Two bloks platform Elevator OCB Value = H*16 + V H means the height in clicks. V means the speed (from 1 to 15). So, if you look at each different room, you can see these OCB Values : - Room33 : OCB=207, which is equivalent to a height of 12 and a speed of 15 ==> 12*16+15=207 - Room37 : OCB=399, which is equivalent to a height of 24 and a speed of 15 ==> 24*16+15=399 - Room45 : OCB=591, which is equivalent to a height of 36 and a speed of 15 ==> 36*16+15=591 -------------------- Steam Emitter OCB settings I did some testing today on steam emitters and this is what I came up with. There are other settings that will produce a result, but using the formula will produce the most accurate timing for the pause. Below are some examples, but you can use the formula to calculate any pause time. As far as I can tell you cannot adjust the length of time that the steam is on, only the pause time. The negative value is one I happened on by accident, I guess there would be other numbers that produce the same result. Formula: (480 x n) + 8; where n = no. of seconds pause In a dry room: OCB____Effect 0 - 7...........small constant vertical steam in centre of tile 8 - 15.........constant horizontal shot of steam 128............3-4 second horizontal shot of steam - 0.25 second pause 248............3-4 second horizontal shot of steam - 0.5 second pause 488............3-4 second horizontal shot of steam - 1 second pause 968............3-4 second horizontal shot of steam - 2 second pause 1448..........3-4 second horizontal shot of steam - 3 second pause 1928..........3-4 second horizontal shot of steam - 4 second pause 2408..........3-4 second horizontal shot of steam - 5 second pause 2888..........3-4 second horizontal shot of steam - 6 second pause 3368..........3-4 second horizontal shot of steam - 7 second pause 3848..........3-4 second horizontal shot of steam - 8 second pause 4328..........3-4 second horizontal shot of steam - 9 second pause 4808..........3-4 second horizontal shot of steam - 10 second pause 7688..........3-4 second horizontal shot of steam - 16 second pause -2008.........small constant vertical steam at edge of tile In a water room: OCB_____Effect 0...............intermittent stream of bubbles rising 1...............contant stream of bubbles rising -------------------- Flame Emitter OCBs Horizontal flames (like those that come from statues mouths) can be timed for when they are on and off. Here are a few OCB codes for the flame emitter: Please note these are approximations only! Horizontal Flames (flame in direction of nullmesh cone) -2 (minus 2) continuous flame -14 on for 5 seconds off for 1 second -21 on for 5 seconds off for 2 seconds -6 on for 5 seconds off for 3 seconds -37 on for 5 seconds off for 4 seconds -32 on for 5 seconds off for 5 seconds -4 on for 6 seconds off for 1 second -3 on for 6 seconds off for 2 seconds -28 on for 6 seconds off for 3 seconds -53 on for 6 seconds off for 5 seconds -52 on for 6 seconds off for 6 seconds -59 on for 6 seconds off for 7 seconds -68 on for 6 seconds off for 8 seconds -64 on for 6 seconds off for 9 seconds -84 on for 6 seconds off for 11 seconds -97 on for 6 seconds off for 13 seconds -107 on for 6 seconds off for 14 seconds -108 on for 6 seconds off for 15 seconds -12 on for 7 seconds off for 1 second -20 on for 7 seconds off for 2 seconds -38 on for 7 seconds off for 4 seconds -44 on for 7 seconds off for 5 seconds -48 on for 7 seconds off for 6 seconds -60 on for 7 seconds off for 8 seconds -72 on for 7 seconds off for 9 seconds -80 on for 7 seconds off for 10 seconds -85 on for 7 seconds off for 11 seconds -102 on for 7 seconds off for 12 seconds -100 on for 7 seconds off for 13 seconds -115 on for 7 seconds off for 14 seconds -112 on for 7 seconds off for 15 seconds -128 on for 7 seconds off for 16 seconds -70 on for 8 seconds off for 8 seconds Continuous Flame coming from the Wall flame doesn't start in the middle of the tile -7 continuous flame from wall In Addition to these constants there appears to be a few variables mixed in amongst them. Try these if you need variable flame timings: -27 5 on 2 off 7 on 2 off -40 7 on 5 off 5 on 5 off -43 6 on 5 off 5 on 5 off -51 8 on 6 off 6 on 6 off -54 7 on 6 off 6 on 6off -86 7 on 11 off 5 on 11 off -110 6 on 14 off 8 on 14 off -116 5 on 14 off 7 on 14 off Vertical Flames -1 on for 5 seconds off for 2 seconds -41 on for 5 seconds off for 5 seconds -9 on for 6 seconds off for 1 second -25 on for 6 seconds off for 3 seconds -33 on for 6 seconds off for 4 seconds -57 on for 6 seconds off for 7 seconds -73 on for 6 seconds off for 9 seconds -113 on for 6 seconds off for 14 seconds -129 on for 6 seconds off for 17 seconds -49 on for 7 seconds off for 7 seconds -81 on for 7 seconds off for 10 seconds -121 on for 7 seconds off for 14 seconds -65 on for 8 seconds off for 8 seconds There is a definite mathematical formula involved, which increases in OCB increments of 8. For example, minus OCB numbers 2, 10, 18, 26, 34, 42, 50 etc are all a continuous flame. Also, there appears to be no limit to how high these OCBs can go as an OCB of -500 gives you a horizontal flame that is on for 6 seconds and off for over a minute! Flame Emitter 2 OCBs 1 small flame 2 small flame moving slowly along the floor in the direction of the cone. 4 tiny flame 123 small flame in centre of tile (perfect for candles) Flame Emitter 3 OCBs 1 small blue electric arc 2 blue electric arc from point of cone 3 large electric arc projecting holograph 888 - Big ball of lightning that follows Lara -------------------- OCB SETTINGS AMBER_LIGHT - ocb 1 = explodes CHAIN - ocb 1 = when in touch, Lara dies - ocb 2 = causes damage DOOR_TYPES - ocb 2 = use the crowbar to open FLAME_EMITTER - ocb -59 = horizontal flame with long breaks - ocb -57 = vertical puffs of flame, long breaks - ocb -7 = constantly blows out flames horizontal from the wall - ocb -2 = constantly blows out flames horizontal from the centre of square - ocb -1 = vertical puffs of flame, short interval FLAME_EMITTER2 - ocb 3 = a small light (above candle) - ocb 123 = flame in the centre of square FLAME_EMITTER3 - ocb 1, ocb 2, ocb 3, ocb 4 = changes the flame into blue lightning PUZZLE_HOLES - ocb -423 = Poseidon statue animation - ocb -422 = harp playing animation with sounds PUZZLE_ITEMS, KEYS and PICK_UPS - ocb 2 = crowbar animation (need crowbar to pick up, object is placed on the wall) - ocb 3 = high pedestal animation (place object 8 clicks high) - ocb 4 = low pedestal animation (place object 4 clicks high) - ocb 64 = activate the pickup trigger (set ocb 64, select trigger = pickup, trigger pickup on the same square where puzzle, key or pickup object is. When Lara pick up the item, something else also can be triggered on the same square.) - ocb 128 = makes object appear when there are none left in your inventory - ocb 256 = object is invisible (useful, when you have object in a mirror) SWITCH_TYPES - ocb 2 = for a reach in hole switch - ocb 3 = for a large push button (not tested yet) - ocb 4 = for a small lever switch (not tested yet) - ocb 5 = for a small push button (not tested yet) - ocb 8 = for a valve wheel switch (not tested yet) PULLEY - ocb 1 = the first pull activates object, the second one deactivates it (not tested yet) SKELETON - ocb 3 = lies on the ground until triggered STEAM_EMITTER - ocb 0 = placed in water makes bubbles, no damage - ocb 888 = constant steam in direction of cone (causes damage) - ocb 968 = short bursts (causes damage) WATERFALL - ocb 668 = trigger and antitrigger waterfall (add ocb 668 to the waterfall, first somewhere trigger waterfall, later can be antitriggered and triggered with simple trigger) WRAITH_2 - ocb 0 = dies on contact with water WRAITH_3 - ocb 0 = dies on contact with animating 10 -------------------- Baddy 1 and 2 (Ensure the meshwaps are in your wad) 1 - Roll to right when triggered. 2 - Jump to left when triggered. 3 - Starts ducked. 4 - Climbs up 4 clicks when triggered (Make sure he's 4 clicks below the block you want him to climb). 10 - Unlimited uzi ammo. Note: Baddies will pick up small medipaks in the same room they are triggered before going after Lara, even if she shoots at them first. They can also jump 1 or 2 block gaps. Dog 1 - Lies down until triggered. Useful when making dog statues appear to come to life, as in the Tomb of Seth and the Scottish levels of The Lost Artefact. Little Beetle 1000 - beetles come from the floor. 2000 - beetles from the ceiling. 4000 - beetles release slowly followed by a gush. You can have up to 128 beetles and these are also determined by the OCB number. For example, if you want 100 beetles to come from the floor slowly and then gush out, put (100 + 1000 + 4000) = 5100 in the OCB. To get rid of the beetles use a flipeffect 31. Mummy -60 Stands still with arms crossed over chest until triggered. 2 Lays on the ground until triggered and only gets up as Lara approaches. Note: Mummies will only go up or down 1 click floors. Skeleton 1 - Jumps out of ground to right. 2 - Jumps out of ground to left. 3 - Lies on the ground until triggered. Note: You can use AI Guard with the skellie. Wraith 2 2 - Dies on contact with water. -------------------- Two Block Platform The OCB formula for raising the two block platform is as follows: (16 x the no. of clicks to be raised) + Speed it travels (1-15) e.g. to raise 4 clicks very slowly would be: (4 x 16) + 1 = 65 to raise 12 clicks very fast would be: (12 x 16) + 15 = 207 (Thanks EssGee) Press 1-5 in the OCB to make it go slowly down when Lara stands on it. Enter 207 in OCB to make it rise. -------------------- Reappearing Ammo, by G Maciver Track this topic | Email this topic | Print this topic GeorgeMaciver Posted: Jun 7 2005, 01:50 PM If you place Lara in an area with a hard to defeat enemy, or with a puzzle which requires special ammo, like revolver ammo for a shootable object to open a door, how do you ensure there is enough ammo around and folks don't run out and get stuck? Easy, put 128 in the OCB code box and that ammo will reappear when Lara runs out. This is especially useful because it means Lara has as much ammo as she needs in one area but she can't stock up her inventory with it which would affect gameplay further into the level. -------------------- Found this list while snooping around the net. Could help you understand how traps/puzzles were set up. TR4 OCB LIST LARA 0 highstrt.tr4 room 42 MOTORBIKE 0 highstrt.tr4 room 42 JEEP 0 highstrt.tr4 room 42 ENEMY_JEEP 0 highstrt.tr4 room 42 ENEMY_JEEP 101 train.tr4 room 68 ENEMY_JEEP 102 train.tr4 room 69 ENEMY_JEEP 103 train.tr4 room 69 ENEMY_JEEP 104 train.tr4 room 68 SKELETON 0 alexhub2.tr4 room 2 SKELETON 1 csplit2.tr4 room 48 SKELETON 2 alexhub2.tr4 room 157 SKELETON 3 alexhub2.tr4 room 129 GUIDE 0 settomb1.tr4 room 36 GUIDE 9000 jeepchas.tr4 room 2 GUIDE 13000 jeepchas.tr4 room 2 VON_CROY 0 ang_race.tr4 room 20 BADDY_1 0 alexhub.tr4 room 10 BADDY_1 2 karnak1.tr4 room 29 BADDY_1 4 joby5a.tr4 room 21 BADDY_1 1004 jeepchas.tr4 room 2 BADDY_1 2000 jeepchas.tr4 room 2 BADDY_1 3000 jeepchas.tr4 room 2 BADDY_1 4000 jeepchas.tr4 room 2 BADDY_1 6000 jeepchas.tr4 room 2 BADDY_1 7000 jeepchas.tr4 room 2 BADDY_1 8000 jeepchas.tr4 room 2 BADDY_2 0 hall.tr4 room 41 BADDY_2 1 hall.tr4 room 136 BADDY_2 2 hall.tr4 room 64 BADDY_2 3 hall.tr4 room 87 BADDY_2 4 train.tr4 room 55 BADDY_2 10 hall.tr4 room 109 BADDY_2 12 train.tr4 room 10 BADDY_2 13 hall.tr4 room 102 BADDY_2 14 train.tr4 room 4 BADDY_2 101 train.tr4 room 68 BADDY_2 102 train.tr4 room 69 BADDY_2 103 train.tr4 room 69 BADDY_2 104 train.tr4 room 68 SETHA 0 joby5c.tr4 room 61 MUMMY -60 settomb2.tr4 room 19 MUMMY 0 joby3b.tr4 room 66 MUMMY 2 settomb2.tr4 room 3 SPHINX 0 joby2.tr4 room 177 SPHINX 1 lowstrt.tr4 room 52 CROCODILE 0 highstrt.tr4 room 119 HORSEMAN 0 library.tr4 room 38 HORSEMAN 1 library.tr4 room 83 SCORPION 0 joby3a.tr4 room 50 SCORPION 1 joby3a.tr4 room 101 JEAN_YVES 0 alexhub.tr4 room 68 TROOPS 0 joby3a.tr4 room 77 TROOPS 1 joby3a.tr4 room 101 KNIGHTS_TEMPLAR 0 citnew.tr4 room 22 MUTANT 0 highstrt.tr4 room 8 HORSE 1 library.tr4 room 83 BABOON_NORMAL 0 joby4a.tr4 room 123 BABOON_INV 0 joby4a.tr4 room 123 BABOON_SILENT 0 joby4a.tr4 room 123 WILD_BOAR 0 ang_race.tr4 room 150 HARPY 0 palaces.tr4 room 35 DEMIGOD1 0 cortyard.tr4 room 3 DEMIGOD2 0 joby3b.tr4 room 85 DEMIGOD3 0 palaces2.tr4 room 39 LITTLE_BEETLE 32 palaces.tr4 room 62 LITTLE_BEETLE 45 palaces.tr4 room 42 LITTLE_BEETLE 90 palaces.tr4 room 59 LITTLE_BEETLE 1032 joby3a.tr4 room 132 LITTLE_BEETLE 1040 semer.tr4 room 162 LITTLE_BEETLE 1042 semer.tr4 room 174 LITTLE_BEETLE 1050 semer.tr4 room 197 LITTLE_BEETLE 2040 semer.tr4 room 197 LITTLE_BEETLE 2042 semer.tr4 room 186 LITTLE_BEETLE 2043 semer.tr4 room 185 LITTLE_BEETLE 4004 joby4c.tr4 room 26 LITTLE_BEETLE 4016 joby4c.tr4 room 22 LITTLE_BEETLE 4032 joby2.tr4 room 107 BIG_BEETLE 0 cortyard.tr4 room 88 WRAITH1 0 library.tr4 room 96 WRAITH1 1 library.tr4 room 25 WRAITH2 0 semer.tr4 room 148 WRAITH2 2 bikebit.tr4 room 144 WRAITH3 0 csplit1.tr4 room 20 BAT 0 bikebit.tr4 room 121 DOG 0 joby4a.tr4 room 13 DOG 1 semer.tr4 room 74 HAMMERHEAD 0 palaces.tr4 room 0 SAS 0 bikebit.tr4 room 8 SAS_DRAG_BLOKE 0 bikebit.tr4 room 62 AHMET 0 joby5b.tr4 room 7 LARA_DOUBLE 0 palaces2.tr4 room 76 SMALL_SCORPION 0 alexhub.tr4 room 5 FISH 12 bikebit.tr4 room 144 FISH 20 lowstrt.tr4 room 93 FISH 25 lowstrt.tr4 room 110 GAME_PIECE1 0 semer.tr4 room 19 GAME_PIECE2 0 semer.tr4 room 19 GAME_PIECE3 0 semer.tr4 room 19 ENEMY_PIECE 0 semer.tr4 room 19 ENEMY_PIECE 1 semer.tr4 room 19 ENEMY_PIECE 2 semer.tr4 room 19 WHEEL_OF_FORTUNE 0 semer.tr4 room 1 SCALES 1 joby5b.tr4 room 60 SCALES 2 joby5b.tr4 room 4 SCALES 4 joby5b.tr4 room 48 DART_EMITTER 0 angkor1.tr4 room 38 FALLING_BLOCK 0 ang_race.tr4 room 90 FALLING_BLOCK 2 jeepchs2.tr4 room 12 SMASHABLE_BIKE_WALL 0 bikebit.tr4 room 108 SMASHABLE_BIKE_FLOOR 0 bikebit.tr4 room 165 TRAPDOOR1 0 alexhub2.tr4 room 148 TRAPDOOR2 0 joby2.tr4 room 39 TRAPDOOR3 0 lake.tr4 room 0 FLOOR_TRAPDOOR1 0 joby4a.tr4 room 11 FLOOR_TRAPDOOR2 0 joby4a.tr4 room 10 CEILING_TRAPDOOR1 0 joby3a.tr4 room 5 ROLLINGBALL 0 alexhub2.tr4 room 107 TEETH_SPIKES 0 settomb2.tr4 room 46 TEETH_SPIKES 1 settomb2.tr4 room 21 TEETH_SPIKES 2 joby5b.tr4 room 74 TEETH_SPIKES 3 settomb2.tr4 room 21 TEETH_SPIKES 4 settomb2.tr4 room 21 TEETH_SPIKES 5 settomb2.tr4 room 21 TEETH_SPIKES 6 joby5b.tr4 room 74 TEETH_SPIKES 7 settomb2.tr4 room 21 TEETH_SPIKES 8 settomb2.tr4 room 21 TEETH_SPIKES 9 settomb2.tr4 room 56 TEETH_SPIKES 10 joby5b.tr4 room 74 TEETH_SPIKES 11 settomb2.tr4 room 21 TEETH_SPIKES 12 settomb2.tr4 room 56 TEETH_SPIKES 13 settomb2.tr4 room 21 TEETH_SPIKES 14 joby5b.tr4 room 74 TEETH_SPIKES 15 settomb2.tr4 room 21 TEETH_SPIKES 16 settomb2.tr4 room 102 TEETH_SPIKES 17 settomb2.tr4 room 57 TEETH_SPIKES 19 settomb2.tr4 room 54 TEETH_SPIKES 20 ang_race.tr4 room 18 TEETH_SPIKES 21 settomb2.tr4 room 54 TEETH_SPIKES 22 settomb2.tr4 room 55 TEETH_SPIKES 23 settomb2.tr4 room 57 TEETH_SPIKES 36 alexhub2.tr4 room 70 JOBY_SPIKES 0 joby2.tr4 room 2 SLICER_DICER 0 settomb1.tr4 room 42 CHAIN 0 joby3b.tr4 room 37 CHAIN 1 joby3b.tr4 room 60 PLOUGH 0 settomb2.tr4 room 58 STARGATE 0 joby2.tr4 room 195 HAMMER 1 hall.tr4 room 59 HAMMER 2 hall.tr4 room 60 HAMMER 3 hall.tr4 room 61 BURNING_FLOOR 0 library.tr4 room 128 COG 0 library.tr4 room 31 SPIKEBALL 0 joby2.tr4 room 189 FLAME_EMITTER -59 semer2.tr4 room 70 FLAME_EMITTER -51 semer.tr4 room 59 FLAME_EMITTER -43 semer.tr4 room 59 FLAME_EMITTER -7 citnew.tr4 room 60 FLAME_EMITTER -2 semer.tr4 room 55 FLAME_EMITTER 0 alexhub2.tr4 room 151 FLAME_EMITTER 1 library.tr4 room 25 FLAME_EMITTER 2 library.tr4 room 25 FLAME_EMITTER 3 library.tr4 room 25 FLAME_EMITTER 4 library.tr4 room 25 FLAME_EMITTER 5 library.tr4 room 25 FLAME_EMITTER 6 library.tr4 room 25 FLAME_EMITTER 7 library.tr4 room 25 FLAME_EMITTER2 -7 joby5b.tr4 room 60 FLAME_EMITTER2 -6 joby5b.tr4 room 48 FLAME_EMITTER2 -5 joby5b.tr4 room 4 FLAME_EMITTER2 -3 nutrench.tr4 room 12 FLAME_EMITTER2 -1 lowstrt.tr4 room 22 FLAME_EMITTER2 0 angkor1.tr4 room 96 FLAME_EMITTER2 2 palaces.tr4 room 55 FLAME_EMITTER2 123 library.tr4 room 97 FLAME_EMITTER3 0 palaces.tr4 room 55 FLAME_EMITTER3 1 karnak1.tr4 room 102 FLAME_EMITTER3 2 karnak1.tr4 room 102 FLAME_EMITTER3 3 lake.tr4 room 95 FLAME_EMITTER3 4 lake.tr4 room 95 ROPE 0 ang_race.tr4 room 134 FIREROPE 0 alexhub2.tr4 room 108 POLEROPE 0 alexhub2.tr4 room 67 TWOBLOCK_PLATFORM 0 csplit1.tr4 room 68 TWOBLOCK_PLATFORM 132 settomb1.tr4 room 58 TWOBLOCK_PLATFORM 167 settomb2.tr4 room 102 TWOBLOCK_PLATFORM 207 csplit1.tr4 room 57 TWOBLOCK_PLATFORM 259 settomb2.tr4 room 120 RAISING_BLOCK1 0 bikebit.tr4 room 207 RAISING_BLOCK1 1 library.tr4 room 25 RAISING_BLOCK1 2 semer.tr4 room 70 RAISING_BLOCK2 0 csplit2.tr4 room 23 RAISING_BLOCK2 1 library.tr4 room 25 RAISING_BLOCK2 2 joby4c.tr4 room 22 EXPANDING_PLATFORM 0 csplit1.tr4 room 25 SQUISHY_BLOCK1 0 joby5a.tr4 room 92 SQUISHY_BLOCK2 0 joby5c.tr4 room 8 PUSHABLE_OBJECT1 0 citnew.tr4 room 24 PUSHABLE_OBJECT1 5 library.tr4 room 23 PUSHABLE_OBJECT2 0 citnew.tr4 room 24 PUSHABLE_OBJECT2 4 library.tr4 room 148 PUSHABLE_OBJECT3 0 citnew.tr4 room 24 PUSHABLE_OBJECT3 3 library.tr4 room 147 PUSHABLE_OBJECT4 0 citnew.tr4 room 24 PUSHABLE_OBJECT4 2 library.tr4 room 149 PUSHABLE_OBJECT5 1 library.tr4 room 106 SENTRY_GUN 0 bikebit.tr4 room 73 SENTRY_GUN 1 bikebit.tr4 room 49 MINE 0 nutrench.tr4 room 25 MINE 1 bikebit.tr4 room 73 MAPPER 0 palaces2.tr4 room 1 OBELISK 1 hall.tr4 room 59 OBELISK 2 hall.tr4 room 60 OBELISK 3 hall.tr4 room 61 FLOOR_4BLADE 0 joby2.tr4 room 126 BIRD_BLADE 0 palaces2.tr4 room 45 CATWALK_BLADE 0 semer2.tr4 room 48 MOVING_BLADE 0 joby2.tr4 room 192 PLINTH_BLADE 0 semer2.tr4 room 48 SETH_BLADE -44 settomb1.tr4 room 94 SETH_BLADE -34 settomb1.tr4 room 94 SETH_BLADE -24 settomb1.tr4 room 94 SETH_BLADE -14 settomb1.tr4 room 94 SETH_BLADE -4 settomb1.tr4 room 94 LIGHTNING_CONDUCTOR 1 lowstrt.tr4 room 22 LIGHTNING_CONDUCTOR 2 lowstrt.tr4 room 10 ELEMENT_PUZZLE 0 joby4a.tr4 room 20 ELEMENT_PUZZLE 1 joby4a.tr4 room 20 ELEMENT_PUZZLE 2 joby4a.tr4 room 20 ELEMENT_PUZZLE 3 joby4a.tr4 room 20 PUZZLE_ITEM1 0 jeepchas.tr4 room 2 PUZZLE_ITEM1 64 angkor1.tr4 room 20 PUZZLE_ITEM1 68 csplit1.tr4 room 48 PUZZLE_ITEM2 0 joby2.tr4 room 121 PUZZLE_ITEM2 64 settomb1.tr4 room 129 PUZZLE_ITEM2 68 karnak1.tr4 room 88 PUZZLE_ITEM3 0 joby2.tr4 room 148 PUZZLE_ITEM3 2 library.tr4 room 45 PUZZLE_ITEM3 68 lake.tr4 room 30 PUZZLE_ITEM4 1 cortyard.tr4 room 7 PUZZLE_ITEM4 68 settomb2.tr4 room 3 PUZZLE_ITEM5 0 nutrench.tr4 room 96 PUZZLE_ITEM5 64 joby2.tr4 room 2 PUZZLE_ITEM6 0 library.tr4 room 83 PUZZLE_ITEM6 66 joby3b.tr4 room 85 PUZZLE_ITEM6 68 semer2.tr4 room 48 PUZZLE_ITEM7 0 semer2.tr4 room 1 PUZZLE_ITEM7 66 joby4a.tr4 room 79 PUZZLE_ITEM8 66 joby4a.tr4 room 126 PUZZLE_ITEM9 66 joby4c.tr4 room 143 PUZZLE_ITEM10 0 palaces2.tr4 room 60 PUZZLE_ITEM10 4 libend.tr4 room 23 PUZZLE_ITEM11 4 library.tr4 room 96 PUZZLE_ITEM12 66 palaces.tr4 room 42 PUZZLE_ITEM1_COMBO1 0 joby1a.tr4 room 10 PUZZLE_ITEM1_COMBO1 2 nutrench.tr4 room 22 PUZZLE_ITEM1_COMBO1 64 hall.tr4 room 62 PUZZLE_ITEM1_COMBO1 68 settomb1.tr4 room 3 PUZZLE_ITEM1_COMBO2 0 highstrt.tr4 room 33 PUZZLE_ITEM1_COMBO2 4 settomb1.tr4 room 94 PUZZLE_ITEM1_COMBO2 68 karnak1.tr4 room 104 PUZZLE_ITEM2_COMBO1 0 lowstrt.tr4 room 106 PUZZLE_ITEM2_COMBO2 4 lowstrt.tr4 room 107 PUZZLE_ITEM4_COMBO1 0 semer.tr4 room 101 PUZZLE_ITEM4_COMBO1 2 alexhub2.tr4 room 81 PUZZLE_ITEM4_COMBO2 0 alexhub2.tr4 room 68 PUZZLE_ITEM4_COMBO2 64 semer.tr4 room 108 PUZZLE_ITEM5_COMBO1 1 palaces2.tr4 room 109 PUZZLE_ITEM5_COMBO2 1 palaces2.tr4 room 108 PUZZLE_ITEM8_COMBO1 0 lowstrt.tr4 room 107 PUZZLE_ITEM8_COMBO2 64 lowstrt.tr4 room 75 KEY_ITEM1 0 alexhub2.tr4 room 148 KEY_ITEM2 4 karnak1.tr4 room 104 KEY_ITEM10 0 alexhub2.tr4 room 140 KEY_ITEM12 64 joby3a.tr4 room 101 PICKUP_ITEM1 0 joby4a.tr4 room 91 PICKUP_ITEM1 66 palaces.tr4 room 42 PICKUP_ITEM2 0 alexhub2.tr4 room 168 EXAMINE1 0 joby2.tr4 room 175 EXAMINE2 68 semer.tr4 room 55 EXAMINE3 4 library.tr4 room 11 CROWBAR_ITEM 0 train.tr4 room 2 BURNING_TORCH_ITEM 0 alexhub2.tr4 room 132 BURNING_TORCH_ITEM 1 semer.tr4 room 126 CLOCKWORK_BEETLE_COMBO1 4 palaces.tr4 room 73 CLOCKWORK_BEETLE_COMBO2 4 palaces.tr4 room 44 QUEST_ITEM1 64 joby5c.tr4 room 86 QUEST_ITEM2 64 palaces2.tr4 room 103 QUEST_ITEM3 64 palaces2.tr4 room 106 QUEST_ITEM4 64 palaces2.tr4 room 6 QUEST_ITEM5 64 csplit2.tr4 room 15 QUEST_ITEM6 64 palaces2.tr4 room 45 PUZZLE_HOLE1 -423 csplit2.tr4 room 45 PUZZLE_HOLE1 0 joby2.tr4 room 0 PUZZLE_HOLE1 999 settomb1.tr4 room 0 PUZZLE_HOLE1 1025 joby1a.tr4 room 80 PUZZLE_HOLE2 -422 library.tr4 room 133 PUZZLE_HOLE2 0 joby2.tr4 room 0 PUZZLE_HOLE3 0 joby2.tr4 room 0 PUZZLE_HOLE4 0 joby2.tr4 room 0 PUZZLE_HOLE4 999 nutrench.tr4 room 74 PUZZLE_HOLE4 1045 alexhub2.tr4 room 140 PUZZLE_HOLE5 0 palaces2.tr4 room 79 PUZZLE_HOLE6 0 joby5a.tr4 room 37 PUZZLE_HOLE7 0 joby5a.tr4 room 49 PUZZLE_HOLE8 0 joby5a.tr4 room 27 PUZZLE_HOLE9 0 joby5a.tr4 room 38 PUZZLE_HOLE10 0 palaces.tr4 room 15 PUZZLE_HOLE11 0 palaces.tr4 room 16 PUZZLE_HOLE12 0 palaces.tr4 room 44 KEY_HOLE1 0 alexhub2.tr4 room 67 KEY_HOLE2 0 hall.tr4 room 12 KEY_HOLE10 0 alexhub2.tr4 room 129 KEY_HOLE11 0 joby4c.tr4 room 6 KEY_HOLE12 0 joby1a.tr4 room 49 WATERSKIN1_EMPTY 0 joby4a.tr4 room 90 WATERSKIN2_EMPTY 0 joby5b.tr4 room 4 SWITCH_TYPE1 -1 cortyard.tr4 room 7 SWITCH_TYPE1 0 highstrt.tr4 room 81 SWITCH_TYPE1 2 ang_race.tr4 room 76 SWITCH_TYPE1 3 csplit1.tr4 room 68 SWITCH_TYPE2 -1 semer.tr4 room 59 SWITCH_TYPE2 2 semer.tr4 room 59 SWITCH_TYPE2 3 joby3b.tr4 room 150 SWITCH_TYPE3 -1 joby2.tr4 room 107 SWITCH_TYPE3 2 joby2.tr4 room 103 SWITCH_TYPE7 0 bikebit.tr4 room 144 SWITCH_TYPE8 0 cortyard.tr4 room 150 UNDERWATER_SWITCH2 0 ang_race.tr4 room 95 TURN_SWITCH 0 hall.tr4 room 75 COG_SWITCH 0 ang_race.tr4 room 7 LEVER_SWITCH 0 angkor1.tr4 room 36 JUMP_SWITCH 0 alexhub.tr4 room 71 JUMP_SWITCH 1 semer.tr4 room 112 CROWBAR_SWITCH 0 highstrt.tr4 room 42 PULLEY 1 citnew.tr4 room 101 DOOR_TYPE1 0 alexhub.tr4 room 10 DOOR_TYPE1 2 train.tr4 room 1 DOOR_TYPE2 0 ang_race.tr4 room 74 DOOR_TYPE3 0 alexhub2.tr4 room 129 DOOR_TYPE3 1 semer2.tr4 room 48 DOOR_TYPE3 2 palaces2.tr4 room 35 DOOR_TYPE4 0 angkor1.tr4 room 36 DOOR_TYPE4 2 alexhub2.tr4 room 116 DOOR_TYPE5 0 libend.tr4 room 22 DOOR_TYPE5 1 cortyard.tr4 room 3 DOOR_TYPE5 2 bikebit.tr4 room 122 DOOR_TYPE6 0 cortyard.tr4 room 76 DOOR_TYPE7 0 palaces2.tr4 room 73 DOOR_TYPE8 0 angkor1.tr4 room 36 PUSHPULL_DOOR1 0 alexhub.tr4 room 32 KICK_DOOR1 0 bikebit.tr4 room 101 UNDERWATER_DOOR 0 karnak1.tr4 room 70 DOUBLE_DOORS 0 library.tr4 room 3 BRIDGE_FLAT 0 angkor1.tr4 room 62 BRIDGE_TILT1 0 highstrt.tr4 room 2 SARCOPHAGUS 0 csplit2.tr4 room 15 SEQUENCE_DOOR1 0 joby2.tr4 room 27 SEQUENCE_DOOR1 1 joby2.tr4 room 26 SEQUENCE_DOOR1 2 joby2.tr4 room 21 SEQUENCE_DOOR1 3 joby2.tr4 room 22 SEQUENCE_DOOR1 4 joby2.tr4 room 20 SEQUENCE_DOOR1 5 joby2.tr4 room 25 SEQUENCE_SWITCH1 0 joby2.tr4 room 177 SEQUENCE_SWITCH2 1 joby2.tr4 room 177 SEQUENCE_SWITCH3 2 joby2.tr4 room 177 SARCOPHAGUS_CUT 0 settomb2.tr4 room 60 HORUS_STATUE 0 joby5b.tr4 room 112 GOD_HEAD 0 semer.tr4 room 18 STATUE_PLINTH 0 joby5b.tr4 room 97 STATUE_PLINTH 1 joby5c.tr4 room 46 UZI_ITEM 0 hall.tr4 room 109 UZI_ITEM 4 lake.tr4 room 107 UZI_ITEM 64 joby3b.tr4 room 116 UZI_AMMO_ITEM 0 alexhub.tr4 room 39 UZI_AMMO_ITEM 1 joby4c.tr4 room 22 SHOTGUN_ITEM 0 csplit1.tr4 room 64 SHOTGUN_ITEM 4 karnak1.tr4 room 89 SHOTGUN_ITEM 64 joby1a.tr4 room 10 SHOTGUN_AMMO1_ITEM 0 alexhub.tr4 room 18 SHOTGUN_AMMO1_ITEM 1 joby4c.tr4 room 149 SHOTGUN_AMMO1_ITEM 64 csplit1.tr4 room 48 SHOTGUN_AMMO1_ITEM 68 semer2.tr4 room 41 SHOTGUN_AMMO1_ITEM 128 train.tr4 room 2 SHOTGUN_AMMO1_ITEM 132 alexhub.tr4 room 68 SHOTGUN_AMMO2_ITEM 0 alexhub2.tr4 room 125 SHOTGUN_AMMO2_ITEM 1 semer2.tr4 room 70 SHOTGUN_AMMO2_ITEM 4 lake.tr4 room 63 SHOTGUN_AMMO2_ITEM 64 csplit1.tr4 room 40 CROSSBOW_ITEM 0 alexhub2.tr4 room 77 CROSSBOW_ITEM 64 joby5a.tr4 room 4 CROSSBOW_ITEM 256 alexhub2.tr4 room 69 CROSSBOW_AMMO1_ITEM 0 alexhub.tr4 room 20 CROSSBOW_AMMO1_ITEM 68 semer2.tr4 room 61 CROSSBOW_AMMO1_ITEM 132 alexhub.tr4 room 68 CROSSBOW_AMMO2_ITEM 0 alexhub2.tr4 room 169 CROSSBOW_AMMO3_ITEM 0 bikebit.tr4 room 95 CROSSBOW_AMMO3_ITEM 4 lake.tr4 room 63 GRENADE_GUN_ITEM 0 bikebit.tr4 room 95 GRENADE_GUN_ITEM 64 joby2.tr4 room 52 GRENADE_GUN_AMMO1_ITEM 0 alexhub2.tr4 room 12 GRENADE_GUN_AMMO2_ITEM 0 bikebit.tr4 room 63 GRENADE_GUN_AMMO3_ITEM 0 citnew.tr4 room 19 GRENADE_GUN_AMMO3_ITEM 4 semer.tr4 room 197 SIXSHOOTER_ITEM 0 bikebit.tr4 room 25 SIXSHOOTER_ITEM 64 joby3a.tr4 room 118 SIXSHOOTER_AMMO_ITEM 0 citnew.tr4 room 22 SIXSHOOTER_AMMO_ITEM 128 bikebit.tr4 room 167 BIGMEDI_ITEM 0 alexhub.tr4 room 20 BIGMEDI_ITEM 1 joby4c.tr4 room 141 BIGMEDI_ITEM 4 lake.tr4 room 63 BIGMEDI_ITEM 64 joby4a.tr4 room 29 BIGMEDI_ITEM 68 semer.tr4 room 197 SMALLMEDI_ITEM 0 alexhub.tr4 room 5 SMALLMEDI_ITEM 1 joby4c.tr4 room 59 SMALLMEDI_ITEM 4 settomb1.tr4 room 3 SMALLMEDI_ITEM 64 joby4a.tr4 room 120 SMALLMEDI_ITEM 68 semer2.tr4 room 41 LASERSIGHT_ITEM 4 alexhub.tr4 room 68 LASERSIGHT_ITEM 128 bikebit.tr4 room 169 FLARE_INV_ITEM 0 bikebit.tr4 room 121 FLARE_INV_ITEM 4 lake.tr4 room 107 FLARE_INV_ITEM 68 semer.tr4 room 197 SMOKE_EMITTER_BLACK 0 bikebit.tr4 room 49 STEAM_EMITTER 0 alexhub2.tr4 room 60 STEAM_EMITTER 1 citnew.tr4 room 97 STEAM_EMITTER 968 nutrench.tr4 room 83 STEAM_EMITTER 1448 nutrench.tr4 room 83 STEAM_EMITTER 1928 nutrench.tr4 room 142 EARTHQUAKE 333 settomb2.tr4 room 55 EARTHQUAKE 888 csplit1.tr4 room 13 SPRINKLER 0 cortyard.tr4 room 125 AMBER_LIGHT 0 citnew.tr4 room 127 AMBER_LIGHT 1 joby5a.tr4 room 30 AMBER_LIGHT 2 joby5a.tr4 room 41 LENS_FLARE 0 angkor1.tr4 room 20 TRIGGER_TRIGGERER 0 alexhub.tr4 room 11 CAMERA_TARGET 0 alexhub.tr4 room 68 WATERFALL1 0 alexhub.tr4 room 72 WATERFALL1 2 semer.tr4 room 74 WATERFALL1 668 settomb1.tr4 room 3 WATERFALL1 777 csplit2.tr4 room 34 WATERFALL2 0 joby5a.tr4 room 47 WATERFALL2 2 semer.tr4 room 85 WATERFALL2 668 settomb1.tr4 room 72 WATERFALL2 777 csplit2.tr4 room 35 WATERFALL3 0 angkor1.tr4 room 59 WATERFALL3 777 csplit2.tr4 room 35 PLANET_EFFECT 1 library.tr4 room 23 PLANET_EFFECT 2 library.tr4 room 23 PLANET_EFFECT 3 library.tr4 room 23 PLANET_EFFECT 4 library.tr4 room 23 PLANET_EFFECT 5 library.tr4 room 23 ANIMATING1 0 alexhub.tr4 room 72 ANIMATING1 666 train.tr4 room 16 ANIMATING2 0 alexhub.tr4 room 68 ANIMATING3 0 alexhub.tr4 room 68 ANIMATING3 3 lake.tr4 room 93 ANIMATING3 4 lake.tr4 room 93 ANIMATING4 0 alexhub.tr4 room 68 ANIMATING4 2 joby5c.tr4 room 55 ANIMATING5 0 alexhub.tr4 room 68 ANIMATING6 0 alexhub.tr4 room 68 ANIMATING7 0 alexhub.tr4 room 10 ANIMATING8 0 alexhub.tr4 room 68 ANIMATING9 0 alexhub.tr4 room 10 ANIMATING10 0 alexhub.tr4 room 19 ANIMATING11 0 library.tr4 room 11 ANIMATING12 0 ang_race.tr4 room 23 ANIMATING13 0 angkor1.tr4 room 35 ANIMATING14 0 alexhub2.tr4 room 12 ANIMATING15 0 alexhub2.tr4 room 67 ANIMATING16 0 alexhub2.tr4 room 67