************* * File name : BLAKEMAP.CFG * Last updated: Mon Apr 18, 1994 @ 00:04:20 * * Created by : David Lummis, Compuserve: 71534,3067 * * Description : BLAKEMAP configuration file for Blake Stone Aliens of Gold * * This file has been tested with shareware versions 1.0 and 2.0 * * * This file is used to: * * 1) Specify the map offset entry for the first level * of each episode. * 2) Classify map and object values by groups. * 3) Assign characters to each group for printing on maps. * * This file is made up of 5 sections. Each section must begin * with a specific heading line. The heading must be typed * exactly as shown. Section descriptions are provided in the * comments following the section headers. * * 1) [MAP OFFSETS] * 2) [MAP GROUPS] * 3) [OBJECT GROUPS] * 4) [MAP VALUES] * 5) [OBJECT VALUES] * * Blank lines can be left anywhere in the file. * Comments can be placed on lines that begin with an asterisk. ************* [MAP OFFSETS] **** * The MAPHEAD file contains a list of file offset values which point to * the data for a given map (found in the MAPTEMP file). * * This sections is used to specify the starting offset number for Level 0 * (secret "basement" level) of each episode. * * The format for each line in this section is as follows: * = * * * If this section is missing, the default values provided by the program * are as follows (based on 15 entries per episode in the offset list): * * Ep# Entry# Description * --- ------ ------------------------------------------------------------ * 1 = 1 Episode 1 Level 0's map data found at the offset in entry 1 * 2 = 16 Episode 2 Level 0's map data found at the offset in entry 16 * 3 = 31 Episode 3 Level 0's map data found at the offset in entry 31 * 4 = 46 Episode 4 Level 0's map data found at the offset in entry 46 * 5 = 61 Episode 5 Level 0's map data found at the offset in entry 61 * 6 = 76 Episode 6 Level 0's map data found at the offset in entry 76 * * Example: In the above list, the data for the first (secret) level of * episode 3 in the MAPTEMP file begins at the file offset which can be * found in the 29th entry of the MAPHEAD file offset list. * * Ie. Assuming 15 entries per episode: * * Entry # 1 is Episode 1, Level 0 * Entry # 2 is Episode 1, Level 1 * Entry # 3 is Episode 1, Level 2 * : * : * Entry #11 is Episode 1, Level 10 * Entry #12 is Episode 1, Level 11 (unused level) * Entry #13 is Episode 1, Level 12 (unused level) * Entry #14 is Episode 1, Level 13 (unused level) * Entry #15 is Episode 1, Level 14 (unused level) * Entry #16 is Episode 2, Level 0 * Entry #17 is Episode 2, Level 1 * : * : * Entry #26 is Episode 2, Level 10 * Entry #27 is Episode 2, Level 11 (unused level) * Entry #28 is Episode 2, Level 12 (unused level) * Entry #29 is Episode 2, Level 13 (unused level) * Entry #30 is Episode 2, Level 14 (unused level) * : * : * Entry #76 is Episode 6, Level 0 * Entry #77 is Episode 6, Level 1 * : * : * Entry #86 is Episode 6, Level 10 * Entry #87 is Episode 6, Level 11 (unused level) * Entry #88 is Episode 6, Level 12 (unused level) * Entry #89 is Episode 6, Level 13 (unused level) * Entry #90 is Episode 6, Level 14 (unused level) * * Each episode has 11 different maps associated with it. The very first * one for each episode is the secret "basement" level, or Level 0 as I refer * to it. The second map for each level is Level 1 (the level you start out * on when playing the game), the third map is level 2, and so on. * * From reports I have received from people using v1.0 of BLAKEMAP, all of * their maps for episodes 2 onward were off by 4 levels per episode. * * In the non-shareware version there seem to be extra "unused" levels * following the Level 10 map in each episode (actually the shareware version * also has at least 1 extra unused level, which you can see by changing the * first entry number for episode 1, from a 1 to a 2 and then looking at * the BMAP1.L10 file). * * The default list of entry numbers shown above now assumes that there are * 15 entries per episode (1 secret, 10 regular, and 4 unused). * * Since I have not tested this with the non-shareware version of the game, * you may need to adjust the numbers after the equal signs if the generated * map is not the correct one (but at least you can now adjust them if you * have to ). **** 1 = 1 2 = 16 3 = 31 4 = 46 5 = 61 6 = 76 [MAP GROUPS] **** * These are the characters used to represent the various groups of map values * as defined in the [MAP VALUES] section. * These characters will appear on the maps that are generated by this program. * * A maximum of 255 groups can be defined (001 to 255). Each group is assigned * a character that will be used when generating the maps. * * Group 000 should be reserved for unknown/invalid/unrecognized map values. * * Undefined groups are assigned a space character. * * * Columns 1- 3: Map group : 3 digit decimal number (000 to 255) * Columns 5- 5: Character : single ASCII character to use on maps when * the /2 option is NOT used. * Columns 7- 8: Character : two ASCII characters to use on maps when * the /2 option is used. * Columns 10-10: Type of map value : Tells program what type of map value it is * 0 = other * 1 = wall * 2 = door * 3 = floor * Columns 12-12: Print on legend? : Y = Print character(s) on legend page * Columns 14-48: Description : Description of the map group (will * also appear on legend page). * (Maximum of 35 characters for description) * **** * * 111111111122222222223333333333444444444 *23456789012345678901234567890123456789012345678 * x xx x x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx * 000 ? ?? 0 Y Unknown/Invalid/Unrecognized 001 ° °° 1 Y Wall 002 E ][ 2 Y Elevator door 003 3 Floor 004 / // 1 Y Barrier switch 005 @ @@ 1 Y Transporter 006 & && 1 Y Food unit 007 X XX 3 Y Win game (eXit) 008 D ÍÍ 2 Y Door (horizontal, ie. North/South) 009 D º 2 Y Door (vertical, ie. East/West) 010 ^ ^^ 2 Y Door locked from north 011 > >> 2 Y Door locked from east 012 V VV 2 Y Door locked from south 013 < << 2 Y Door locked from west 014 L ðð 2 Y Locked door (horizontal, ie. N/S) 015 L ð 2 Y Locked door (vertical, ie. E/W) [OBJECT GROUPS] **** * These are the characters used to represent the various groups of objects * as defined in the [OBJECT VALUES] section. * These characters will appear on the maps that are generated by this program. * * A maximum of 255 groups can be defined (001 to 255). Each group is assigned * a character that will be used when generating the maps. * * Group 000 should be reserved for unknown/invalid/unrecognized object values. * * Undefined groups are assigned a space character. * * * Columns 1- 3: Object group : 3 digit decimal number (000 to 255) * Columns 5- 5: Character : single ASCII character to use on maps when * the /2 option is NOT used. * Columns 7- 8: Character : two ASCII characters to use on maps when * the /2 option is used. * Columns 10-10: Type of object : Tells program what type of object it is. * 0 = other * 1 = trivial object * 2 = non-trivial object * 3 = enemy * Columns 12-12: Print on legend? : Y = Print character(s) on legend page * Columns 14-48: Description : Description of the object group (will * also appear on legend page). * (Maximum of 35 characters for description) * **** * * 111111111122222222223333333333444444444 *23456789012345678901234567890123456789012345678 * x xx x x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx * 000 ? ? 0 Unknown/Invalid/Unrecognized 001 0 Nothing 002 0 Changes direction that enemy faces 003 * * 2 Y Your starting location 004 + + 2 Y First aid 005 $ $ 2 Y Treasure 006 # # 2 Y Cargo Crate 007 ! !! 0 Y Barrier 008 % %% 0 Y Secret passage 009 A a 2 Y Energy pack (Ammunition) 010 B Bo 3 Y Boss alien 011 r cr 2 Y Access card: Red Level 012 y cy 2 Y Access card: Yellow Level 013 n cn 2 Y Access card: Green Level 014 b cb 2 Y Access card: Blue Level 015 g cg 2 Y Access card: Gold Level 016 F f 2 Y Food 017 O o 1 Y Miscellaneous object (trivial) 018 T t 2 Y Token 019 W w1 2 Y Weapon 1: 020 W w2 2 Y Weapon 2: Slow Fire Protector 021 W w3 2 Y Weapon 3: Rapid Assault Weapon 022 W w4 2 Y Weapon 4: Dual Neutron Disruptor 023 W w5 2 Y Weapon 5: Plasma Discharge Unit 024 1 A1 3 Y Armored Robot Turret (skill 1 & 2) 025 3 A3 3 Y Armored Robot Turret (skill 3) 026 4 A4 3 Y Armored Robot Turret (skill 4) 027 1 B1 3 Y Bio-tech (skill level 1 & 2) 028 3 B3 3 Y Bio-tech (skill level 3) 029 4 B4 3 Y Bio-tech (skill level 4) 030 1 C1 3 Y Cylinder & Exp Genetic Alien (1&2) 031 3 C3 3 Y Cylinder & Exp Genetic Alien (3) 032 4 C4 3 Y Cylinder & Exp Genetic Alien (4) 033 1 D1 3 Y Perscan Drone (skill level 1 & 2) 034 3 D3 3 Y Perscan Drone (skill level 3) 035 4 D4 3 Y Perscan Drone (skill level 4) 036 1 E1 3 Y High Energy Plasma Alien (skl 1&2) 037 3 E3 3 Y High Energy Plasma Alien (skill 3) 038 4 E4 3 Y High Energy Plasma Alien (skill 4) 039 1 G1 3 Y High Security Genetic Guard (1&2) 040 3 G3 3 Y High Security Genetic Guard (3) 041 4 G4 3 Y High Security Genetic Guard (4) 042 1 L1 3 Y Plasma Sphere (skill level 1 & 2) 043 3 L3 3 Y Plasma Sphere (skill level 3) 044 4 L4 3 Y Plasma Sphere (skill level 4) 045 1 M1 3 Y Experimental Mech-Sentinel (1 & 2) 046 3 M3 3 Y Experimental Mech-Sentinel (3) 047 4 M4 3 Y Experimental Mech-Sentinel (4) 048 1 P1 3 Y Pod & Pod Alien (skill level 1&2) 049 3 P3 3 Y Pod & Pod Alien (skill level 3) 050 4 P4 3 Y Pod & Pod Alien (skill level 4) 051 1 P1 3 Y Pod Alien (skill level 1 & 2) 052 3 P3 3 Y Pod Alien (skill level 3) 053 4 P4 3 Y Pod Alien (skill level 4) 054 1 R1 3 Y Star Trooper (skill level 1 & 2) 055 3 R3 3 Y Star Trooper (skill level 3) 056 4 R4 3 Y Star Trooper (skill level 4) 057 1 S1 3 Y Sector Patrol (skill level 1 & 2) 058 3 S3 3 Y Sector Patrol (skill level 3) 059 4 S4 3 Y Sector Patrol (skill level 4) 060 1 T1 3 Y Star Sentinel (skill level 1 & 2) 061 3 T3 3 Y Star Sentinel (skill level 3) 062 4 T4 3 Y Star Sentinel (skill level 4) 063 1 U1 3 Y Standing in toxic sludge (skl 1&2) 064 3 U3 3 Y Standing in toxic sludge (skill 3) 065 4 U4 3 Y Standing in toxic sludge (skill 4) 066 1 W1 3 Y Standing in bio-toxic waste (1&2) 067 3 W3 3 Y Standing in bio-toxic waste (3) 068 4 W4 3 Y Standing in bio-toxic waste (4) 069 1 X1 3 Y Experimental Genetic Alien (1 & 2) 070 3 X3 3 Y Experimental Genetic Alien (3) 071 4 X4 3 Y Experimental Genetic Alien (4) 072 G Gf 3 Y Dr. Goldfire 073 0 Changes direction that enemy faces [MAP VALUES] **** * These are the map values which are found in the game's map file. * * A maximum of 512 values can be defined (000 to 1ff). Each value is assigned * a "group" value which is used to group similar map values together (eg. walls * doors, floors). * * Undefined map values are assigned a "group" value of 000 (unknown/invalid/ * unrecognized). * * * Columns 1- 3 : Map value : 3 digit hex number (000 to 1ff) * Columns 5- 7 : Map group number : 3 digit decimal number (000 to 255) * Columns 9-14 : Comment : Description of map group number * Columns 16+ : Comment : Description of map value * **** * * 11111111 *2345678901234567 * xxx xxxxxx xxxxxxxxxxx... * 000 003 Floor: Appears inside the two "Arena" words at bottom of Level 0 map 001 001 Wall : Blue steel cube 002 001 Wall : Blue steel cube 003 001 Wall : Brown brick cube 004 001 Wall : Brown brick cube 005 001 Wall : Brown brick cube with blood 006 001 Wall : Blue steel cube with blood 007 001 Wall : Grey stone cube 008 001 Wall : Grey stone cube 009 001 Wall : Blue steel cube 00a 001 Wall : Blue steel cube with white vertical 00b 001 Wall : Grey cube with light 00c 001 Wall : Grey cube 00d 001 Wall : Transporter design on cube (not a working transporter) 00e 001 Wall : Blue steel cube 00f 006 Food : Food unit cube 010 001 Wall : Silver steel cube 011 001 Wall : Computer terminal cube 012 006 Food : Food unit cube 013 001 Wall : Blue cube 014 001 Wall : Blue cube 015 001 Wall : Inside elevator (N/S=control panel, E/W=wall with insignia) 016 001 Wall : Inside elevator (N/S=wall, E/W=wall with pair of lines) 017 001 Wall : Grey stone cube with blood 018 001 Wall : Plasma generator cube 019 002 Eleva: Cube with writing: "Elevator" 01a 001 Wall : Blue cube with control panel 01b 001 Wall : Blue cube (N/S=without control panel, E/W=with control panel) 01c 001 Wall : Blue cube surrounded by brown frame (same as 1b N/S) 01d 001 Wall : N/S=Left 3rd of shuttlecraft mural,E/W=Left 3rd of airlock mural 01e 001 Wall : N/S=Left 3rd of shuttlecraft mural,E/W=Left 3rd of airlock mural 01f 001 Wall : N/S=Left 3rd of shuttlecraft mural,E/W=Left 3rd of airlock mural 020 005 Trans: Warp room (transporter) 021 001 Wall : Grey cube with writing: "Danger" 022 001 Wall : Silver cube (N/S=insignia on center, E/W=insignia on left) 023 001 Wall : Grey cube 024 001 Wall : Grey cube with insignia 025 001 Wall : Blue steel cube with blood 026 001 Wall : Green/Grey/Blue cube 027 001 Wall : Green/Grey/Blue cube with grey vertical bar 028 001 Wall : Grey/Green cube with 3 blue vertical bars 029 001 Wall : Green/Grey/Blue cube with panel lights 02a 001 Wall : Brown cube with 2 white sideways-u-shaped patterns 02b 001 Wall : Brown cube with horizontal top and bottom white bars 02c 001 Wall : Same as 2b with grey vertical bar in center 02d 004 Swtch: Barrier switch in up position 02e 001 Wall : Grey cube 02f 001 Wall : Brown boulder cube (N/S="Danger" sign, E/W="Warning" sign 030 001 Wall : Grey cube 031 001 Wall : Grey cube with writing: "Danger" 032 001 Wall : Grey cube 033 001 Wall : Brown cube with 3 vertical white bars 034 001 Wall : Brown cube with insignia 035 001 Wall : Brown cube with blue horizontal bars 036 001 Wall : Brown boulder cube 037 001 Wall : Brown boulder cube with blood 038 001 Wall : Brown boulder cube 039 004 Swtch: Barrier switch in down position 03a 001 Wall : Brown cube with blue vertical bar in center 03b 001 Wall : Grey cube 03c 001 Wall : Brown cube with picture 03d 001 Wall : Grey cube with insignia and green vertical bar 03e 001 Wall : Grey cube 03f 001 Wall : Brown and grey cube with insignia 040 001 Wall : Blue steel cube * These next codes 41-57 seem to be a repeat of 01-17 041 001 Wall : Blue steel cube 042 001 Wall : Blue steel cube 043 001 Wall : Brown brick cube 044 001 Wall : Brown brick cube 045 001 Wall : Brown brick cube with blood 046 001 Wall : Blue steel cube with blood 047 001 Wall : Grey stone cube 048 001 Wall : Grey stone cube 049 001 Wall : Blue steel cube 04a 001 Wall : Blue steel cube with white vertical 04b 001 Wall : Grey cube with light 04c 001 Wall : Grey cube 04d 001 Wall : Transporter design on cube (not a working transporter) 04e 001 Wall : Blue steel cube 04f 006 Food : Food unit cube 050 001 Wall : Silver steel cube 051 001 Wall : Computer terminal cube 052 006 Food : Food unit cube 053 001 Wall : Blue cube 054 001 Wall : Blue cube 055 001 Wall : Inside elevator (N/S=control panel, E/W=wall with insignia) 056 001 Wall : Inside elevator (N/S=wall, E/W=wall with pair of lines) 057 001 Wall : Grey stone cube with blood 058 009 Door : E/W white doors 059 008 Door : N/S white doors 05a 009 Door : E/W grey and blue doors 05b 008 Door : N/S grey and blue doors 05c 009 Door : E/W blue doors 05d 008 Door : N/S blue doors 05e 009 Door : E/W grey doors 05f 008 Door : N/S grey doors 060 009 Door : E/W blue door with red insignia 061 008 Door : N/S blue door with red insignia 062 013 DoorE: E/W blue door (can only open from east side) 063 010 DoorS: N/S blue door (can only open from south side) 064 011 DoorW: E/W blue door (can only open from west side) 065 012 DoorN: N/S blue door (can only open from north side) 066 009 Door : E/W Brown door 067 008 Door : N/S Brown door 068 009 Door : E/W Grey doors with octagon shape on door 069 008 Door : N/S Grey doors with octagon shape on door 06a 003 Floor: Floor (enemy standing on this floor has limited vision) 06b 001 Wall : Brown cube with white horizontal bars 06c 003 Floor: Floor 06d 003 Floor: Floor 06e 003 Floor: Floor 06f 003 Floor: Floor 070 003 Floor: Floor 071 003 Floor: Floor 072 003 Floor: Floor 073 003 Floor: Floor 074 003 Floor: Floor 075 003 Floor: Floor 076 003 Floor: Floor 077 003 Floor: Floor 078 003 Floor: Floor 079 003 Floor: Floor 07a 003 Floor: Floor 07b 003 Floor: Floor 07c 003 Floor: Floor 07d 003 Floor: Floor 07e 003 Floor: Floor 07f 003 Floor: Floor 080 003 Floor: Floor (not in shareware release, but is probably a floor) 081 003 Floor: Floor (not in shareware release, but is probably a floor) 082 003 Floor: Floor (not in shareware release, but is probably a floor) 083 003 Floor: Floor 084 003 Floor: Floor 085 003 Floor: Floor (not in shareware release, but is probably a floor) 086 003 Floor: Floor 087 003 Floor: Floor (not in shareware release, but is probably a floor) 088 003 Floor: Floor (not in shareware release, but is probably a floor) 089 003 Floor: Floor 08a 003 Floor: Floor 08b 003 Floor: Floor 08c 003 Floor: Floor 08d 003 Floor: Floor 08e 003 Floor: Floor 08f 003 Floor: Floor 090 003 Floor: Floor 091 003 Floor: Floor 092 003 Floor: Floor 093 003 Floor: Floor (not in shareware release, but is probably a floor) 094 003 Floor: Floor 095 003 Floor: Floor 096 003 Floor: Floor (not in shareware release, but is probably a floor) 097 003 Floor: Floor 098 003 Floor: Floor 099 000 ? : Invalid (generates error message) 09a 000 ? : Invalid (generates error message) 09b 000 ? : Invalid (generates error message) 09c 000 ? : Invalid (generates error message) 09d 007 Exit : Ends the mission 09e 003 Floor: Floor 09f 000 ? : Invalid (generates error message) 0a0 000 ? : Invalid (generates error message) 0a1 000 ? : Invalid (generates error message) 0a2 003 Floor: Floor (not in shareware release, but is probably a floor) 0a3 003 Floor: Floor 0a4 003 Floor: Floor 0a5 003 Floor: Floor (not in shareware release, but is probably a floor) 0a6 003 Floor: Floor 0a7 003 Floor: Floor 0a8 003 Floor: Floor 0a9 003 Floor: Floor 0aa 003 Floor: Floor 0ab 003 Floor: Floor 0ac 003 Floor: Floor 0ad 003 Floor: Floor 0ae 003 Floor: Floor 0af 003 Floor: Floor 0b0 003 Floor: Floor 0b1 003 Floor: Floor (not in shareware release, but is probably a floor) 0b2 003 Floor: Floor (not in shareware release, but is probably a floor) 0b3 003 Floor: Floor (not in shareware release, but is probably a floor) 0b4 003 Floor: Floor (not in shareware release, but is probably a floor) 0b5 003 Floor: Floor 0b6 003 Floor: Floor 0b7 003 Floor: Floor (not in shareware release, but is probably a floor) 0b8 003 Floor: Floor 0b9 003 Floor: Floor (not in shareware release, but is probably a floor) 0ba 003 Floor: Floor 0bb 003 Floor: Floor 0bc 003 Floor: Floor 0bd 003 Floor: Floor 0be 003 Floor: Floor 0bf 003 Floor: Floor 0c0 003 Floor: Floor 0c1 003 Floor: Floor 0c2 003 Floor: Floor 0c3 003 Floor: Floor 0c4 003 Floor: Floor 0c5 003 Floor: Floor 0c6 003 Floor: Floor 0c7 003 Floor: Floor 0c8 003 Floor: Floor 0c9 003 Floor: Floor 0ca 003 Floor: Floor 0cb 003 Floor: Floor 0cc 003 Floor: Floor 0cd 003 Floor: Floor 0ce 003 Floor: Floor [OBJECT VALUES] **** * These are the object values which are found in the game's map file. * * A maximum of 512 values can be defined (000 to 1ff). Each value is assigned * a "group" value which is used to group similar object values together * (eg. food, treasure, miscellaneous objects, etc). * * Undefined object values are assigned a "group" value of 000 (unknown/invalid/ * unrecognized). * * * Columns 1- 3 : Object value : 3 digit hex number (000 to 1ff) * Columns 5- 7 : Object group number: 3 digit decimal number (000 to 255) * Columns 9-14 : Comment : Description of object group number * Columns 16+ : Comment : Description of object value * **** * * 11111111 *2345678901234567 * xxx xxxxxx xxxxxxxxxxx... * 000 001 Nothi: Nothing 001 000 ? : 002 000 ? : 003 000 ? : 004 000 ? : 005 000 ? : 006 000 ? : 007 000 ? : 008 000 ? : 009 000 ? : 00a 000 ? : 00b 000 ? : 00c 000 ? : 00d 000 ? : 00e 000 ? : 00f 000 ? : 010 000 ? : 011 000 ? : 012 000 ? : 013 003 Start: Starting location, facing north 014 003 Start: Starting location, facing east 015 003 Start: Starting location, facing south 016 003 Start: Starting location, facing west 017 017 Objec: Puddle of water 018 017 Objec: Floating message: "Hacker! Hello from the guys at Jam!" 019 017 Objec: Table and two chairs 01a 017 Objec: Hacker message (see 018) 01b 017 Objec: Hacker message (see 018) 01c 017 Objec: Hacker message (see 018) 01d 017 Objec: Hacker message (see 018), except can walk through it. 01e 000 ? : 01f 017 Objec: Potted tree 020 017 Objec: Dead body 021 017 Objec: Sink 022 017 Objec: Potted plant 023 017 Objec: Blue vase 024 017 Objec: Round table 025 017 Objec: Ceiling light 026 017 Objec: Office chair with wheels 027 017 Objec: Hacker message (see 018) 028 017 Objec: Hacker message (see 01D) 029 017 Objec: Green plant with drooping leaves in blue pot 02a 017 Objec: Hacker message (see 018) 02b 017 Objec: Hacker message (see 01D) 02c 017 Objec: Hacker message (see 01D) 02d 017 Objec: Hacker message (see 01D) 02e 017 Objec: Hacker message (see 018) 02f 020 Weap2: Weapon 2: Slow Fire Protector 030 017 Objec: Hacker message (see 018) 031 009 Ammo : Ammo (Red and green dots) (Energy pack: 8 units) 032 021 Weap3: Weapon 3: Rapid Assault Weapon 033 022 Weap4: Weapon 4: Dual Neutron Disruptor 034 004 Helth: First Aid 035 004 Helth: Looks like 01D, but "attack" message says Plasma Bag 036 017 Ammo : Used ammunition (all dots green). Cannot pick up. 037 011 Card : Access card: Red Level 038 012 Card : Access card: Yellow Level 039 013 Card : Access card: Green Level 03a 014 Card : Access card: Blue Level 03b 015 Card : Access card: Gold Level 03c 017 Objec: Hacker message (see 018) 03d 017 Objec: Office chair with wheels (blue legs) 03e 017 Objec: Hacker message (see 018) 03f 016 Food : Bowl of fresh water (+5%) 040 017 Objec: Empty bowl (used to be 03f until it was drunk) 041 017 Objec: Raw meat (leg) (+15%) 042 017 Objec: Bone and blood after eating 041 043 017 Objec: Raw meat (steak) (+20%) 044 017 Objec: Bone and blood after eating 043 045 023 Weap5: Weapon 5: Plasma Discharge Unit 046 017 Objec: Round ceiling light (flush with ceiling) 047 000 ? : 048 017 Objec: Stationary Star Trooper (running to the right) 049 017 Objec: Stationary Star Trooper (running to the left) 04a 017 Objec: Steel cylinder (closed) 04b 017 Objec: Star Trooper falling to floor shot 04c 017 Objec: Stationary Star Trooper (walking to the right) 04d 017 Objec: Steel cylinder (open) 04e 017 Objec: Dead lab technician 04f 017 Objec: Ceiling light (sometimes flickers) 050 017 Objec: Ceiling grate (round, blue) 051 017 Objec: Ceiling grate (round, blue, dripping blood) 052 017 Objec: Ceiling grate (round, blue, dripping water) 053 017 Objec: Floor grate (round, blue) 054 017 Objec: Ceiling light 055 017 Objec: Money bag 056 017 Objec: Loot 057 017 Objec: Gold bars (4 bars) 058 017 Objec: Xylan Orb 059 000 ? : 05a 073 Face : Makes enemy face east 05b 073 Face : Makes enemy face north east 05c 073 Face : Makes enemy face north 05d 073 Face : Makes enemy face north west 05e 073 Face : Makes enemy face west 05f 073 Face : Makes enemy face south west 060 073 Face : Makes enemy face south 061 073 Face : Makes enemy face south east 062 008 Secre: Block is a secret passage 063 000 ? : 064 000 ? : 065 000 ? : 066 000 ? : 067 045 Mech : Experimental Mech-Sentinel (skill level 1 & 2) 068 046 Mech : Experimental Mech-Sentinel (skill level 3) 069 047 Mech : Experimental Mech-Sentinel (skill level 4) 06a 000 ? : 06b 000 ? : 06c 057 Sectr: Sector Patrol (skill level 1 & 2), standing still facing east 06d 057 Sectr: Sector Patrol (skill level 1 & 2), standing still facing north 06e 057 Sectr: Sector Patrol (skill level 1 & 2), standing still facing west 06f 057 Sectr: Sector Patrol (skill level 1 & 2), standing still facing south 070 057 Sectr: Sector Patrol (skill level 1 & 2), walking east 071 057 Sectr: Sector Patrol (skill level 1 & 2), walking north 072 057 Sectr: Sector Patrol (skill level 1 & 2), walking west 073 057 Sectr: Sector Patrol (skill level 1 & 2), walking south 074 027 BioTe: Bio-Tech (skill level 1 & 2), standing still facing east 075 027 BioTe: Bio-Tech (skill level 1 & 2), standing still facing north 076 027 BioTe: Bio-Tech (skill level 1 & 2), standing still facing west 077 027 BioTe: Bio-Tech (skill level 1 & 2), standing still facing south 078 027 BioTe: Bio-Tech (skill level 1 & 2), walking east 079 027 BioTe: Bio-Tech (skill level 1 & 2), walking north 07a 027 BioTe: Bio-Tech (skill level 1 & 2), walking west 07b 027 BioTe: Bio-Tech (skill level 1 & 2), walking south 07c 072 GoldF: Dr. Goldfire appears here 07d 000 ? : 07e 060 SSent: Star Sentinel (skill level 1 & 2), standing still facing east 07f 060 SSent: Star Sentinel (skill level 1 & 2), standing still facing north 080 060 SSent: Star Sentinel (skill level 1 & 2), standing still facing west 081 060 SSent: Star Sentinel (skill level 1 & 2), standing still facing south 082 060 SSent: Star Sentinel (skill level 1 & 2), walking east 083 060 SSent: Star Sentinel (skill level 1 & 2), walking north 084 060 SSent: Star Sentinel (skill level 1 & 2), walking west 085 060 SSent: Star Sentinel (skill level 1 & 2), walking south 086 030 Cylin: Cylinder & Exp Genetic Alien (skill level 1 & 2) 087 031 Cylin: Cylinder & Exp Genetic Alien (skill level 3) 088 032 Cylin: Cylinder & Exp Genetic Alien (skill level 4) 089 000 ? : 08a 000 ? : 08b 000 ? : 08c 000 ? : 08d 000 ? : 08e 040 Secur: High Security Genetic Guard (skill level 3) 08f 041 Secur: High Security Genetic Guard (skill level 4) 090 058 Sectr: Sector Patrol (skill level 3), standing still facing east 091 058 Sectr: Sector Patrol (skill level 3), standing still facing north 092 058 Sectr: Sector Patrol (skill level 3), standing still facing west 093 058 Sectr: Sector Patrol (skill level 3), standing still facing south 094 058 Sectr: Sector Patrol (skill level 3), walking east 095 058 Sectr: Sector Patrol (skill level 3), walking north 096 058 Sectr: Sector Patrol (skill level 3), walking west 097 058 Sectr: Sector Patrol (skill level 3), walking south 098 028 BioTe: Bio-Tech (skill level 3), standing still facing east 099 028 BioTe: Bio-Tech (skill level 3), standing still facing north 09a 028 BioTe: Bio-Tech (skill level 3), standing still facing west 09b 028 BioTe: Bio-Tech (skill level 3), standing still facing south 09c 028 BioTe: Bio-Tech (skill level 3), walking east 09d 028 BioTe: Bio-Tech (skill level 3), walking north 09e 028 BioTe: Bio-Tech (skill level 3), walking west 09f 028 BioTe: Bio-Tech (skill level 3), walking south 0a0 017 Light: Red light on ceiling (starts blinking when shot fired) 0a1 000 ? : 0a2 061 SSent: Star Sentinel (skill level 3), standing still facing east 0a3 061 SSent: Star Sentinel (skill level 3), standing still facing north 0a4 061 SSent: Star Sentinel (skill level 3), standing still facing west 0a5 061 SSent: Star Sentinel (skill level 3), standing still facing south 0a6 061 SSent: Star Sentinel (skill level 3), walking east 0a7 061 SSent: Star Sentinel (skill level 3), walking north 0a8 061 SSent: Star Sentinel (skill level 3), walking west 0a9 061 SSent: Star Sentinel (skill level 3), walking south 0aa 000 ? : 0ab 000 ? : 0ac 000 ? : 0ad 000 ? : 0ae 007 Barri: Electric Arc Barrier 0af 007 Barri: Blue energy pillar barrier 0b0 000 ? : 0b1 000 ? : 0b2 017 Objec: Blue grate in floor (intermittent smoke spewing up) 0b3 017 Objec: Ceiling light which intermittently dims to black 0b4 059 Sectr: Sector Patrol (skill level 4), standing still facing east 0b5 059 Sectr: Sector Patrol (skill level 4), standing still facing north 0b6 059 Sectr: Sector Patrol (skill level 4), standing still facing west 0b7 059 Sectr: Sector Patrol (skill level 4), standing still facing south 0b8 059 Sectr: Sector Patrol (skill level 4), walking east 0b9 059 Sectr: Sector Patrol (skill level 4), walking north 0ba 059 Sectr: Sector Patrol (skill level 4), walking west 0bb 059 Sectr: Sector Patrol (skill level 4), walking south 0bc 029 BioTe: Bio-Tech (skill level 4), standing still facing east 0bd 029 BioTe: Bio-Tech (skill level 4), standing still facing north 0be 029 BioTe: Bio-Tech (skill level 4), standing still facing west 0bf 029 BioTe: Bio-Tech (skill level 4), standing still facing south 0c0 029 BioTe: Bio-Tech (skill level 4), walking east 0c1 029 BioTe: Bio-Tech (skill level 4), walking north 0c2 029 BioTe: Bio-Tech (skill level 4), walking west 0c3 029 BioTe: Bio-Tech (skill level 4), walking south 0c4 000 ? : 0c5 000 ? : 0c6 062 SSent: Star Sentinel (skill level 4), standing still facing east 0c7 062 SSent: Star Sentinel (skill level 4), standing still facing north 0c8 062 SSent: Star Sentinel (skill level 4), standing still facing west 0c9 062 SSent: Star Sentinel (skill level 4), standing still facing south 0ca 062 SSent: Star Sentinel (skill level 4), walking east 0cb 062 SSent: Star Sentinel (skill level 4), walking north 0cc 062 SSent: Star Sentinel (skill level 4), walking west 0cd 062 SSent: Star Sentinel (skill level 4), walking south 0ce 066 Waste: Standing in bio-toxic waste (skill level 1 & 2) 0cf 067 Waste: Standing in bio-toxic waste (skill level 3) 0d0 068 Waste: Standing in bio-toxic waste (skill level 4) 0d1 000 ? : 0d2 063 Sludg: Standing in toxic sludge (skill level 1 & 2) 0d3 064 Sludg: Standing in toxic sludge (skill level 3) 0d4 065 Sludg: Standing in toxic sludge (skill level 4) 0d5 000 ? : 0d6 039 Secur: High Security Genetic Guard (skill level 1 & 2) 0d7 000 ? : 0d8 054 Troop: Star Trooper (skill level 1 & 2), standing still facing east 0d9 054 Troop: Star Trooper (skill level 1 & 2), standing still facing north 0da 054 Troop: Star Trooper (skill level 1 & 2), standing still facing west 0db 054 Troop: Star Trooper (skill level 1 & 2), standing still facing south 0dc 054 Troop: Star Trooper (skill level 1 & 2), walking east 0dd 054 Troop: Star Trooper (skill level 1 & 2), walking north 0de 054 Troop: Star Trooper (skill level 1 & 2), walking west 0df 054 Troop: Star Trooper (skill level 1 & 2), walking south 0e0 024 Turre: Armored Turret (skill level 1 & 2), standing still facing east 0e1 024 Turre: Armored Turret (skill level 1 & 2), standing still facing north 0e2 024 Turre: Armored Turret (skill level 1 & 2), standing still facing west 0e3 024 Turre: Armored Turret (skill level 1 & 2), standing still facing south 0e4 024 Turre: Armored Turret (skill level 1 & 2), revolving 0e5 024 Turre: Armored Turret (skill level 1 & 2), revolving 0e6 024 Turre: Armored Turret (skill level 1 & 2), revolving 0e7 024 Turre: Armored Turret (skill level 1 & 2), revolving 0e8 010 Boss : Spider Mutant 0e9 010 Boss : Breather Beast 0ea 055 Troop: Star Trooper (skill level 3), standing still facing east 0eb 055 Troop: Star Trooper (skill level 3), standing still facing north 0ec 055 Troop: Star Trooper (skill level 3), standing still facing west 0ed 055 Troop: Star Trooper (skill level 3), standing still facing south 0ee 055 Troop: Star Trooper (skill level 3), walking east 0ef 055 Troop: Star Trooper (skill level 3), walking north 0f0 055 Troop: Star Trooper (skill level 3), walking west 0f1 055 Troop: Star Trooper (skill level 3), walking south 0f2 025 Turre: Armored Turret (skill level 3), standing still facing east 0f3 025 Turre: Armored Turret (skill level 3), standing still facing north 0f4 025 Turre: Armored Turret (skill level 3), standing still facing west 0f5 025 Turre: Armored Turret (skill level 3), standing still facing south 0f6 025 Turre: Armored Turret (skill level 3), revolving 0f7 025 Turre: Armored Turret (skill level 3), revolving 0f8 025 Turre: Armored Turret (skill level 3), revolving 0f9 025 Turre: Armored Turret (skill level 3), revolving 0fa 010 Boss : Cyborg Warrior 0fb 010 Boss : Reptillian Warrior 0fc 056 Troop: Star Trooper (skill level 4), standing still facing east 0fd 056 Troop: Star Trooper (skill level 4), standing still facing north 0fe 056 Troop: Star Trooper (skill level 4), standing still facing west 0ff 056 Troop: Star Trooper (skill level 4), standing still facing south 100 056 Troop: Star Trooper (skill level 4), walking east 101 056 Troop: Star Trooper (skill level 4), walking north 102 056 Troop: Star Trooper (skill level 4), walking west 103 056 Troop: Star Trooper (skill level 4), walking south 104 033 Drone: Perscan Drone (skill level 1 & 2) 105 033 Drone: Perscan Drone (skill level 1 & 2) 106 033 Drone: Perscan Drone (skill level 1 & 2) 107 033 Drone: Perscan Drone (skill level 1 & 2) 108 033 Drone: Perscan Drone (skill level 1 & 2) 109 033 Drone: Perscan Drone (skill level 1 & 2) 10a 033 Drone: Perscan Drone (skill level 1 & 2) 10b 033 Drone: Perscan Drone (skill level 1 & 2) 10c 010 Boss : Acid Dragon 10d 010 Boss : Bio-Mech Guardian 10e 000 ? : 10f 000 ? : 110 000 ? : 111 000 ? : 112 000 ? : 113 000 ? : 114 049 Pod : Pod & Pod Alien (skill level 3) 115 000 ? : 116 034 Drone: Perscan Drone (skill level 3) 117 034 Drone: Perscan Drone (skill level 3) 118 034 Drone: Perscan Drone (skill level 3) 119 034 Drone: Perscan Drone (skill level 3) 11a 034 Drone: Perscan Drone (skill level 3) 11b 034 Drone: Perscan Drone (skill level 3) 11c 034 Drone: Perscan Drone (skill level 3) 11d 034 Drone: Perscan Drone (skill level 3) 11e 000 ? : 11f 000 ? : 120 069 GenAl: Experimental Genetic Alien (skill level 4) 121 070 GenAl: Experimental Genetic Alien (skill level 3) 122 071 GenAl: Experimental Genetic Alien (skill level 1 & 2) 123 000 ? : 124 000 ? : 125 000 ? : 126 050 Pod : Pod & Pod Alien (skill level 4) 127 000 ? : 128 035 Drone: Perscan Drone (skill level 4) 129 035 Drone: Perscan Drone (skill level 4) 12a 035 Drone: Perscan Drone (skill level 4) 12b 035 Drone: Perscan Drone (skill level 4) 12c 035 Drone: Perscan Drone (skill level 4) 12d 035 Drone: Perscan Drone (skill level 4) 12e 035 Drone: Perscan Drone (skill level 4) 12f 035 Drone: Perscan Drone (skill level 4) 130 000 ? : 131 000 ? : 132 048 Pod : Pod & Pod Alien (skill level 1 & 2) 133 051 PodAl: Pod Alien (skill level 1 & 2) 134 052 PodAl: Pod Alien (skill level 3) 135 053 PodAl: Pod Alien (skill level 4) 136 036 Plasm: High Energy Plasma Alien (skill level 1 & 2) 137 037 Plasm: High Energy Plasma Alien (skill level 3) 138 038 Plasm: High Energy Plasma Alien (skill level 4) 139 000 ? : 13a 000 ? : 13b 000 ? : 13c 000 ? : 13d 000 ? : 13e 000 ? : 13f 000 ? : 140 000 ? : 141 000 ? : 142 000 ? : 143 000 ? : 144 042 Spher: Plasma Sphere (skill level 1 & 2), moves N/S 145 042 Spher: Plasma Sphere (skill level 1 & 2), moves E/W 146 042 Spher: Plasma Sphere (skill level 1 & 2), moves SW (diagonals) 147 000 ? : 148 039 Drone: Perscan Drone (skill level 1 & 2), standing facing west 149 039 Drone: Perscan Drone (skill level 1 & 2), standing facing south 14a 039 Drone: Perscan Drone (skill level 1 & 2), standing facing east 14b 039 Drone: Perscan Drone (skill level 1 & 2), standing facing north 14c 000 ? : 14d 000 ? : 14e 000 ? : 14f 000 ? : 150 000 ? : 151 000 ? : 152 000 ? : 153 000 ? : 154 000 ? : 155 000 ? : 156 043 Spher: Plasma Sphere (skill level 3), moves N/S 157 043 Spher: Plasma Sphere (skill level 3), moves E/W 158 043 Spher: Plasma Sphere (skill level 3), moves SW (diagonals) 159 000 ? : 15a 040 Drone: Perscan Drone (skill level 3), standing facing west 15b 040 Drone: Perscan Drone (skill level 3), standing facing south 15c 040 Drone: Perscan Drone (skill level 3), standing facing east 15d 040 Drone: Perscan Drone (skill level 3), standing facing north 15e 000 ? : 15f 000 ? : 160 000 ? : 161 000 ? : 162 000 ? : 163 000 ? : 164 000 ? : 165 000 ? : 166 000 ? : 167 000 ? : 168 044 Spher: Plasma Sphere (skill level 4), moves N/S 169 044 Spher: Plasma Sphere (skill level 4), moves E/W 16a 044 Spher: Plasma Sphere (skill level 4), moves SW (diagonals) 16b 000 ? : 16c 041 Drone: Perscan Drone (skill level 4), standing facing west 16d 041 Drone: Perscan Drone (skill level 4), standing facing south 16e 041 Drone: Perscan Drone (skill level 4), standing facing east 16f 041 Drone: Perscan Drone (skill level 4), standing facing north 170 026 Turre: Armored Turret (skill level 4), standing still facing east 171 026 Turre: Armored Turret (skill level 4), standing still facing north 172 026 Turre: Armored Turret (skill level 4), standing still facing west 173 026 Turre: Armored Turret (skill level 4), standing still facing south 174 026 Turre: Armored Turret (skill level 4), revolving 175 026 Turre: Armored Turret (skill level 4), revolving 176 026 Turre: Armored Turret (skill level 4), revolving 177 026 Turre: Armored Turret (skill level 4), revolving 178 000 ? : 179 000 ? : 17a 000 ? : 17b 000 ? : 17c 000 ? : 17d 017 Objec: Thin grey pillar 17e 017 Objec: Wide grey pillar 17f 017 Objec: Wide gold pillar 180 017 Objec: Ceiling light with shade 181 017 Objec: Ceiling light 182 017 Objec: Dead body and blood on floor 183 017 Objec: Hacker message (see 01D) 184 017 Objec: Hacker message (see 018) 185 000 ? : 186 016 Food : Candy bar 187 016 Food : Sandwhich 188 017 Crate: Cargo crate 189 017 Objec: Hacker message (see 018) 18a 017 Objec: Hacker message (see 018) 18b 017 Objec: Round table 18c 017 Objec: Blue swivel chair 18d 017 Objec: Blue stool 18e 017 Objec: Hacker message (see 01D) 18f 005 Treas: 3 bars of gold (750 points) 190 005 Treas: 2 bars of gold (500 points) 191 005 Treas: 1 bars of gold (250 points) 192 017 Objec: Wide gold pillar 193 017 Objec: Wide grey pillar 194 017 Objec: Hacker message (see 018) 195 017 Objec: Hacker message (see 018) 196 017 Objec: Hacker message (see 018) 197 017 Objec: Hacker message (see 01D) 198 017 Objec: Hacker message (see 01D) 199 017 Objec: Hacker message (see 01D) 19a 017 Objec: Hacker message (see 01D) 19b 017 Objec: Dead Sector Patrol on floor with blood 19c 017 Objec: Dead Star Sentinel on floor with blood 19d 017 Objec: Dead Star Trooper on floor with blood 19e 017 Crate: Cargo crate (can walk through it) 19f 017 Objec: Metal wreckage from Perscan Drone explosion 1a0 017 Objec: Dead Experimental Mech Sentinel 1a1 017 Objec: Sector Trooper (stationary) "running" to left 1a2 017 Objec: Sector Trooper (stationary) "running" to right 1a3 017 Objec: Dead Experimental Genetic Alien 1a4 017 Objec: Star Sentinel (stationary) standing facing left 1a5 017 Objec: Destroyed Armored Turret, ceiling & floor wreckage 1a6 017 Objec: Dead Pod Alien 1a7 018 Token: Token (1 credit) 1a8 018 Token: Token (5 credits) 1a9 000 ? : 1aa 000 ? : 1ab 000 ? : 1ac 000 ? : 1ad 000 ? : 1ae 000 ? : 1af 000 ? : 1b0 016 Crate: Cargo crate containing Raw meat (leg) 1b1 016 Crate: Cargo crate containing Raw meat (steak) 1b2 009 Crate: Cargo crate containing Energy pack 1b3 020 Crate: Cargo crate containing Slow Fire Protector 1b4 021 Crate: Cargo crate containing Rapid Assault Weapon 1b5 022 Crate: Cargo crate containing Dual Neutron Disruptor 1b6 023 Crate: Cargo crate containing Plasma Discharge Unit 1b7 005 Crate: Cargo crate containing Money Bag 1b8 005 Crate: Cargo crate containing Loot 1b9 005 Crate: Cargo crate containing 4 gold bars 1ba 005 Crate: Cargo crate containing Xylan Orb 1bb 017 Crate: Cargo crate containing Dead body (like 182) 1bc 017 Crate: Cargo crate containing Dead body (like 182) 1bd 011 Crate: Cargo crate containing Access Card: Red Level 1be 012 Crate: Cargo crate containing Access Card: Yellow Level 1bf 013 Crate: Cargo crate containing Access Card: Green Level 1c0 014 Crate: Cargo crate containing Access Card: Blue Level 1c1 015 Crate: Cargo crate containing Access Card: Gold Level 1c2 017 Crate: Cargo crate containing Puddle of water 1c3 017 Crate: Cargo crate containing Puddle of water 1c4 017 Crate: Cargo crate containing Puddle of water 1c5 017 Crate: Cargo crate containing Puddle of water 1c6 017 Crate: Cargo crate containing Puddle of water 1c7 017 Crate: Cargo crate containing Puddle of water 1c8 017 Crate: Cargo crate containing Puddle of water 1c9 017 Crate: Cargo crate containing Puddle of water 1ca 017 Crate: Cargo crate containing Puddle of water 1cb 017 Crate: Cargo crate containing Puddle of water 1cc 017 Crate: Cargo crate containing Puddle of water 1cd 017 Crate: Cargo crate containing Puddle of water 1ce 017 Crate: Cargo crate containing Puddle of water 1cf 017 Crate: Cargo crate containing Puddle of water 1d0 017 Crate: Cargo crate containing Potted tree 1d1 017 Crate: Cargo crate containing Puddle of water 1d2 017 Crate: Cargo crate containing Hacker message (see 018) 1d3 017 Crate: Cargo crate containing Puddle of water 1d4 017 Crate: Cargo crate containing Dead body 1d5 017 Crate: Cargo crate containing Puddle of water 1d6 017 Crate: Cargo crate containing Round grey table 1d7 017 Crate: Cargo crate containing Puddle of water 1d8 017 Crate: Cargo crate containing Hacker message (see 018) 1d9 017 Crate: Cargo crate containing Puddle of water 1da 017 Crate: Cargo crate containing Hacker message (see 01D) 1db 017 Crate: Cargo crate containing Puddle of water 1dc 017 Crate: Cargo crate containing Dead body 1dd 017 Crate: Cargo crate containing Puddle of water 1de 017 Crate: Cargo crate containing Round grey table 1df 017 Crate: Cargo crate containing Puddle of water 1e0 017 Crate: Cargo crate containing Hacker message (see 01D) 1e1 017 Crate: Cargo crate containing Puddle of water 1e2 017 Crate: Cargo crate containing Hacker message (see 018) 1e3 017 Crate: Cargo crate containing Puddle of water 1e4 017 Crate: Cargo crate containing Potted tree 1e5 017 Crate: Cargo crate containing Puddle of water 1e6 000 ? : 1e7 000 ? : 1e8 000 ? : 1e9 000 ? : 1ea 000 ? : 1eb 000 ? : 1ec 000 ? : 1ed 000 ? : 1ee 000 ? : 1ef 000 ? : 1f0 000 ? : 1f1 000 ? : 1f2 000 ? : 1f3 000 ? : 1f4 000 ? : 1f5 000 ? : 1f6 000 ? : 1f7 000 ? : 1f8 054 Troop: Star Trooper (skill level 1 & 2), walking east 1f9 054 Troop: Star Trooper (skill level 1 & 2), walking north 1fa 054 Troop: Star Trooper (skill level 1 & 2), walking west 1fb 054 Troop: Star Trooper (skill level 1 & 2), walking south 1fc 033 Drone: Perscan Drone (skill level 1 & 2) 1fd 033 Drone: Perscan Drone (skill level 1 & 2) 1fe 033 Drone: Perscan Drone (skill level 1 & 2) 1ff 033 Drone: Perscan Drone (skill level 1 & 2)