______  ____  _____  ____  ____  ____  _____
\   _ \ \  _\ \  _ \ \  _\ \  _\ \  _\ \_  _\
 \  __/  \ \__ \  _/  \ \__ \ \__ \ \    \ \
  \ \     \  _\ \ \_   \  _\ \  _\ \ \    \ \      ___    ______  ___     __ __
   \ \     \ \__ \  _\_ \ \   \ \__ \ \__  \ \    / _ \  / _   / / _ \   / //_/
    \_\     \___\ \_\\_\ \_\   \___\ \___\  \_\  / // / / /_/ / /  __/  /  _/
     __________________________________________ / // / / _   / /  /_   /  /_
      __     ____  __   __  ____  __           / // / / / / / / _  /  / _  /
      \ \    \  _\ \ \  \ \ \  _\ \ \         /____/ /_/ /_/ /_/ /_/ /_/ /_/
       \ \    \ \__ \ \ \ \  \ \__ \ \       ______________________________
        \ \    \  _\ \_\\_\   \  _\ \ \
         \ \___ \ \__  \ \     \ \__ \ \___
          \____\ \___\  \_\     \___\ \____\
           __________________________________
                     _   _    ______  ___    ___   _____  __  __  _____
                    / \_/ \  / __  / / _ \  / _ \ /_  _/ / / / / / ___/
                   /      / / / / / / // / / // /  / /  /  \/ / / /
                  / ___  / / / / / / // / / // /  / /  / /\  / / / __
                 / /  / / / /_/ / / // / / // / _/ /_ / / / / / /_/ /
                /_/  /_/ /_____/ /____/ /____/ /____//_/ /_/ /_____/
               ____________________________________________________


                         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... >

_______________________________________________________________________________