5437 – Automatics
    5437 – 5438 – Pistols
    5438 – 5439 – Test
    5439 – 543A – 4mb Test
    543A – 543B – Nothing (It actually says Nothing)
    543B – 543C – Shield
    543C – 543D – Disabled
    543D – 543E – Objectives Completed
    543E – 543F – Unknown
    543F – 5440 – Missing
    5440 – 5441 – Damaged Controller Pak
    5441 – 5442 – is damaged or
    5442 – 5443 – inserted incorrectly.
    5443 – 5444 – Attempt Repair
    5444 – 5445 – Retry
    5445 – 5446 – Continue without using the Controller Pak
    5446 – 5447 – Full Controller Pak
    5447 – 5448 – is to full to save note – 1 note and 28 pages are required to  
                  save
    5448 – 5449 – Enter the Controller Pak menu to free some space
    5449 – 544A – OK
    544A – 544B – --------
    544B – 544C – Hurricane Fists
    544C – 544D – Cloaking Device
    544D – 544E – Invincible
    544E – 544F – All guns in Solo
    544F – 5450 – Unlimited Ammo
    5450 – 5451 – Unlimited Ammo, No Reloads
    5451 – 5452 – Slo-mo Single Player
    5452 – 5453 – DK mode
    5453 – 5454 – Trent’s Magnum
    5454 – 5455 – Farsight
    5455 – 5456 – Small Jo
    5456 – 5457 – Small Characters
    5457 – 5458 – Enemy Shields
    5458 – 5459 – Jo Shield
    5459 – 545A – Super Shield
    545A – 545B – Classic Sight
    545B – 545C – Team heads only
    545C – 545D – Play as Elvis
    545D – 545E – Enemy Rockets
    545E – 545F – Unlimited Ammo – Laptop Sentry Gun
    545F – 5460 – Marquis of Queensbury
    5460 – 5461 – Perfect Darkness
    5461 – 5462 – Pugilist
    5462 – 5463 – Hotshot
    5463 – 5464 – Hit and Run
    5464 – 5465 – Alien
    5465 – 5466 – R-Tracker/Weapons Cache Locations
    5466 – 5467 – Rocket Launcher
    5467 – 5468 – Sniper Rifle
    5468 – 5469 – X-ray Scanner
    5469 – 546A – Super Dragon
    546A – 546B – Laptop Gun
    546B – 546C – Phoenix
    546C – 546D – Psychosis Gun
    546D – 546E – PP9i
    546E – 546F – CC13
    546F – 5470 – KL01313
    5470 – 5471 – KF7 Special
    5471 – 5472 – ZZT (9mm)
    5472 – 5473 – DMC
    5473 – 5474 – AR53
    5474 – 5475 – RC-P45
    5475 – 5476 – Velvet Dark
    5476 – 5477 – Fun
    5477 – 5478 – Gameplay
    5478 – 5479 – Weapons
    5479 – 547A – Buddies
    547A – 547B – Weapons for Jo in Solo
    547B – 547C – Classic Weapons in Solo
    547C – 547D – dataDyne Defection
    547D – 547E – dataDyne Extraction
    547E – 547F – A51 Infiltration
    547F – 5480 – A51 Rescue
    5480 – 5481 – A51 Escape
    5481 – 5482 – Difficulty:
    5482 – 5483 – Cheat Solo Missions
    5483 – 5485 – Cheat Combat Simulator
    5485 – 5486 – Cheat Counter-Operative
    5486 – 5487 – Dishonoured
    5487 – 5488 – Cheated
    5488 – 5489 – Cheat Available
    5489 – 548A – Complete
    548A – 548B – for cheat:
    548B – 548C – on
    548C – 548D – in under
    548D – 548E – or insert Game Boy ฎ Perfect Dark
    548E – 548F – Select Cheat for info
    548F – 5490 – Buddy Available
    5490 – 5491 – Win Golds in firing range to enable classic guns
    5491 – 5492 – Sight on Screen
    5492 – 5493 – Target
    5493 – 5494 – Zoom Range
    5494 – 5495 – Show Ammo
    5495 – 5496 – Gun Function
    5496 – 5497 – Paintball
    5497 – 5498 – Subtitles
    5498 – 5499 – Mission time
    5499 – 549A – Mode
    549A – 549B – Split
    549B – 549C – Do you want to abort the mission?
    549C – 549D – Joanna Leather
    549D – 549E – Joanna Negotiator
    549E – 549F – Elvis (Waistcoat)
    549F – 54A0 – Error
    54A0 – 54A1 – Cannot delete file as it is being used
    54A1 – 54A2 – Cancel
    54A2 – 54A3 – Time Limit:
    54A3 – 54A4 – Score Limit:
    54A4 – 54A5 – Team Score Limit:
    54A5 – 54A6 – Challenge Completed!
    54A6 – 54A7 – Challenge Failed!
    54A7 – 54A8 – Challenge Cheated!
    54A8 – 54A9 – Cutscene Subtitles
    54A9 – 54AA – In-game Subtitles
    54AA – 54AB – Alternate Title Screen
    54AB – 54AC – Start Challenge
    54AC – 54AD – dataDyne Investigation
    54AD – 54AE – Error
    54AE – 54AF – The Controller Pak has been removed.
    54AF – 54B0 – Attempt Repair
    54B0 – 54B1 – Are you sure you want to attempt repair of
    54B1 – 54B2 – Data may be lost!
    54B2 – 54B3 – Cancel
    54B3 – 54B4 – Repair
    54B4 – 54B5 – Repair successful
    54B5 – 54B6 – The Controller Pak has been repaired.
    54B6 – 54B7 – Repair failed
    54B7 – 54B8 – The Controller Pak cannot be repaired.
    54B8 – 54B9 – Player Handicaps
    54B9 – 54BA – L/R BUTTONS:
    54BA – 54BB – UP C BUTTONS:
    54BB – 54BC – LEFT/RIGHT C BUTTONS:
    54BC – 54BD – DOWN C BUTTONS:
    54BD – 54BE – A BUTTON:
    54BE – 54BF – B BUTTON:
    54BF – 54C0 – CONTROL STICK:
    54C0 – 54C1 – Z BUTTON:
    54C1 – 54C2 – + CONTROL PAD:
    54C2 – 54C3 – AIM
    54C3 – 54C4 – AIM TOGGLE
    54C4 – 54C5 – LOOK UP
    54C5 – 54C6 – LOOK DOWN
    54C6 – 54C7 – LOOK DOWN
    54C7 – 54C8 – LOOK UP
    54C8 – 54C9 – FORWARDS
    54C9 – 54CA – BACKWARDS
    54CA – 54CB – STRAFE
    54CB – 54CC – WEAPON
    54CC – 54CD – ACTION/RELOAD
    54CD – 54CE – FIRE
    54CE – 54CF – WALK/TURN
    54CF – 54D0 – LOOK
    54D0 – 54D1 – WALK/STRAFE
    54D1 – 54D2 – LOOK/STRAFE
    54D2 – 54D3 – AS C BUTTONS
    54D3 – 54D4 – Controller 1:
    54D4 – 54D5 – Controller 2:
    54D5 – 54D6 – Control Style %s %s
    54D6 – 54D7 – (One – Handed)
    54D7 – 54D8 – (Two – Handed)
    54D8 – 54D9 – Hold weapon button for quick menu, Hold action button to toggle
                  function
    54D9 – 54DA – Turn off all cheats
    54DA – 54DB – Language filter
    54DB – 54DC – USERNAME:
    54DC – 54DD – PASSWORD:
    54DD – 54DE – Perfect Dark
    54DE – 54DF – Choose settings:
    54DF – 54E0 – Enemy Reaction Speed:
    54E0 – 54E1 – Enemy Health:
    54E1 – 54E2 – Enemy Damage:
    54E2 – 54E3 – Enemy Accuracy:
    54E3 – 54E4 – OK
    54E4 – 54E5 – Cancel
    54E5 – 54E6 – Controller Pak not found
    54E6 – 54E7 – Name:
    54E7 – 54E8 – Location:
    54E8 – 54E9 – Duplicate File Name
    54E9 – 54EA – Already contains
    54EA – 54EB – a file named
    54EB – 54EC – Rename file
    54EC – 54ED – Change location
    54ED – 54EE – Cancel
    54EE – 54EF – Change file name
    54EF – 54F0 – Enter new file name:
    54F0 – 54F1 – The file you are copying cannot be deleted.
    54F1 – 54F2 – Shocksim: %d
    54F2 – 54F3 – Target Time:
    54F3 – 54F4 – New Cheat Available!:
    54F4 – 54F5 – Continue
    54F5 – 54F6 – Replay last level
    54F6 – 54F7 – Save player
    54F7 – 54F8 – Save new player and statistics?
    54F8 – 54F9 – Save now
    54F9 – 54FA – No Thanks!
    54FA – 54FB – Confirm player name:
    54FB – 54FC – The file has been erased due
    54FC – 54FD – Continue
    54FD – 54FE – Error
    54FE – 54FF – Cannot read game boy game pak. Check connections and make sure
                  the game is inserted correctly.
    54FF – 5500 – Cancel
    5500 – 5501 – Error
    5501 – 5502 – The saved data has
    5502 – 5503 – been erased due to
    5503 – 5504 – corruption or damage.
    5504 – 5505 – Cancel
    
    PAL VALUES
    
    5506 – Choose your language:
    5507 – English
    5508 – Francais
    5509 – Deutsch
    550A – Italiano
    550B – Espanol
    550C – American
    550D – Language:
    550E – Language
    550F – Control Style
    5510 – Reverse Pitch
    5511 – Look Ahead
    5512 – Head Roll
    5513 – Auto-Aim
    5514 – Aim Control
    5515 – Hold
    5516 – Toggle
    5517 – Cutscene Subtitles
    5518 – In-game Subtitles
    
    Misc - 56XX
    -----------
    5600 – Complete
    5601 – Incomplete
    5602 – Failed
    5603 – nothing
    5604 – nothing
    5605 – earth:
    5606 – prehistory
    5607 – Rare Presents
    5608 – Red 
    5609 – Yellow
    560A – Blue
    560B – Magenta
    560C – Cyan
    560D – Orange
    560E – Pink
    560F – Brown
    5610 – Joanna Combat
    5611 – Joanna Trench coat
    5612 – Joanna Party Frock
    5613 – Joanna Frock (Ripped)
    5614 – Joanna Stewardess
    5615 – Joanna Wet Suit
    5616 – Joanna Aqualung
    5617 – Joanna Arctic
    5618 – Joanna Lab Tech.
    5619 – Elvis
    561A – Maian
    561B – Daniel Carrington
    561C – Carrington Evening Wear
    561D – Mr. Blonde
    561E – Cassandra De Vries
    561F – Trent Easton
    5620 – Jonathan
    5621 – CI Male Lab Technician
    5622 – CI Female Lab Technician
    5623 – CI Soldier
    5624 – dataDyne Shock Trooper
    5625 – dataDyne Female Guard
    5626 – dataDyne Security
    5627 – dataDyne Infantry
    5628 – dataDyne Trooper
    5629 – Secretary
    562A – Office Suit
    562B – Office Casual
    562C – Negotiator
    562D – dataDyne Sniper
    562E – G5 Guard
    562F – G5 SWAT Guard
    5630 – CIA Agent
    5631 – FBI Agent
    5632 – Area 51 Guard
    5633 – Area 51 Trooper
    5634 – Pilot
    5635 – Overalls
    5636 – NSA Bodyguard
    5637 – Male Lab Technician
    5638 – Female Lab Technician
    5639 – dataDyne Lab Technician
    563A – Biotechnician
    563B – Alaskan Guard
    563C – Air Force One Pilot
    563D – Steward
    563E – Stewardess
    563F – Head Stewardess
    5640 – The President
    5641 – NSA Lackey
    5642 – Presidential Security
    5643 – Presidents Clone
    5644 – Pelagic II Guard
    5645 – Maian Soldier
    5646 – Dinner Jacket
    5647 - - No controller in controller sockets –
    5648 – Please power off and attach a controller
    5649 – DETECTED
    564A – NOT DETECTED
    564B – tm
    564C – N64 EXPANSION PAK
    564D – Nintendo 64 product identification
    564E – Product ID:
    564F – Product Code:
    5650 – Variant:
    5651 – Developer:
    5652 – Perfect Dark
    5653 – NUS – NPDE – USA
    5654 – PAL Version 8.7 Final
    5655 – Rare LTD. (Twycross)
    5656 – Copyright Rare LTD. 2000
    5657 – (Part of the text belonging to the same screen as words from above)
    5658 – Same as above
    5659 – Same as above
    565A – nothing
    565B – nothing
    565C – nothing
    565D – Rare designs on the future<<<
    565E – Published by Rareware
    565F – Perfect Dark
    5660 – Choose your reality
    5661 – New…
    5662 – New Agent…
    5663 – Game Files
    5664 – Copy:
    5665 – Delete:
    5666 – Delete game notes…
    5667 – Single Player Agent File
    5668 – Combat Simulator Settings File
    5669 – Combat Simulator Player File
    566A – PerfectHead Files
    566B – Controller Pak Menu
    566C – Use this menu to delete notes from your Controller Paks.
    566D – Choose Controller Pak to edit:
    566E – Exit
    566F – Gamepak
    5670 – Controller Pak 1
    5671 – Controller Pak 2
    5672 – Controller Pak 3
    5673 – Controller Pak 4
    5674 – Perfect Menu
    5675 – Solo Missions
    5676 – Combat Simulator
    5677 – Co-Operative
    5678 – Counter-Operative
    5679 – Cinema
    567A – Mission Select
    567B – Mission 1
    567C – Mission 2
    567D – Mission 3
    567E – Mission 4
    567F – Mission 5
    5680 – Mission 6
    5681 – Mission 7
    5682 – Mission 8
    5683 – Mission 9
    5684 – Special Assignments
    5685 – dataDyne Central
    5686 - - Defection
    5687 – dataDyne Research
    5688 - - Investigation
    5689 – dataDyne Central
    568A - - Extraction
    568B – Carrington Villa
    568C - - Hostage One
    568D – Chicago
    568E - - Stealth
    568F – G5 Building
    5690 - - Reconnaissance
    5691 – Area 51
    5692 - - Infiltration
    5693 – Area 51
    5694 - - Rescue
    5695 – Area 51
    5696 - - Escape
    5697 – Air Base
    5698 - - Espionage
    5699 – Air Force One
    569A - - Antiterrorism
    569B – Crash Site
    569C - - Confrontation
    569D – Pelagic II
    569E - - Exploration
    569F – Deep Sea
    56A0 - - Nullify Threat
    56A1 – Carrington Institute
    56A2 - - Defence
    56A3 – Attack Ship
    56A4 - - Covert Assault
    56A5 – Skedar Ruins
    56A6 - - Battle Shrine
    56A7 – Mr. Blondes Revenge
    56A8 – Maian SOS
    56A9 – Retaking The Institute
    56AA – WAR!
    56AB – Duel
    56AC – Status
    56AD – Abort!
    56AE – Warning
    56AF – Do you want to abort the mission?
    56B0 – Cancel 
    56B1 – Abort
    56B2 – Inventory
    56B3 – Weapons Available
    56B4 – Options
    56B5 – Audio
    56B6 – Video
    56B7 – Control
    56B8 – Display
    56B9 – Cheats
    56BA – Save Game
    56BB – Change Agent…
    56BC – Warning
    56BD – Do you want to load another Agent?
    56BE – Yes
    56BF – No
    56C0 – Control Options
    56C1 – Control Player 2
    56C2 – Control Style
    56C3 – Reverse Pitch
    56C4 – Look Ahead
    56C5 – Head Roll
    56C6 – Auto-Aim
    56C7 – Aim Control
    56C8 – Back
    56C9 – Hold
    56CA – Toggle
    56CB – Display Options
    56CC – Display Player 2
    56CD – Sight on Screen
    56CE – Always show target
    56CF – Show Zoom range
    56D0 – Ammo on Screen
    56D1 – Show gun function
    56D2 – Paintball
    56D3 – Subtitles
    56D4 – Show mission time
    56D5 – Back
    56D6 – Video Options
    56D7 – Screen Size
    56D8 – Ratio
    56D9 – Hi-res
    56DA – 2-Player split screen
    56DB – Back
    56DC – Full
    56DD – Wide
    56DE – Cinema
    56DF – Normal
    56E0 – 16:9
    56E1 – Horizontal
    56E2 – Vertical
    56E3 – Audio Options
    56E4 – Sound
    56E5 – Music
    56E6 – Sound Mode
    56E7 – Back
    56E8 – Mono
    56E9 – Stereo
    56EA – Headphone
    56EB – Surround
    56EC – Control
    56ED – Single
    56EE – Double
    56EF – 1.1
    56F0 – 1.2
    56F1 – 1.3
    56F2 – 1.4
    56F3 – 2.1
    56F4 – 2.2
    56F5 – 2.3
    56F6 – 2.4
    56F7 – Briefing
    56F8 – Select Difficulty
    56F9 – Difficulty
    56FA – Best Time
    56FB – Agent
    56FC – Special Agent
    56FD – Perfect Agent
    56FE – Cancel
    56FF – Co-Operative Options
    5700 – Radar on
    5701 – Friendly fire
    5702 – Perfect Buddy
    5703 – Continue
    5704 – Cancel
    5705 – Human
    5706 – 1 Simulant
    5707 – 2 Simulants
    5708 – 3 Simulants
    5709 – 4 Simulants
    570A – Counter-Op Options
    570B – Radar on
    570C – Counter-Operative
    570D – Continue
    570E – Cancel
    570F – Player 1
    5710 – Player 2
    5711 – Overview
    5712 – Accept
    5713 – Decline
    5714 – Completed
    5715 – Failed
    5716 – Mission Status:
    5717 – Agent Status:
    5718 – Mission Time:
    5719 – Weapon of Choice:
    571A – Kills:
    571B – Accuracy:
    571C – Shot Total:
    571D - Head shots:
    571E - Body shots:
    571F - Limb shots:
    5720 - Others:
    5721 – Press START
    5722 – Deceased
    5723 – Active
    5724 – Disfavoured
    5725 – Failed
    5726 – Completed
    5727 – Aborted
    5728 – Retry
    5729 – Next Mission
    572A – Accept
    572B – Decline
    572C – Objectives
    572D – Press START
    572E – Small but Perfect Menu
    572F – Combat Simulator
    5730 – Training
    5731 – Audio/Video
    5732 – Change Agent
    5733 – Audio/Visual
    5734 – Sound
    5735 – Music
    5736 – Sound Mode
    5737 – Ratio
    5738 – Back
    5739 - < Empty >
    573A – DEL
    573B – CAPS
    573C – CANCEL
    573D – OK
    573E – Combat Simulator Heads
    573F – Mission Heads
    5740 – Error
    5741 – Cancel
    5742 – The Controller Pak was not found
    5743 – File was not saved
    5744 – File would not load
    5745 – Could not delete the file
    5746 – Out of memory
    5747 – This player is already loaded for this game
    5748 – has been removed.
    5749 – Controller Pak is damaged or incorrupt
    574A – Game note delete failed
    574B – Error loading game
    574C – Error saving game
    574D – Error loading player
    574E – Error saving player
    574F – Error loading PerfectHead
    5750 – Error saving PerfectHead
    5751 – Error reading file
    5752 – Error writing file
    5753 – Error
    5754 – Delete failed
    5755 – Could not delete the file.
    5756 - - Check that the Controller Pak is inserted correctly
    5757 – Cancel
    5758 – There is no space
    5759 – Cool!
    575A – File saved.
    575B – OK
    575C – An error occurred while trying to save.
    575D – Try again
    575E – Save elsewhere
    575F – Cancel
    5760 – An error occurred while trying to load.
    5761 – Try again
    5762 – Cancel
    5763 – No space for Head
    5764 – Choose a Head to load over:
    5765 – OK
    5766 – Cancel
    5767 – Save
    5768 – Would you like to save your file elsewhere?
    5769 – Yes
    576A – No
    576B – Please insert your Controller Pak containing your saved files.
    576C – Please insert the Controller Pak
    576D – OK
    576E – Cancel
    576F – Select Location
    5770 – Where
    5771 – Spaces
    5772 – Delete files…
    5773 – Cancel
    5774 – Full
    5775 – Copy file
    5776 – Select a file to copy:
    5777 – Press B to exit.
    5778 – Delete file
    5779 – Select a file to delete:
    577A – Press B to exit.
    577B – Warning
    577C – Are you sure you want to delete this file?
    577D – Cancel
    577E – OK
    577F – Delete game note
    5780 – Are you sure you want to delete
    5781 – No
    5782 – Yes
    5783 – Game notes
    5784 – Delete game notes:
    5785 – Note
    5786 – Pages
    5787 – Press the B button to exit
    5788 – Empty
    5789 - --
    578A – Pages free:
    578B – Pages free: %d
    578C – Pages used:
    578D – Pages used: %d
    578E – Perfect Dark note already exists on this Controller Pak.
    578F – There is not enough space for Perfect Dark note.
    5790 – Controller Pak is too full to save and 28 pages required to save to
           Controller Pak.
    5791 – Enter Agent Name
    5792 – New…
    5793 – New Agent…
    5794 – New Recruit
    5795 – Mission Time:
    5796 – Challenge 1
    5797 – Challenge 2
    5798 – Challenge 3
    5799 – Challenge 4
    579A – Challenge 5
    579B – Challenge 6
    579C – Challenge 7
    579D – Challenge 8
    579E – Challenge 9
    579F – Challenge 10
    57A0 – Challenge 11
    57A1 – Challenge 12
    57A2 – Challenge 13
    57A3 – Challenge 14
    57A4 – Challenge 15
    57A5 – Challenge 16
    57A6 – Challenge 17
    57A7 – Challenge 18
    57A8 – Challenge 19
    57A9 – Challenge 20
    57AA – Challenge 21
    57AB – Challenge 22
    57AC – Challenge 23
    57AD – Challenge 24
    57AE – Challenge 25
    57AF – Challenge 26
    57B0 – Challenge 27
    57B1 – Challenge 28
    57B2 – Challenge 29
    57B3 – Challenge 30
    57B4 – Special
    57B5 – Intro
    57B6 – Mission 1 – dataDyne Central
    57B7 – Mission 2 – Carrington Villa
    57B8 – Mission 3 – G5 Building 
    57B9 – Mission 4 – Area 51
    57BA – Mission 5 – Air Force One
    57BB – Mission 6 – Pelagic II
    57BC – Mission 7 – Defence
    57BD – Mission 8 – Attack Ship
    57BE – Mission 9 – Skedar Ruins
    57BF – Finale
    57C0 – Play All
    57C1 – Intro
    57C2 – 1:1 Intro – Enter the Dark
    57C3 – 1:1 Outro – Descent into the Depths
    57C4 – 1:2 Intro - Going Down
    57C5 – 1:2 Outro - Meet The Doctor
    57C6 – 1:3 Intro - Lights Out
    57C7 – 1:3 Outro - Going Somewhere?
    57C8 – 2:1 Intro - Negotiate This!
    57C9 – 2:1 Intro 2 - Life On The Line
    57CA – 2:1 Outro - Carrington Rescued
    57CB – 3:1 Intro - Dark Alley
    57CC – 3:1 Outro - G5 Penetrated
    57CD – 3:2 Intro - Guns 'n' Poses
    57CE – 3:2 Special – Conspiracy
    57CF – 3:2 Outro - Fire Escape
    57D0 – 4:1 Intro - Video Nasty
    57D1 – 4:1 Outro - Loose Ends
    57D2 – 4:2 Intro - Pearls Of Wisdom
    57D3 – 4:2 Outro - Under The Knife
    57D4 – 4:3 Intro - Gas!
    57D5 – 4:3 Special - Elvis Wakes Up
    57D6 – 4:3 Outro – Escape
    57D7 – 5:1 Intro - High Altitude
    57D8 – 5:1 Outro – Takeoff
    57D9 – 5:2 Intro - Last Chance
    57DA – 5:2 Special – Docking
    57DB – 5:2 Outro - Out Of Options
    57DC – 5:3 Intro - Red Horizons
    57DD – 5:3 Outro - Blonde Freak
    57DE – 6:1 Intro - Sneak On Board
    57DF – 6:1 Outro - Descent Into The Depths
    57E0 – 6:2 Intro - Deeper Inside
    57E1 – 6:2 Special - Virus!
    57E2 – 6:2 Outro - Pulling Out
    57E3 – 7:1 Intro - Victory Salute
    57E4 – 7:1 Outro - Dash For Freedom
    57E5 – 8:1 Intro - Snatched!
    57E6 – 8:1 Outro - Heading For Trouble
    57E7 – 9:1 Intro - Air Of Calm
    57E8 – 9:1 Outro – Gotcha!
    57E9 – End Sequence
    57EA – Cinema
    57EB – Cloak %d
    57EC – Pick Target
    57ED – Kills Score
    
    Push Button Codes and misc - 58XX
    ---------------------------------
    NTSC VALUES
    
    5800 – Invincible
    5801 – All Guns
    5802 – Super x2 Health
    5803 – Super x2 Armor
    5804 – Invisible
    5805 – Phase
    5806 – Infinite Ammo
    5807 – DK Mode
    5808 – Tiny
    5809 – Super x10 Health
    580A – Magnum
    580B – Laser
    580C – Gun
    580D – Silver PP7
    580E – Gold PP7
    580F – Invincibility On
    5810 – All Guns On
    5811 – Maximum Ammo
    5812 – Super x2 Health
    5813 – Super x2 Armor
    5814 – Invisibility On
    5815 – Phase On
    5816 – Infinite Ammo On
    5817 – DK Mode On
    5818 – Extra Weapons
    5819 – Tiny On
    581A – Paintball Mode On
    581B – Super x10 Health
    581C – Happy?
    581D – Fast Mode On
    581E – Invincibility Off
    581F – All Guns Off
    5820 – Invisibility Off
    5821 – Phase Off
    5822 – Infinite Ammo Off
    5823 – DK Mode Off
    5824 – Tiny Off
    5825 – Paintball Mode Off
    5826 – Radar On
    5827 – Fast Mode Off
    5828 – NO NAME
    5830 – Slowest Motion
    5831 – Very Slow Motion
    5832 – Slow Motion
    5833 – Normal Motion
    5834 – Fast Motion
    5835 – Very Fast Motion
    5836 – Fastest Motion
    5837 – Line Mode
    5838 – Paintball Mode
    5839 – Enemy Rockets
    583A – 2x Rocket L
    583B – 2x Grenade L
    583C – 2x RC-P90
    583D – 2x Throwing Knife
    583E – 2x Hunting Knife
    583F – 2x Laser
    5840 – Turbo Mode
    5841 – Fast Animation
    5842 – Slow Animation
    5843 – No Radar [Multi]
    
    NTSC – PAL – VALUES
    
    5829 – 5800 – E R R O R 
    582A – 5801 – No briefing for this mission
    582B – 5802 – Nothing
    582C – 5803 – Objective
    582D – 5804 – Completed
    582E – 5805 – Incomplete
    582F – 5806 – Failed
    5844 – 5807 – One minute left.
    5845 – 5808 – OBJECTIVES FAILED – Abort Mission
    5846 – 5809 – Guard Greeting
    5847 – 580A – What’s that gun?
    5848 – 580B – Don’t point that gun at me.
    5849 – 580C – S/MPS
    584A – 580D – H/M
    584B – 580E – Y/D
    584C – 580F – P/D
    584D – 5810 – CI 2023
    584E – 5811 – YKK: 95935
    584F – 5812 – CAMSPY
    5850 – 5813 – MODEL 1.2
    5851 – 5814 – GYROSTAT
    5852 – 5815 – Meat
    5853 – 5816 – Easy
    5854 – 5817 – Normal
    5855 – 5818 – Hard
    5856 – 5819 – Perfect
    5857 – 581A – Dark
    5858 – 581B – Meatsim
    5859 – 581C – Easysim
    585A – 581D – Normalsim
    585B – 581E – Hardsim
    585C – 581F – Perfectsim
    585D – 5820 – Darksim
    585E – 5821 – Peacesim
    585F – 5822 – Shieldsim
    5860 – 5823 – Rocketsim
    5861 – 5824 – Kazesim
    5862 – 5825 – Fistsim
    5863 – 5826 – Preysim
    5864 – 5827 – Cowardsim
    5865 – 5828 – Judgesim
    5866 – 5829 – Feudsim
    5867 – 582A – Speedsim
    5868 – 582B – Turtlesim
    5869 – 582C – Vengesim
    586A – 582D – MeatSim Description
    586B – 582E – EasySim Description 
    586C – 582F – NormalSim Description
    586D – 5830 – HardSim Description
    586E – 5831 – PerfectSim Description
    586F – 5832 – DarkSim Description
    5870 – 5833 – PeaceSim Description
    5871 – 5834 – ShieldSim Description
    5872 – 5835 – RocketSim Description
    5873 – 5836 – KazeSim Description
    5874 – 5837 – FistSim Description
    5875 – 5838 – PreySim Description
    5876 – 5839 – CowardSim Description
    5877 – 583A – JudgeSim Description
    5878 – 583B – FeudSim Description
    5879 – 583C – SpeedSim Description
    587A – 583D – TurtleSim Description
    587B – 583E – VengeSim Description
    587C – 583F – Dark Combat
    587D – 5840 – Skedar Mystery
    587E – 5841 – CI Operative
    587F – 5842 – dataDyne Action
    5880 – 5843 – Maian Tears
    5881 – 5844 – Alien Conflict
    5882 – 5845 – Carrington Institute
    5883 – 5846 – dD Central
    5884 – 5847 – dD Central X
    5885 – 5848 – dD Research
    5886 – 5849 – dD Research X
    5887 – 584A – dD Extraction
    5888 – 584B – dD Extraction X
    5889 – 584C – Carrington Villa
    588A – 584D – Carrington Villa X
    588B – 584E – Chicago
    588C – 584F – Chicago X
    588D – 5850 – G5 Building
    588E – 5851 – G5 Building X
    588F – 5852 – A51 Infiltration
    5890 – 5853 – A51 Infiltration X
    5891 – 5854 – A51 Rescue
    5892 – 5855 – A51 Rescue X
    5893 – 5856 – A51 Escape
    5894 – 5857 – A51 Escape X
    5895 – 5858 – Air Base
    5896 – 5859 – Air Base X
    5897 – 585A – Air Force One
    5898 – 585B – Air Force One X
    5899 – 585C – Crash Site
    589A – 585D – Crash Site X
    589B – 585E – Pelagic II
    589C – 585F – Pelagic II X
    589D – 5860 – Deep Sea
    589E – 5861 – Deep Sea X
    589F – 5862 – Institute Defense
    58A0 – 5863 – Institute Defense X
    58A1 – 5864 – Attack Ship
    58A2 – 5865 – Attack Ship X
    58A3 – 5866 – Skedar Ruins
    58A4 – 5867 – Skedar Ruins X
    58A5 – 5868 – End Credits
    58A6 – 5869 – Random
    58A7 – 586A – Select All
    58A8 – 586B – Select None
    58A9 – 586C – Randomise
    58AA – 586D – Weapon
    58AB – 586E – Function
    58AC – 586F – Orders
    58AD – 5870 – No Weapon
    58AE – 5871 – Pick Target
    58AF – 5872 – Follow
    58B0 – 5873 – Attack
    58B1 – 5874 – Defend
    58B2 – 5875 – Hold
    58B3 – 5876 – Normal
    58B4 – 5877 – Download
    58B5 – 5878 – Get Case
    58B6 – 5879 – Tag Box
    58B7 – 587A – Killed by
    58B8 – 587B – Killed
    58B9 – 587C – Beginner:21
    58BA – 587D – Trainee:20
    58BB – 587E – Amateur:19
    58BC – 587F – Rookie:18
    58BD – 5880 – Novice:17
    58BE – 5881 – Trooper:16
    58BF – 5882 – Agent:15
    58C0 – 5883 – Star Agent:14
    58C1 – 5884 – SpecialAgent:13
    58C2 – 5885 – Expert:12
    58C3 – 5886 – Veteran:11
    58C4 – 5887 – Professional:10
    58C5 – 5888 – Dangerous:9
    58C6 – 5889 – Deadly:8
    58C7 – 588A – Killer:7
    58C8 – 588B – Assassin:6
    58C9 – 588C – Lethal:5
    58CA – 588D – Elite:4
    58CB – 588E – Invincible:3
    58CC – 588F – Near Perfect:2
    58CD – 5890 – Perfect:1
    58CE – 5891 – DARTAMMO
    58CF – 5892 – MODEL 1.4
    58D0 – 5893 – JM: 201172
    58D1 – 5894 – Save Case
    58D2 – 5895 – Def Hill
    58D3 – 5896 – Hold Hill
    58D4 – 5897 – Get Case
    58D5 – 5898 – Pop Cap
    58D6 – 5899 – Protect
    58D7 – 589A – All Simulants
    58D8 – 589B – MODEL 1.3
    58D9 – 589C – BNC: 15877
    58DA – 589D – Not enough room to launch
    
    NTSC - PAL - VALUES
    
    59A1 – 589E – GOAL TARGETS:
    59A2 – 589F – GOAL SCORE:
    59A3 – 58A0 – MIN ACCURACY:
    59A4 – 58A1 – FIRE TO START
    59A5 – 58A2 – GET READY!
    59A6 – 58A3 – LIMIT:
    59A7 – 58A4 – ZONE 3
    59A8 – 58A5 – ZONE 2
    59A9 – 58A6 – ZONE 1
    59AA – 58A7 – BULL’S-EYE
    59AB – 58A8 – EXPLODED
    59AC – 58A9 – Elvis is dead.
    59AD – 58AA – Style 1
    59AE – 58AB – Style 2
    59AF – 58AC – Style 3
    59B0 – 58AD – Style 4
    59B1 – 58AE – Blonde
    59B2 – 58AF – Black
    59B3 – 58B0 – Auburn
    59B4 – 58B1 – Blue Rinse
    59B5 – 58B2 – Player 
    59B6 – 58B3 – nothing
    59B7 – 58B4 – Identify
    59B8 – 58B5 – Unused
    59B9 – 58B6 – Challenges
    59BA – 58B7 – Load/Preset Games
    59BB – 58B8 – Quick Start
    59BC – 58B9 – Advanced Setup
    59BD – 58BA – Combat Simulator
    59BE – 58BB – Carrington Institute
    59BF – 58BC – Team Score
    59C0 – 58BD – Finnish Setup
    59C1 – 58BE – Player 1 Team
    59C2 – 58BF – Player 2 Team
    59C3 – 58C0 – Player 3 Team
    59C4 – 58C1 – Player 4 Team
    59C5 – 58C2 – Number of Simulants
    59C6 – 58C3 – Simulant per team
    59C7 – 58C4 – Simulant Difficulty
    59C8 – 58C5 – Start Game
    59C9 – 58C6 – Drop out
    59CA – 58C7 – Player Settings
    59CB – 58C8 – Game Settings
    59CC – 58C9 – Quick go
    59CD – 58CA – Ready!
    59CE – 58CB – Quick Team
    59CF – 58CC – Players only
    59D0 – 58CD – Players and Simulants
    59D1 – 58CE – Player Teams
    59D2 – 58CF – Players vs. Simulants
    59D3 – 58D0 – Player-Simulant Teams
    59D4 – 58D1 – DRUGSPY
    59D5 – 58D2 – BOMBSPY
    59D6 – 58D3 – Replay Previous Mission
    59D7 – 58D4 – Holograph
    59D8 – 58D5 – Aggressive
    59D9 – 58D6 – Passive
    59DA – 58D7 – Perfect Buddies
    59DB – 58D8 – Stealth
    
    Duel – 5EXX
    -----------
    5E00 – Perfect Agent Briefing
    5E01 – LUCERNE TOWER
    5E02 – Special Agent Briefing
    5E03 – Perfect Agent Briefing
    5E04 – Defeat dataDyne guard
    5E05 – Defeat Jonathan Dark
    5E06 – Defeat Trent Easton
    5E07 – THE DUEL
    5E08 – Defeat your opponent
    5E09 – Well done! You were too quick for him!
    5E0A – Well done! You were too quick for him!
    5E0B – Well done! You were too quick for him!
    5E0C – Opponent skill level: AGENT
    5E0D – Opponent skill level: SPECIAL AGENT
    5E0E – Opponent skill level: PERFECT AGENT
    
    
    BETA Text compilation:
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Defection:
    ----------
    0204 – NULL3
    0205 – NULL4
    0206 – NULL5
    0207 – NULL6
    0208 – NULL7
    
    Your guess is as good as mine.
    
    0209 – dataDyne.Central Divisional HQ Chicago IL USA 
    020A – 0230 Hours 15 AUG 2023
    
    BETA messages. In the final version the game takes place at 2214 and not 0230.
    
    0221 – Time to erase those files
    0222 – Computer executive erased
    0223 – I'll do what you want!
    0225 – You talk too much
    0227 – I'll do what you want
    0228 – Logging on now
    0229 – Okay, I'm in...
    022B – You've written your last bug, traitor!
    0234 – Erase Dr. Caroll conversation
    0252 – Dummy
    
    Some BETA stuff that has to do with the dataDyne programmer. 
    
    0258 – Obtain CamSpy
    0259 – Dr. Caroll's
    025A – CamSpy
    025B – A CamSpy
    025C – Picked up a CamSpy
    
    You don’t have the CamSpy in the final version. Maybe you were supposed to
    record the programmers conversation?
    
    
    Investigation:
    --------------
    1E30 – De Vries' briefcase
    1E35 – De Vries' briefcase
    
    These are supposed to be the Night Vision goggles and the Shield Tech item.
    
    
    Extraction:
    -----------
    061A – Helichopper warning goes here
    
    Helichopper?
    
    062E – Obtain CamSpy
    062F – Dr. Caroll's
    0630 – CamSpy
    0631 – A CamSpy
    0632 – Picked up a CamSpy
    
    You don’t get a CamSpy in this level.
    
    0637 – Obtain alpha key card
    
    Alpha key card. A fancy name for office key card.
    
    
    Villa:
    ------
    201B – PC gun
    
    The BETA name for Laptop Gun.
    
    
    Chicago:
    --------
    320C – Acquire diversion target
    3240 – EEPROM flag has been set
    3241 – EEPROM flag has been cleared
    
    A BETA Objective! Supposedly you were to mark the G5 robot somehow. EEPROM flag
    is when you set a diversion target.
    
    
    G5 Building:
    ------------
    1835 – Communications bug placed correctly
    1836 – Communications bug placed incorrectly
    
    You don’t set a communications bug in the G5 Building.
    
    182E – Obtain Door Exploder
    182F – Dr. Caroll's
    1830 – Door Exploder
    1831 – Door Exploder
    1832 – Picked up Door Exploder
    
    Door Exploder? What does this do, explode doors?
    
    181E – Obtain DAT tape
    
    A fancy name for Dr. Caroll’s backup disc. 
    
    1813 – Obtain alpha key card
    180E – Obtain alpha key card
    
    Fancy names for key cards.
    
    
    Infiltration:
    -------------
    2C4B – Foreign object detected - security alerted
    
    There is no detection place in Infiltration.
    
    2C0E – Obtain grenades
    2C0F – Dr. Caroll's
    2C10 – Grenade
    2C11 – A grenade
    2C12 – Picked up a grenade
    
    Apparently, a grenade is an item that you have to collect. It’s also
    Dr. Caroll’s.
    
    
    Rescue:
    -------
    Bio Technician says: "Director Easton will hear about this young lady!"
    
    2A68 – Of course he's going to hear of it, you moron. I've just got into his
           top secret base, and now I'm stealing his alien.
    
    
    Escape:
    -------
    4830 – It's dangerous, Jo
    4831 – I can handle it... Trust me
    4832 – Okay
    
    A last minute conversation where Jonathan tries to talk you out of the most fun
    part of the level. Escaping on the hoverbike! (Or “jetbike” as Joanna likes to
    call it in 483A)
    
    4834 – I'll cover the stairs - you take the ramp
    
    There are no stairs in Area 51.
    
    483E – I'm not having this. That specimen is government property and should not
           leave the base.
    4842 – Please stop! I'm not supposed to die. She Arggghhh!
    4843 – You idiot! We'd better get out of here
    
    The bio technicians obviously had more to say, before they gas themselves that
    is…
    
    
    Air Force One:
    --------------
    360F – Obtain Crossbow
    3610 – Nothing
    3611 – Crossbow
    3612 – Crossbow
    3613 – Picked up a Crossbow
    
    You don’t get a Crossbow in this level (Although theoretically speaking it
    should be in the suitcase you pick up in the cargo bay).
    
    361E – Obtain remote mine
    361F – Nothing
    3620 – Remote mine
    3621 – Remote mine
    3622 – Picked up a remote mine
    
    It’s not a remote mine, it’s a timed mine that you have to use on the fuselage.
    
    3634 – Adrenaline pill
    3635 – Adrenaline pill
    3636 – Picked up an adrenaline pill
    
    Another name for Combat Boost.
    
    
    Crash Site:
    -----------
    0A0B – Maybe there's a beacon in there (In the Presidential escape pod)
    
    Silly Joanna. There WILL be a distress beacon because it’s one of your
    objectives.
    
    
    Pelagic II:
    -----------
    1601 – Cetan Ship
    
    The level place name is wrong (and it’s not in capitals either)
    
    1614 – Diving control center has been located
    
    A BETA message?
    
    
    Deep Sea:
    ---------
    300B – This antibody masking will protect us from .the automatic defenses
    3013 – Antibody masking has been obtained
    
    A BETA object. Either Joanna or Elvis says the sentence. I wonder what it does.
    Make you green so that the drone guns can’t see you?
    
    3014 – Cetan megaweapon has been disabled
    3016 – Dr. Caroll's personality has been restored
    
    Two messages that don’t appear.
    
    
    Defense:
    --------
    220A – Obtain sensitive info
    220B – Guard's
    220C – Sensitive info
    220D – Sensitive info
    220E – Picked up sensitive info
    
    You’re supposed to destroy the info, not pick it up, and why is it a guard’s
    item? The sensitive info is looked upon as an item. Maybe you were supposed to
    collect it at one time?
    
    2226 – Well, at least I won't know if I'm doing anything wrong
    
    I wonder where Joanna was supposed to say this.
    
    
    Attack Ship:
    ------------
    260F – All hangar Skedar have been killed
    2612 – Okay, we're in. I'll meet you in the hangar (Elvis and Maians)
    
    Two messages that don’t appear in the final version.
    
    
    Duel:
    -----
    5E01 – LUCERNE TOWER
    
    The level place name is Lucerne Tower instead of Carrington Institute.
    
    
    End Credits:
    ------------
    dk crew
    mark Stevenson
    carl tilley
    chris woods
    
    These people don’t show up during the End Credits. Our hearts go out to the
    poor people that got their names removed from the credits…
    
    
    Retaking the Institute:
    -----------------------
    3A03 - Retaking the Institute
    3A04 - Lead the team and clean out the building
    3A05 - Lead the team and clean out the building
    3A06 - Lead the team and clean out the building
    3A07 - Kill All Enemy Agents
    3A08 - Do Something Else
    3A09 - And Something Else
    
    Retaking the Institute was never finished. The unfinished level text proves it.
    You do get an idea of what you where supposed to do.
    
    
    Weapons:
    --------
    4C15 - MagSec SMG
    4C2A - FlashBang
    4C3A – Tester
    4CD9 – Big King Rocket
    
    Three BETA weapons. The first might be the name of the BETA SMG that was left
    in the game but has no image. The second looks like a grenade from GoldenEye
    but can’t be used. The third is a grenade that fires bullets, and the fourth
    is like the rocket launcher, and is the weapon that the last boss uses.
    
    4C60 - Guided Shots
    4C68 - Half Magazine Discharge
    4C87 - Light Amplifier
    4C88 - Mobile Camera
    
    BETA functions. Either primary or secondary. The Light Amplifier may have been
    a function from the FlashBang.
    
    4C91 - Telescopic Sight
    4C92 - Silencer
    4C93 - Magazine Extension
    4C94 - Laser Sight
    
    Add-ons for the Falcon 2 or some other weapon. You could upgrade the Falcon 2
    in the BETA version of PD.
    
    
    Multiplayer:
    ------------
    5081 – Rooftop
    
    The name of a BETA multiplayer level.
    
    50BC – Touch that Box
    50DD – Boxes Options
    50E8 – Boxes on Radar
    5103 – Boxes
    58B6 – 5879 – Tag Box
    
    Touch That Box, a BETA scenario that involved touching boxes. All Challenges
    that have the Hacker Central scenario in the final version were originally
    supposed to have this scenario.
    
    5438 – 5439 – Test
    5439 – 543A – 4mb Test
    543A – 543B – Nothing (It actually says Nothing)
    
    Test values from either weapon slots or pre-saves.
    
    
    BETA Objects:
    -------------
    521C – 5219 – explosive pen
    521D – 521A – explosive case
    521E – 521B – flare
    521F – 521C – piton
    5220 – 521D – of dynamite
    5221 – 521E – stick
    5222 – 521F – sticks
    5223 – 5220 – bug
    5224 – 5221 – micro camera
    5225 – 5222 – GoldenEye key
    5226 – 5223 – token
    5227 – 5224 – plastique
    
    These BETA objects are mostly from GoldenEye.
    
    
    Solo and Cinema:
    ----------------
    56A9 – Retaking The Institute
    
    The BETA solo level.
    
    57BF – Finale
    57B4 – Special
    57C9 – 2:1 Intro 2 - Life On The Line
    
    BETA cut-scenes from the Cinema menu. 2:1 Intro 2 - Life On The Line is the
    name of the Perfect Agent version of Villa Intro (the where Joanna is the
    negotiator). It was removed from the final version, leaving only the
    Agent/Special Agent version to be watched.
    
    
    Others:
    -------
    550C – American (Pal Value)
    
    A BETA Language. 
    
    5846 – 5809 – Guard Greeting
    5847 – 580A – What’s that gun?
    5848 – 580B – Don’t point that gun at me.
    
    Guard speech. Everything the guards say may have at one point been showed in
    text as they say it. Rare probably didn’t have time to finish all the text so
    they scrapped it.
    
    59B7 – 58B4 – Identify
    59B8 – 58B5 – Unused
    
    Text from a BETA item that identified what it was pointed at?
    
    
    PerfectHead:
    ------------
    A BETA option that allowed you to take a picture of yourself and put your face
    on a head that could then be used in-game. It was removed when Nintendo
    discovered the possibility of using other things than a face as a head image
    (other things being erotic pictures). 
    
    5090 – Load Head…
    5126 – PerfectHead
    5127 – Load a saved Head
    5128 – Make a new Head
    5129 – Edit a loaded Head
    512A – Edit a PerfectHead
    512B – Choose a slot to edit:
    512C – Cancel
    512D – Make a new Head
    512E – Load a saved Head
    512F – Where do you want to be able
    5130 – to use this Head?
    5131 – Combat Simulator
    5132 – All Missions
    5133 – Both
    5134 – Cancel
    5135 – Camera Setup
    5136 – Insert you camera into your 
    5137 – game boy pak.
    5138 – Then, inset your game boy pak
    5139 – into any controller.
    513A – OK
    513B – Cancel
    513C – Error
    513D – Game boy camera not detected!
    513E – Please check all connections
    513F – and try again
    5140 – Cancel
    5141 – Choose camera
    5142 – More than one camera detected.
    5143 – Please select which camera you want to use
    5144 – OK
    5145 – Cancel
    5146 – PerfectHead
    5147 – Take a picture now
    5148 – Load picture from camera
    5149 – Cancel
    514A – Load from camera
    514B – Choose picture to read from camera
    514C – Cancel
    514D – Take picture
    514E – Shoot!
    514F – Cancel
    5150 – Keep picture
    5151 – Try again
    5152 – Load PerfectHead
    5153 – Inset the controller pak
    5154 – containing the Head you 
    5155 – wish to load into any
    5156 – controller.
    5157 – Controller pak:
    5158 – Cancel
    5159 – Source:
    515A – Pak 1
    515B – Pak 2
    515C – Pak 3
    515D – Pak 4
    515E - <none>
    515F – PerfectHead Editor
    5160 – Take another picture
    5161 – Change Head
    5162 – Position picture
    5163 – Color face & hair
    5164 – Shape Head
    5165 – Remove Head
    5166 – Cancel changes
    5167 – Keep changes
    5168 – Shape Head
    5169 – Depth
    516A – OK
    516B – Cancel
    516C – Position image
    516D – Brightness
    516E – OK
    516F – Cancel
    5170 – Choose Head
    5171 – OK
    5172 – Cancel
    5173 – Remove PerfectHead
    5174 – Are you sure you want to
    5175 – remove this Head from memory?
    5176 – Delete
    5177 – Cancel
    5178 – Cancel changes
    5179 – Are you sure you want to
    517A – throw away your changes?
    517B – Throw away
    517C – Go back to editor
    517D – Save PerfectHead
    517E – You have edited this Head.
    517F – Do you want to keep your changes?
    5180 – Keep
    5181 – Revert
    5182 – Save PerfectHead
    5183 – Your changes will be kept in memory
    5184 – Would you like to save your changes
    5185 – to the controller pak?
    5186 – Save
    5187 – Don’t save
    5188 – Save PerfectHead
    5189 – You can now save your Head on
    518A – a controller pak if you wish.
    518B – If you want to do this please
    518C – ensure a controller pak is inserted
    518D – and choose ‘Save’.
    518E – Save
    518F – Don’t save
    5190 – Head complete!
    5191 – To use your Head in the Combat Simulator
    5192 – select the Head from the character
    5193 – of the player/simulant settings menu
    5194 – Your mission Heads will now appear
    5195 – in any level you play.
    5196 – You can now edit your Head further.
    5197 – Finish
    5198 – Edit Head
    5199 – Head colour
    519A - Face:
    519B – Hairstyle:
    519C – OK
    519D – Cancel
    51B5 – It is now safe to turn off your console.
    51DF – If you activate any cheats you will be unable to progress any further in
           the game, while those cheats are active
    51E4 – Searching for Camera!
    51E5 – Calibrating Camera
    51E6 – Downloading Image
    51E7 – Loading Image
    51E8 – Saving Image
    51E9 – Transferring Image
    51EA – Uploading Segment
    51EB – Checking Controller Pak
    51EC – Getting PerfectHead
    51ED – Saving PerfectHead
    51EE – Auto Camera Adjustment
    51EF – please wait…
    566A – PerfectHead Files
    573E – Combat Simulator Heads
    573F – Mission Heads
    574F – Error loading PerfectHead
    5750 – Error saving PerfectHead
    5763 – No space for Head
    5764 – Choose a Head to load over:
    59AD – 58AA – Style 1
    59AE – 58AB – Style 2
    59AF – 58AC – Style 3
    59B0 – 58AD – Style 4
    59B1 – 58AE – Blonde
    59B2 – 58AF – Black
    59B3 – 58B0 – Auburn
    59B4 – 58B1 – Blue Rinse
    
    
    Push-Button Code text:
    ----------------------
    These can only be seen in the American version of the game (NTSC Values).
    Essentially they’re the same as the PBC text from GoldenEye, but there are a
    few minor differences. 581C in PD is Happy? The same name in GoldenEye is Happy
    now Karl?
    
    5800 – Invincible
    5801 – All Guns
    5802 – Super x2 Health
    5803 – Super x2 Armor
    5804 – Invisible
    5805 – Phase
    5806 – Infinite Ammo
    5807 – DK Mode
    5808 – Tiny
    5809 – Super x10 Health
    580A – Magnum
    580B – Laser
    580C – Gun
    580D – Silver PP7
    580E – Gold PP7
    580F – Invincibility On
    5810 – All Guns On
    5811 – Maximum Ammo
    5812 – Super x2 Health
    5813 – Super x2 Armor
    5814 – Invisibility On
    5815 – Phase On
    5816 – Infinite Ammo On
    5817 – DK Mode On
    5818 – Extra Weapons
    5819 – Tiny On
    581A – Paintball Mode On
    581B – Super x10 Health
    581C – Happy?
    581D – Fast Mode On
    581E – Invincibility Off
    581F – All Guns Off
    5820 – Invisibility Off
    5821 – Phase Off
    5822 – Infinite Ammo Off
    5823 – DK Mode Off
    5824 – Tiny Off
    5825 – Paintball Mode Off
    5826 – Radar On
    5827 – Fast Mode Off
    5828 – NO NAME
    5830 – Slowest Motion
    5831 – Very Slow Motion
    5832 – Slow Motion
    5833 – Normal Motion
    5834 – Fast Motion
    5835 – Very Fast Motion
    5836 – Fastest Motion
    5837 – Line Mode
    5838 – Paintball Mode
    5839 – Enemy Rockets
    583A – 2x Rocket L
    583B – 2x Grenade L
    583C – 2x RC-P90
    583D – 2x Throwing Knife
    583E – 2x Hunting Knife
    583F – 2x Laser
    5840 – Turbo Mode
    5841 – Fast Animation
    5842 – Slow Animation
    5843 – No Radar [Multi]
    
    
    Carrington Institute:
    ---------------------
    590B – 1CAD – dataDyne Corporation
    590C – 1CAE – The monolithic corporation that dataDyne has become started off
                  as an AI systems programming business. When it became apparent
                  that much of their income came from their work as a defense
                  contractor for the U.S. military, a young and forward-looking
                  manager called Cassandra De Vries started pushing for deals with
                  weapons manufacturers, while ignoring offers from Daniel
                  Carrington and the Institute for collaboration on quantum
                  computing and AI research. After the third armament company was
                  bought by dataDyne, profits became astronomical. Within a month
                  of the receipt of a government contract for weapons development,
                  Cassandra De Vries was CEO. A significant portion of
                  corporation profits were redirected into AI research, with
                  excellent results
    590D – 1CAF – Carrington Institute
    590E – 1CB0 – Briefly dismissed as a crackpot inventor, Daniel Carrington was
                  the first to release anti-gravity technology to the world.
                  Revenues from this and related development helped set up the
                  Carrington Institute, ostensibly a technology think tank situated
                  in a remote part of the continental U.S. In actual fact, the
                  Institute is also a training ground for agents who are sent
                  out into the world to keep track of technological development
                  around the globe, for reasons best known to Daniel Carrington
                  himself
    
    BETA text from the Info menu in the Information lab.
    
    5996 – 1D38 – This Maian grenade plays havoc with the neurons in sentient  
                  creatures. If you wander into the blast radius, your vision will
                  blur and you will lose your grip on whatever you're holding. The
                  grenade can be set to go off on impact or by proximity trigger.
                  Make sure you throw it far enough away
    
    A BETA description of the N-Bomb from the firing range.
    
    1C74 – PP7
    1C75 – TT33
    1C76 – Skorpion
    1C77 – AK47
    1C78 – Uzi 9mm
    1C79 – MP5K
    1C7A – M-16
    1C7B – FNP90
    
    The BETA names of weapons from GoldenEye.
    
    1C2F – You're meant to use the Disguise, remember?
    1C2C – Go away, Joanna. You're not fooling anybody!
    
    Two BETA messages you don’t hear.
    
    
    Challenge Descriptions:
    -----------------------
    Challenge 8  – Capture the flag in the Skedar arena with the SuperDragon
    Challenge 10 – Touch that box in the complex. Fight against a team of simulants
                   for control of the boxes. Touch a box to claim it for your own
                   team.
    Challenge 11 – King of the hill in the temple with drug guns
    Challenge 13 – 1 hit kills, touch that box, g5, with drug guns
    Challenge 14 – Capture the flag in area 52 with cloaking
    Challenge 15 – Capture the briefcase in the Matrix with devastators
    Challenge 21 – Touch the boxes to claim them for your side. The Cloaking Device
                   is available
    Challenge 27 – A touch the box game featuring rocket launchers and expert
                   opponents
    Challenge 28 – A capture the flag game with no shields and expert opponents
    
    The Challenge Descriptions are not shown in the RAM. They are in the actual ROM
    image of the game. There are both BETA descriptions and the final descriptions.
    These are the most notable BETA descriptions. Capture the Flag is actually
    Capture the Case. Matrix is a BETA level. The level was designed to look like
    the area from the Matrix movie where Neo & Co infiltrate a building. The levels
    walls were at one point the same colour as the walls in the area from the
    Matrix. In the final version they changed the wall textures and the name of the
    level to Grid.
    
    
    Usernames / Passwords:
    ----------------------
    Although the username and password you get when you have a Perfect Player is
    Entropicdecay / Zero-tau, on closer inspection it is actually:
    
    EnTROpIcDeCAy / ZeRo-Tau
    
    Notice the different capital and small letters. Could this shed any more light
    on what the username / password is actually used for?
    
    Cassandra's Necklace username / password is:
    
    CDV780322 / I8MOZYM8NDI85
    
    
    _______________________________________________________________________________
    
                                  < Version history >
    _______________________________________________________________________________
    
    Version 1.2: - 24.08.05
    ~~~~~~~~~~~~
    The first version released to the general public.
    
    Version 1.3: - 02.09.05
    ~~~~~~~~~~~~
    Fixed some spelling mistakes in the introduction text and multiplayer level
    enablers.
    
    Added a version history section.
    
    Fixed Crash Site in multiplayer so that it once again works for version 3.0
    users.
    
    Made Skedar Ruins in multiplayer playable for version 3.0 users.
    
    Version 1.4: - 04.09.05
    ~~~~~~~~~~~~
    Added NTSC version 1.1 codes for WAR! in Deep Sea.
    
    Version 1.5: - 07.09.05
    ~~~~~~~~~~~~
    Fixed some minor spelling mistakes in the codes section.
    
    Fix the version 3.0 objects code for Skedar Ruins in Multi.
    
    
    _______________________________________________________________________________
    
                                    < End Credits >
    _______________________________________________________________________________
    
    Credits go to:
    ~~~~~~~~~~~~~~
    
    Datel for creating Gamesharks and Action Replays, and for creating the
    Official N64 Gameshark Utilities
    
    Code Master for creating the Game Software Code Creator 2002
    
    iCEMaRiO for creating the Perfect Trainer
    
    The creators of Porttalk, Userport, GiveIO and TotalIO
    
    The creators of Project 64
    
    The creators of Nemu
    
    The creators of Hex Workshop
    
    Viper187 for creating Cheater 64 and VTR Compare
    
    Wesley Hopper for creating SaveState Cracker
    
    ArtMoney Team for creating ArtMoney
    
    PD Hacker, Dark1, Goldenheart, Wreck, MultiplayerX and Giro_Rob for testing
    codes for me
    
    SquareGuru for his PD weapons FAQ that helped me hack the codes to put
    GoldenEyes weapons in multiplayer
    
    Hackmaster for hacking the code that changes the blood amount in PD
    
    
    Special thanks:
    ~~~~~~~~~~~~~~~
    
    SubDrag and Zoinkity for helping me understand how many of the codes in this
    FAQ work, and for many other things
    
    GE Master for constantly helping me test codes
    
    SkedarLeader for doing the placements in Villa Rooftop
    
    gscentral.com for lots of Perfect Dark codes and game hacking forums :)
    
    
    _______________________________________________________________________________
    
    
                             < Perfect Dark is forever... >
    
    _______________________________________________________________________________

    FAQ Display Options: Printable Version