0401:
0200 Resume If Return Value Loop Met 
AD224220737461727473204D61696E6672616D6522 = "B starts Mainframe"
03 Leave The Routine, But When Return Continue From Spot 
EB01 If Key Pressed, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
5E00 16 Object Activates  (Mainframe, Advanced)
0100 Go To Beginning, Then Return Value Loop 
04 Terminator 



0402:
0201 Resume If Return Value Loop Met 
AD2235413D49443E475541524422 = "5A=ID>GUARD"
8E5A Change Guard ID  (5A)
900024 Set Guard Armor Amount  (0024)
8B05A5 Set Current Guard's Hearing Ability  8B (05A5)
8F0033 Set Guard Health  (0033)
930E Set Character Accuracy  93 (0E)
BF00CD069000800001 Spawn Weapon  (DD44 Dostovei) (06 DD44)
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
05FD000C JAL To Function  (Guard [whatever called it]) (JAL TO: 000C) Jog to Player and Attack
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 



0403:
0201 Resume If Return Value Loop Met 
AD2235423D49443E475541524422 = "5B=ID>GUARD"
8E5B Change Guard ID  (5B)
90001E Set Guard Armor Amount  (001E)
8B04B5 Set Current Guard's Hearing Ability  8B (04B5)
8F002A Set Guard Health  (002A)
930D Set Character Accuracy  93 (0D)
BF00BD0A0000800001 Spawn Weapon  (D5K Deutsche) (0A D5K)
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
05FD000C JAL To Function  (Guard [whatever called it]) (JAL TO: 000C) Jog to Player and Attack
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 



0404:
0201 Resume If Return Value Loop Met 
AD2235433D49443E475541524422 = "5C=ID>GUARD"
8E5C Change Guard ID  (5C)
90001F Set Guard Armor Amount  (001F)
8B035E Set Current Guard's Hearing Ability  8B (035E)
8F0023 Set Guard Health  (0023)
930F Set Character Accuracy  93 (0F)
BF00B8080000800001 Spawn Weapon  (KF7 Soviet) (08 KF7)
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
05FD000C JAL To Function  (Guard [whatever called it]) (JAL TO: 000C) Jog to Player and Attack
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 



0405:
0201 Resume If Return Value Loop Met 
AD2235443D49443E475541524422 = "5D=ID>GUARD"
8E5D Change Guard ID  (5D)
900025 Set Guard Armor Amount  (0025)
8B02D9 Set Current Guard's Hearing Ability  8B (02D9)
8F0025 Set Guard Health  (0025)
930E Set Character Accuracy  93 (0E)
BF00BD0A0000800001 Spawn Weapon  (D5K Deutsche) (0A D5K)
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
05FD000C JAL To Function  (Guard [whatever called it]) (JAL TO: 000C) Jog to Player and Attack
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 



0406:
0200 Resume If Return Value Loop Met 
AD6272726D206272726D = brrm brrm
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
F102 If All Objectives Complete, Return Value Loop 
0101 Go To Beginning, Then Return Value Loop 
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
520014273803 Go Into Return Value Loop If Within Units Of Preset 52 (00142738)
0102 Go To Beginning, Then Return Value Loop 
0203 Resume If Return Value Loop Met 
CB00 Set Object Path (27 Type Object)  CB (00)
CC05FF0030 Set Speed Moving Vehicle (27 Type Object)  CC (05FF0030)
05FD0001 JAL To Function  (Guard [whatever called it]) (JAL TO: 0001) End Routine (Loop forever)
04 Terminator 



0407:
AD226C6F636B6564207570203122 = "locked up 1"
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
52002D006801 Go Into Return Value Loop If Within Units Of Preset 52 (002D0068)
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
21 Guard Surrenders 
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
680D0203 Check Door Status, Return Value Loop If Met  (Cell Door)
0102 Go To Beginning, Then Return Value Loop 
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
1C2738 Guard Jogs To Preset  (Preset: 2738)
0204 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
4DFD0020273805 When Guard Within Proximity Of Preset, Return Value Loop 4D (FD00202738)
2F0E When Guard Stops Moving, Return Value Loop 
0104 Go To Beginning, Then Return Value Loop 
020E Resume If Return Value Loop Met 
0103 Go To Beginning, Then Return Value Loop 
0205 Resume If Return Value Loop Met 
22 Guard Set To Move Fades And Disappear 
9A09000000 Set Objective Bits  (If True: Objective #4) (09000000)
0206 Resume If Return Value Loop Met 
05FD0001 JAL To Function  (Guard [whatever called it]) (JAL TO: 0001) End Routine (Loop forever)
04 Terminator 



0408:
AD226C6F636B6564207570203222 = "locked up 2"
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
520034006901 Go Into Return Value Loop If Within Units Of Preset 52 (00340069)
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
21 Guard Surrenders 
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
680C0203 Check Door Status, Return Value Loop If Met  (Cell Door)
0102 Go To Beginning, Then Return Value Loop 
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
1C2738 Guard Jogs To Preset  (Preset: 2738)
0204 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
4DFD0022273805 When Guard Within Proximity Of Preset, Return Value Loop 4D (FD00222738)
2F0E When Guard Stops Moving, Return Value Loop 
0104 Go To Beginning, Then Return Value Loop 
020E Resume If Return Value Loop Met 
0103 Go To Beginning, Then Return Value Loop 
0205 Resume If Return Value Loop Met 
22 Guard Set To Move Fades And Disappear 
9A00000D00 Set Objective Bits  (If True: Objective #4) (00000D00)
0206 Resume If Return Value Loop Met 
05FD0001 JAL To Function  (Guard [whatever called it]) (JAL TO: 0001) End Routine (Loop forever)
04 Terminator 



0409:
AD22506174685F303122 = "Path_01"
0200 Resume If Return Value Loop Met 
2001 Activate Path  (Path #01)
05FD0007 JAL To Function  (Guard [whatever called it]) (JAL TO: 0007) Wait for Player Detection
04 Terminator 



040A:
AD22506174685F303222 = "Path_02"
0200 Resume If Return Value Loop Met 
2002 Activate Path  (Path #02)
05FD0007 JAL To Function  (Guard [whatever called it]) (JAL TO: 0007) Wait for Player Detection
04 Terminator 



040B:
AD226C6F636B6564207570203322 = "locked up 3"
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
520070008001 Go Into Return Value Loop If Within Units Of Preset 52 (00700080)
520012007E01 Go Into Return Value Loop If Within Units Of Preset 52 (0012007E)
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
21 Guard Surrenders 
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
680E0203 Check Door Status, Return Value Loop If Met  (Cell Door)
0102 Go To Beginning, Then Return Value Loop 
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
1C2738 Guard Jogs To Preset  (Preset: 2738)
0204 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
4DFD0023273805 When Guard Within Proximity Of Preset, Return Value Loop 4D (FD00232738)
2F0E When Guard Stops Moving, Return Value Loop 
0104 Go To Beginning, Then Return Value Loop 
020E Resume If Return Value Loop Met 
0103 Go To Beginning, Then Return Value Loop 
0205 Resume If Return Value Loop Met 
22 Guard Set To Move Fades And Disappear 
9A00000030 Set Objective Bits  (If True: Objective #4) (00000030)
0206 Resume If Return Value Loop Met 
05FD0001 JAL To Function  (Guard [whatever called it]) (JAL TO: 0001) End Routine (Loop forever)
04 Terminator 



040C:
AD22506174685F303322 = "Path_03"
0200 Resume If Return Value Loop Met 
2003 Activate Path  (Path #03)
05FD0007 JAL To Function  (Guard [whatever called it]) (JAL TO: 0007) Wait for Player Detection
04 Terminator 



040D:
AD22506174685F303422 = "Path_04"
0200 Resume If Return Value Loop Met 
2004 Activate Path  (Path #04)
05FD0007 JAL To Function  (Guard [whatever called it]) (JAL TO: 0007) Wait for Player Detection
04 Terminator 



040E:
AD2243656C6C20477561726422 = "Cell Guard"
8F0030 Set Guard Health  (0030)
900011 Set Guard Armor Amount  (0011)
9330 Set Character Accuracy  93 (30)
9250 Set Actor Attribute  92 (50)
9113 Set Character Action Speed  91 (13)
8C10 Set Guard Reaction Time  8C (10)
8B00B9 Set Current Guard's Hearing Ability  8B (00B9)
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
68120801 Check Door Status, Return Value Loop If Met  (Grey Electronic Door w/ LEFT Arrow and Window)
68130801 Check Door Status, Return Value Loop If Met  (Grey Electronic Door w/ LEFT Arrow and Window)
3E01 If Shot Current Guard, Return Value Loop 
3F01 If Heard Bond, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
C37417 Display Text Preset  - Natalya: You are a spy and I am a*           traitor. We will be shot.*
060002 Set Return Subroutine From JAL  (JAL TO: 0002) Random Animations Until Detection
05FD0008 JAL To Function  (Guard [whatever called it]) (JAL TO: 0008) Jog to Player (subroutine)
04 Terminator 



040F:
0201 Resume If Return Value Loop Met 
AD2235453D49443E475541524422 = "5E=ID>GUARD"
8E5E Change Guard ID  (5E)
900027 Set Guard Armor Amount  (0027)
8B01E5 Set Current Guard's Hearing Ability  8B (01E5)
8F0028 Set Guard Health  (0028)
930E Set Character Accuracy  93 (0E)
BF00B8080000800001 Spawn Weapon  (KF7 Soviet) (08 KF7)
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
05FD000C JAL To Function  (Guard [whatever called it]) (JAL TO: 000C) Jog to Player and Attack
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 



0410:
AD2263617074697665203422 = "captive 4"
0201 Resume If Return Value Loop Met 
21 Guard Surrenders 
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
300003 Detect If Guard Killed, Return Value Loop If So  (Janus Special Forces: Black Jumpsuit)
0102 Go To Beginning, Then Return Value Loop 
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
1C2738 Guard Jogs To Preset  (Preset: 2738)
0204 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
2F0E When Guard Stops Moving, Return Value Loop 
4DFD0022273805 When Guard Within Proximity Of Preset, Return Value Loop 4D (FD00222738)
0104 Go To Beginning, Then Return Value Loop 
020E Resume If Return Value Loop Met 
0103 Go To Beginning, Then Return Value Loop 
0205 Resume If Return Value Loop Met 
22 Guard Set To Move Fades And Disappear 
9A000E0000 Set Objective Bits  (If True: Objective #4) (000E0000)
0206 Resume If Return Value Loop Met 
05FD0001 JAL To Function  (Guard [whatever called it]) (JAL TO: 0001) End Routine (Loop forever)
04 Terminator 



0411:
AD22506174685F303522 = "Path_05"
0200 Resume If Return Value Loop Met 
2005 Activate Path  (Path #05)
05FD0007 JAL To Function  (Guard [whatever called it]) (JAL TO: 0007) Wait for Player Detection
04 Terminator 



0412:
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
3201 If Bond In Sight, Return Value Loop 
3E07 If Shot Current Guard, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
33 Seed Random Byte 
356002 If Seeded Byte > Value, Go Into Return Value Loop  (60)
0007 Return Value Loop 
0202 Resume If Return Value Loop Met 
9D00000040 Set Guard Bit Tags  (00000040)
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
160004002404 Standing Guard Targets Guard, Return Value Loop  (Formal Wear: Blue Dress Suit, Grey Tie)
0204 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
300007 Detect If Guard Killed, Return Value Loop If So  (Janus Special Forces: Black Jumpsuit)
3E07 If Shot Current Guard, Return Value Loop 
E805 If Guard Is Shooting, Return Value Loop 
0006 Return Value Loop 
0205 Resume If Return Value Loop Met 
0104 Go To Beginning, Then Return Value Loop 
0206 Resume If Return Value Loop Met 
0103 Go To Beginning, Then Return Value Loop 
0207 Resume If Return Value Loop Met 
060002 Set Return Subroutine From JAL  (JAL TO: 0002) Random Animations Until Detection
05FD0008 JAL To Function  (Guard [whatever called it]) (JAL TO: 0008) Jog to Player (subroutine)
04 Terminator 



1000:
AD226861636B20636F6D7075746572223E436F6E6B73746572204D46 = "hack computer">Conkster MF
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
5D0001 Go Into Return Value Loop If Gadget Used On 16 Object #  (Mainframe, Advanced)
5C00AB Go Into Return Value Loop If 16 Object # Activated  (Mainframe, Advanced)
5B0034 Go Into Return Value Loop If 16 Object # Not Destroyed  (Mainframe, Advanced)
00AB Return Value Loop 
0234 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
593702 Go Into Return Value Loop If Specified Weapon Is Out  (37 Datathief)
00AB Return Value Loop 
0202 Resume If Return Value Loop Met 
C37409 Display Text Preset  - Bond: It appears that we are cellmates*
C400F501 Play Sound Effect # In Slot # (0-7)  (Sound: 00F5 - Floppy disk drive 2)
AE Reset Cycle Counter And Enable It 
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B400012004 If Cycle Counter > Value, Return Value Loop B4 (000120)
0103 Go To Beginning, Then Return Value Loop 
0204 Resume If Return Value Loop Met 
C37415 Display Text Preset  - Natalya: That doesn't matter anymore.*
C400B802 Play Sound Effect # In Slot # (0-7)  (Sound: 00B8 - Typing at a computer)
0205 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B400025006 If Cycle Counter > Value, Return Value Loop B4 (000250)
0105 Go To Beginning, Then Return Value Loop 
0206 Resume If Return Value Loop Met 
AD22436F6D706C65746573204F626A65637469766522 = "Completes Objective"
9AB0000000 Set Objective Bits  (If True: Objective #2) (B0000000)
C37416 Display Text Preset  - Bond: Why not?*
C400F703 Play Sound Effect # In Slot # (0-7)  (Sound: 00F7 - Beeping noise)
0207 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
0107 Go To Beginning, Then Return Value Loop 
02AB Resume If Return Value Loop Met 
AD224661696C73204F626A65637469766522 = "Fails Objective"
9A00005000 Set Objective Bits  (If False: Objective #2) (00005000)
C37414 Display Text Preset  - Bond: I work for the British Government.*        I'm looking for a stolen helicopter.*
25 Sound Alarm 
04 Terminator 



1001:
0200 Resume If Return Value Loop Met 
AD22496E74726F205363656E6522 = "Intro Scene"
03 Leave The Routine, But When Return Continue From Spot 
CE01 Detect If Currently In Intro Camera, Return Value Loop If So 
0002 Return Value Loop 
0201 Resume If Return Value Loop Met 
0100 Go To Beginning, Then Return Value Loop 
0202 Resume If Return Value Loop Met 
05FD0001 JAL To Function  (Guard [whatever called it]) (JAL TO: 0001) End Routine (Loop forever)
04 Terminator 



1002:
0200 Resume If Return Value Loop Met 
AD224755415244204944203D35413E22 = "GUARD ID =5A>"
03 Leave The Routine, But When Return Continue From Spot 
3701 If Alarm Activated, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
F30A If Player Pickups Disabled, Return Value Loop 
5500450A Go Into Return Value Loop If Entered Room with Preset  (Preset: 0045)
55004B0A Go Into Return Value Loop If Entered Room with Preset  (Preset: 004B)
55009D0A Go Into Return Value Loop If Entered Room with Preset  (Preset: 009D)
315A03 If Bond In Room With Guard ID, Return Value Loop  (Spawned Guard) Path from Block [0402]
000A Return Value Loop 
0203 Resume If Return Value Loop Met 
BD043C004504020000000002 Spawn Guard  (Janus Special Forces: Black Jumpsuit) (Male, Terrorist)
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
305A0A Detect If Guard Killed, Return Value Loop If So  (Spawned Guard) Path from Block [0402]
0102 Go To Beginning, Then Return Value Loop 
020A Resume If Return Value Loop Met 
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 



1003:
0200 Resume If Return Value Loop Met 
AD224755415244204944203D35423E22 = "GUARD ID =5B>"
03 Leave The Routine, But When Return Continue From Spot 
3701 If Alarm Activated, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
F30A If Player Pickups Disabled, Return Value Loop 
5500460A Go Into Return Value Loop If Entered Room with Preset  (Preset: 0046)
55004B0A Go Into Return Value Loop If Entered Room with Preset  (Preset: 004B)
55009D0A Go Into Return Value Loop If Entered Room with Preset  (Preset: 009D)
315B03 If Bond In Room With Guard ID, Return Value Loop  (Spawned Guard) Path from Block [0403]
000A Return Value Loop 
0203 Resume If Return Value Loop Met 
BD043C004604030000000002 Spawn Guard  (Janus Special Forces: Black Jumpsuit) (Male, Terrorist)
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
305B0A Detect If Guard Killed, Return Value Loop If So  (Spawned Guard) Path from Block [0403]
0102 Go To Beginning, Then Return Value Loop 
020A Resume If Return Value Loop Met 
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 



1004:
0200 Resume If Return Value Loop Met 
AD224755415244204944203D35433E22 = "GUARD ID =5C>"
03 Leave The Routine, But When Return Continue From Spot 
3701 If Alarm Activated, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
F30A If Player Pickups Disabled, Return Value Loop 
5500470A Go Into Return Value Loop If Entered Room with Preset  (Preset: 0047)
55004B0A Go Into Return Value Loop If Entered Room with Preset  (Preset: 004B)
55009D0A Go Into Return Value Loop If Entered Room with Preset  (Preset: 009D)
315C03 If Bond In Room With Guard ID, Return Value Loop  (Spawned Guard) Path from Block [0404]
000A Return Value Loop 
0203 Resume If Return Value Loop Met 
BD043C004704040000000002 Spawn Guard  (Janus Special Forces: Black Jumpsuit) (Male, Terrorist)
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
305C0A Detect If Guard Killed, Return Value Loop If So  (Spawned Guard) Path from Block [0404]
0102 Go To Beginning, Then Return Value Loop 
020A Resume If Return Value Loop Met 
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 



1005:
AD6861636B20636F6D70757465722022646F6F72206C6F636B203122 = hack computer "door lock 1"
6A0201 Set Bits To Lock On Type 16 Door  (Grey Electronic Door w/ UP Arrow)
6A0403 Set Bits To Lock On Type 16 Door  (Grey Electronic Door w/ UP Arrow)
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
5D0301 Go Into Return Value Loop If Gadget Used On 16 Object #  (Console w/ Monitor, Keyboard + Switches)
5D0801 Go Into Return Value Loop If Gadget Used On 16 Object #  (Console w/ Five Gauges)
5D1101 Go Into Return Value Loop If Gadget Used On 16 Object #  (Television Monitor)
583103AF Go Into Return Value Loop If Specified Weapon Deposited On 16-Object  (31 Bug Detector) (Console w/ Monitor, Keyboard + Switches)
583108AF Go Into Return Value Loop If Specified Weapon Deposited On 16-Object  (31 Bug Detector) (Console w/ Five Gauges)
5B0334 Go Into Return Value Loop If 16 Object # Not Destroyed  (Console w/ Monitor, Keyboard + Switches)
00AB Return Value Loop 
0234 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
592602 Go Into Return Value Loop If Specified Weapon Is Out  (26 Door Decoder)
5937AF Go Into Return Value Loop If Specified Weapon Is Out  (37 Datathief)
00AB Return Value Loop 
0202 Resume If Return Value Loop Met 
C3740A Display Text Preset  - Woman: Who are you, anyway?*
C400B801 Play Sound Effect # In Slot # (0-7)  (Sound: 00B8 - Typing at a computer)
AE Reset Cycle Counter And Enable It 
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B400012004 If Cycle Counter > Value, Return Value Loop B4 (000120)
0103 Go To Beginning, Then Return Value Loop 
0204 Resume If Return Value Loop Met 
C3740A Display Text Preset  - Woman: Who are you, anyway?*
C400B802 Play Sound Effect # In Slot # (0-7)  (Sound: 00B8 - Typing at a computer)
0205 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B400025006 If Cycle Counter > Value, Return Value Loop B4 (000250)
0105 Go To Beginning, Then Return Value Loop 
0206 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
C3740B Display Text Preset  - Bond: The name's Bond, James Bond.*
6B0200 Unset Bits To Lock On Type 16 Door  (Grey Electronic Door w/ UP Arrow)
6B0400 Unset Bits To Lock On Type 16 Door  (Grey Electronic Door w/ UP Arrow)
68020107 Check Door Status, Return Value Loop If Met  (Grey Electronic Door w/ UP Arrow)
68040107 Check Door Status, Return Value Loop If Met  (Grey Electronic Door w/ UP Arrow)
68020208 Check Door Status, Return Value Loop If Met  (Grey Electronic Door w/ UP Arrow)
68040208 Check Door Status, Return Value Loop If Met  (Grey Electronic Door w/ UP Arrow)
0207 Resume If Return Value Loop Met 
6602 Open Door  (Grey Electronic Door w/ UP Arrow)
6604 Open Door  (Grey Electronic Door w/ UP Arrow)
0106 Go To Beginning, Then Return Value Loop 
0208 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
0100 Go To Beginning, Then Return Value Loop 
02AB Resume If Return Value Loop Met 
C37414 Display Text Preset  - Bond: I work for the British Government.*        I'm looking for a stolen helicopter.*
25 Sound Alarm 
00E4 Return Value Loop 
02AF Resume If Return Value Loop Met 
AE Reset Cycle Counter And Enable It 
C3740C Display Text Preset  - Woman: Natalya Fyodorovna Simonova.*
02B0 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B4000103B1 If Cycle Counter > Value, Return Value Loop B4 (000103)
01B0 Go To Beginning, Then Return Value Loop 
02B1 Resume If Return Value Loop Met 
C3740D Display Text Preset  - Bond: Charmed to meet you, Natalya.*        Why have you been locked up?*
25 Sound Alarm 
00E4 Return Value Loop 
02E4 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
01E4 Go To Beginning, Then Return Value Loop 
04 Terminator 



1006:
0200 Resume If Return Value Loop Met 
AD224755415244204944203D35443E22 = "GUARD ID =5D>"
03 Leave The Routine, But When Return Continue From Spot 
3701 If Alarm Activated, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
F30A If Player Pickups Disabled, Return Value Loop 
55004B0A Go Into Return Value Loop If Entered Room with Preset  (Preset: 004B)
5500450A Go Into Return Value Loop If Entered Room with Preset  (Preset: 0045)
315D03 If Bond In Room With Guard ID, Return Value Loop  (Spawned Guard) Path from Block [0405]
000A Return Value Loop 
0203 Resume If Return Value Loop Met 
BD043C004B04050000000002 Spawn Guard  (Janus Special Forces: Black Jumpsuit) (Male, Terrorist)
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
305D0A Detect If Guard Killed, Return Value Loop If So  (Spawned Guard) Path from Block [0405]
0102 Go To Beginning, Then Return Value Loop 
020A Resume If Return Value Loop Met 
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 



1007:
AD454E44205363656E6520226272726D206272726D22 = END Scene "brrm brrm"
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
F101 If All Objectives Complete, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
520015273802 Go Into Return Value Loop If Within Units Of Preset 52 (00152738)
0101 Go To Beginning, Then Return Value Loop 
0202 Resume If Return Value Loop Met 
EA Stop Game Time 
AF Reset Cycle Counter 
B1 Enable Cycle Counter 
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B40000060E If Cycle Counter > Value, Return Value Loop B4 (000006)
0103 Go To Beginning, Then Return Value Loop 
020E Resume If Return Value Loop Met 
B0 Disable Cycle Counter 
000F Return Value Loop 
020F Resume If Return Value Loop Met 
AF Reset Cycle Counter 
B1 Enable Cycle Counter 
ED Hide First Person Display 
EC Disable Player Pickups 
D700 Disable Text (Variable)  (Hide)
DD Remove All Guards 
DA Fade Out From Cut-Scene 
0244 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
DC8F Return Value Loop When Fade Complete 
0144 Go To Beginning, Then Return Value Loop 
028F Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
03 Leave The Routine, But When Return Continue From Spot 
03 Leave The Routine, But When Return Continue From Spot 
D50900000000 Go To Camera Position  D5 (0900000000)
F40200FF Plays Value #1-Theme Slot (0-3) For Value #2 Seconds  F4 (0200FF)
DB Fade In From Black (Reset DA) 
D9F80047AA Guard ID Moved To Preset (Return Loop If Successful)  (Bond [self])
02AA Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
DC2D Return Value Loop When Fade Complete 
01AA Go To Beginning, Then Return Value Loop 
022D Resume If Return Value Loop Met 
33 Seed Random Byte 
34602E If Seeded Byte < Value, Go Into Return Value Loop  (60)
356031 If Seeded Byte > Value, Go Into Return Value Loop  (60)
022E Resume If Return Value Loop Met 
C4000F05 Play Sound Effect # In Slot # (0-7)  (Sound: 000F - Female scream)
0032 Return Value Loop 
0231 Resume If Return Value Loop Met 
C4003F06 Play Sound Effect # In Slot # (0-7)  (Sound: 003F - Train brake sound 2)
0032 Return Value Loop 
0232 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
EB10 If Key Pressed, Return Value Loop 
B40001E410 If Cycle Counter > Value, Return Value Loop B4 (0001E4)
0132 Go To Beginning, Then Return Value Loop 
0210 Resume If Return Value Loop Met 
DA Fade Out From Cut-Scene 
0245 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
DC04 Return Value Loop When Fade Complete 
0145 Go To Beginning, Then Return Value Loop 
0204 Resume If Return Value Loop Met 
D2 Exit Level 
05FD0001 JAL To Function  (Guard [whatever called it]) (JAL TO: 0001) End Routine (Loop forever)
04 Terminator 



1008:
AD6861636B20636F6D70757465722022646F6F72206C6F636B203222 = hack computer "door lock 2"
6A0C23 Set Bits To Lock On Type 16 Door  (Cell Door)
6A0D43 Set Bits To Lock On Type 16 Door  (Cell Door)
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
5D0B01 Go Into Return Value Loop If Gadget Used On 16 Object #  (Console w/ Monitor + Keyboard)
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
592602 Go Into Return Value Loop If Specified Weapon Is Out  (26 Door Decoder)
00AB Return Value Loop 
0202 Resume If Return Value Loop Met 
C3740A Display Text Preset  - Woman: Who are you, anyway?*
C400B801 Play Sound Effect # In Slot # (0-7)  (Sound: 00B8 - Typing at a computer)
D00B1010 Change Animation Type Of Type 16 Monitor  (Console w/ Monitor + Keyboard)
AE Reset Cycle Counter And Enable It 
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B400011006 If Cycle Counter > Value, Return Value Loop B4 (000110)
0103 Go To Beginning, Then Return Value Loop 
0206 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
C3740B Display Text Preset  - Bond: The name's Bond, James Bond.*
6B0C00 Unset Bits To Lock On Type 16 Door  (Cell Door)
6B0D00 Unset Bits To Lock On Type 16 Door  (Cell Door)
680C0107 Check Door Status, Return Value Loop If Met  (Cell Door)
680D0107 Check Door Status, Return Value Loop If Met  (Cell Door)
680C0208 Check Door Status, Return Value Loop If Met  (Cell Door)
680D0208 Check Door Status, Return Value Loop If Met  (Cell Door)
0207 Resume If Return Value Loop Met 
660C Open Door  (Cell Door)
660D Open Door  (Cell Door)
0106 Go To Beginning, Then Return Value Loop 
0208 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
0100 Go To Beginning, Then Return Value Loop 
02AB Resume If Return Value Loop Met 
25 Sound Alarm 
C37414 Display Text Preset  - Bond: I work for the British Government.*        I'm looking for a stolen helicopter.*
02E4 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
01E4 Go To Beginning, Then Return Value Loop 
04 Terminator 



1009:
AD22486F737461676573206661696C22 = "Hostages fail"
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
9C0900000002 Check If Objective Value, Return Loop If So  (If True: Objective #4) (09000000)
3012FF Detect If Guard Killed, Return Value Loop If So  (Formal Wear: Blue Dress Suit, Grey Tie)
0002 Return Value Loop 
0202 Resume If Return Value Loop Met 
9C00000D0003 Check If Objective Value, Return Loop If So  (If True: Objective #4) (00000D00)
3013FF Detect If Guard Killed, Return Value Loop If So  (Formal Wear: Blue Dress Suit, Grey Tie)
0003 Return Value Loop 
0203 Resume If Return Value Loop Met 
9C0000003004 Check If Objective Value, Return Loop If So  (If True: Objective #4) (00000030)
301EFF Detect If Guard Killed, Return Value Loop If So  (Formal Wear: Blue Dress Suit, Grey Tie)
0004 Return Value Loop 
0204 Resume If Return Value Loop Met 
9C000E000005 Check If Objective Value, Return Loop If So  (If True: Objective #4) (000E0000)
3024FF Detect If Guard Killed, Return Value Loop If So  (Formal Wear: Blue Dress Suit, Grey Tie)
0005 Return Value Loop 
0205 Resume If Return Value Loop Met 
6D0306 If Objective # Complete, Return Value Loop 6D (03)
0100 Go To Beginning, Then Return Value Loop 
0206 Resume If Return Value Loop Met 
C3741C Display Text Preset  - Natalya: That worked well.*
0007 Return Value Loop 
0207 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
0107 Go To Beginning, Then Return Value Loop 
02FF Resume If Return Value Loop Met 
9A0000000F Set Objective Bits  (If False: Objective #4) (0000000F)
04 Terminator 



100A:
AD6861636B20636F6D70757465722022646F6F72206C6F636B203322 = hack computer "door lock 3"
6A0E5C Set Bits To Lock On Type 16 Door  (Cell Door)
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
5D0F01 Go Into Return Value Loop If Gadget Used On 16 Object #  (Console w/ Monitor + Keyboard)
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
592602 Go Into Return Value Loop If Specified Weapon Is Out  (26 Door Decoder)
00AB Return Value Loop 
0202 Resume If Return Value Loop Met 
C3740A Display Text Preset  - Woman: Who are you, anyway?*
C400B801 Play Sound Effect # In Slot # (0-7)  (Sound: 00B8 - Typing at a computer)
D00F2505 Change Animation Type Of Type 16 Monitor  (Console w/ Monitor + Keyboard)
AE Reset Cycle Counter And Enable It 
0203 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B400010B06 If Cycle Counter > Value, Return Value Loop B4 (00010B)
0103 Go To Beginning, Then Return Value Loop 
0206 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
C3740B Display Text Preset  - Bond: The name's Bond, James Bond.*
6B0E00 Unset Bits To Lock On Type 16 Door  (Cell Door)
680E0107 Check Door Status, Return Value Loop If Met  (Cell Door)
680E0208 Check Door Status, Return Value Loop If Met  (Cell Door)
0207 Resume If Return Value Loop Met 
660E Open Door  (Cell Door)
0106 Go To Beginning, Then Return Value Loop 
0208 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
0100 Go To Beginning, Then Return Value Loop 
02AB Resume If Return Value Loop Met 
25 Sound Alarm 
C37414 Display Text Preset  - Bond: I work for the British Government.*        I'm looking for a stolen helicopter.*
02E4 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
01E4 Go To Beginning, Then Return Value Loop 
04 Terminator 



100B:
0200 Resume If Return Value Loop Met 
AD224D75736963204368616E67656422 = "Music Changed"
03 Leave The Routine, But When Return Continue From Spot 
3702 If Alarm Activated, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0202 Resume If Return Value Loop Met 
F40228FF Plays Value #1-Theme Slot (0-3) For Value #2 Seconds  F4 (0228FF)
0100 Go To Beginning, Then Return Value Loop 
04 Terminator 



100C:
0200 Resume If Return Value Loop Met 
AD224755415244204944203D35453E22 = "GUARD ID =5E>"
03 Leave The Routine, But When Return Continue From Spot 
3701 If Alarm Activated, Return Value Loop 
0100 Go To Beginning, Then Return Value Loop 
0201 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
F30A If Player Pickups Disabled, Return Value Loop 
5500950A Go Into Return Value Loop If Entered Room with Preset  (Preset: 0095)
5500450A Go Into Return Value Loop If Entered Room with Preset  (Preset: 0045)
315E03 If Bond In Room With Guard ID, Return Value Loop  (Spawned Guard) Path from Block [040F]
000A Return Value Loop 
0203 Resume If Return Value Loop Met 
BD043C0095040F0000000002 Spawn Guard  (Janus Special Forces: Black Jumpsuit) (Male, Terrorist)
0202 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
305E0A Detect If Guard Killed, Return Value Loop If So  (Spawned Guard) Path from Block [040F]
0102 Go To Beginning, Then Return Value Loop 
020A Resume If Return Value Loop Met 
0101 Go To Beginning, Then Return Value Loop 
04 Terminator 







Listing of Commands:

00 Return Value Loop [2]
01 Go To Beginning, Then Return Value Loop [2]
02 Resume If Return Value Loop Met [2]
03 Leave The Routine, But When Return Continue From Spot [1]
04 Terminator [1]
05 JAL To Function [4]
06 Set Return Subroutine From JAL [3]
07 Return To Original Routine From JAL [1]
08 Briefly Aim At Bond But Do Not Fire [1]
09 Guard Kneels [1]
0A Animation [9]
0B If Guard Wasting Time (Swatting Flies), Return Value Loop [2]
0C Guard Shuffles Feet [1]
0D Guard Looks Around When Shot At [1]
0E Guard Steps Sideways, Return Value Loop [2]
0F Guard Hops Sideways, Return Value Loop [2]
10 Guard Runs Sideways, Return Value Loop [2]
11 Guard Walks Firing, Return Value Loop [2]
12 Guard Runs Firing, Return Value Loop [2]
13 Guard Rolls On Ground Then Fires Crouched, Return Value Loop [2]
14 Guard Targets Guard, Return Value Loop [6]
15 Guard Kneels Targets Guard, Return Value Loop [6]
16 Standing Guard Targets Guard, Return Value Loop [6]
17 Guard Constantly Angles To Face, Return Value Loop [6]
18 Shoot Guard ID In Style With Weapon Type # [4]
19 Guard ID1 Shoots Guard ID2 In Style [4]
1A Guard Throws Grenade, Return Value Loop [2]
1B Drop Weapon Inventory #, Return Value Loop [5]
1C Guard Jogs To Preset [3]
1D Guard Jogs To Predefined Preset (2328) [1]
1E Guard Walks To Preset [3]
1F Guard Runs  To Preset [3]
20 Activate Path [2]
21 Guard Surrenders [1]
22 Guard Set To Move Fades And Disappear [1]
23 Eliminate Guard ID [2]
24 Activate Object At Preset, Return Value Loop If Successful [4]
25 Sound Alarm [1]
26 Turn Off Alarm [1]
27 Return False (Invalid Type) [2]
28 Jog To Bond, Return Loop When Reached Bond [2]
29 Walk To Bond, Return Loop When Reached Bond [2]
2A Run To Bond, Return Loop When Reached Bond [2]
2B Return False (Invalid Type) [2]
2C Jog To Character Position, Return Value Loop On Arrival [3]
2D Walk To Character Position, Return Value Loop On Arrival [3]
2E Run To Character Position, Return Value Loop On Arrival [3]
2F When Guard Stops Moving, Return Value Loop [2]
30 Detect If Guard Killed, Return Value Loop If So [3]
31 If Bond In Room With Guard ID, Return Value Loop [3]
32 If Bond In Sight, Return Value Loop [2]
33 Seed Random Byte [1]
34 If Seeded Byte < Value, Go Into Return Value Loop [3]
35 If Seeded Byte > Value, Go Into Return Value Loop [3]
36 If Alarm Activated, Return Value Loop (Plus Stack) [2]
37 If Alarm Activated, Return Value Loop [2]
38 If Toxic Gas Released, Return Value Loop [2]
39 If Guard Heard Gunfire, Return Value Loop [2]
3A If Bond Shoots Another Guard, Return Value Loop [2]
3B If Guard Killed In Front Of Guard, Return Value Loop [2]
3C If Guard Within Firing Range, Return Value Loop [2]
3D <<< Unused / Unknown >>> [2]
3E If Shot Current Guard, Return Value Loop [2]
3F If Heard Bond, Return Value Loop [2]
40 If Another Guard In Same Room As Guard ID, Return Value Loop [3]
41 If Guard Has Been On Screen, Return Value Loop [2]
42 If Current Guard On Screen In Loaded Room, Return Value Loop [2]
43 If Guard In A Room Currently Loaded, Return Value Loop [2]
44 If Room Containing Preset Is Loaded, Return Value Loop [4]
45 Go To Return Value Loop, If Bond Has Guard At Gunpoint [2]
46 If Fired A Shot, Return Value Loop [2]
47 If Distance Between Bond And Guard < Value, Return Value Loop [3]
48 If Distance Between Bond And Guard > Valye, Return Value Loop [3]
49 Test if Actor and Player Distance Less Than Value, Return Value Loop (Unused) [3]
4A Test if Actor and Player Distance Greater Than Value, Return Value Loop (Unused) [3]
4B Return Value Loop If Within Proximity Of Bond [4]
4C Return Value Loop If Not Within Proximity Of Bond [4]
4D When Guard Within Proximity Of Preset, Return Value Loop [7]
4E When Guard Not Within Proximity Of Preset, Return Value Loop [7]
4F If Current Guard Is Within Units Of Guard ID, Return Value Loop [5]
50 If Current Guard Is Not Within Units Of Guard ID, Return Value Loop [5]
51 Set Closest Guard Within Units As Guard ID FC, Then Return Value Loop If Successful [4]
52 Go Into Return Value Loop If Within Units Of Preset [6]
53 Go Into Return Value Loop If Not Within Units Of Preset [6]
54 Go Into Return Value Loop If Guard Is At Preset [5]
55 Go Into Return Value Loop If Entered Room with Preset [4]
56 Go Into Return Value Loop If 16 Object # Collected [3]
57 Go Into Return Value Loop If Specified Weapon Deposited [3]
58 Go Into Return Value Loop If Specified Weapon Deposited On 16-Object [4]
59 Go Into Return Value Loop If Specified Weapon Is Out [3]
5A Go Into Return Value Loop If Type 16 Object # Loaded [3]
5B Go Into Return Value Loop If 16 Object # Not Destroyed [3]
5C Go Into Return Value Loop If 16 Object # Activated [3]
5D Go Into Return Value Loop If Gadget Used On 16 Object # [3]
5E 16 Object Activates [2]
5F 16 Object Explodes [2]
60 Guard Drops 16 Object # [2]
61 Kill Guard # [2]
62 Guard # Throws Equipment [2]
63 Guard Gives Bond 16 Object # [2]
64 Type 16 Object Equipped On Guard [3]
65 Object Moved To Preset [4]
66 Open Door [2]
67 Close Door [2]
68 Check Door Status, Return Value Loop If Met [4]
69 If 16 Object Is Valid Door, Return Value Loop [3]
6A Set Bits To Lock On Type 16 Door [3]
6B Unset Bits To Lock On Type 16 Door [3]
6C If Tagged Locked Door 16 Objects Toggled, Return Value Loop [4]
6D If Objective # Complete, Return Value Loop [3]
6E If Guard 2328 Preset, Return Value Loop [3]
6F If Guard 2328 Preset Set, Return Value Loop [3]
70 Go Into Return Value Loop Difficulty < Value [3]
71 Go Into Return Value Loop If Difficulty > Value [3]
72 Go To Return Value Loop, If Time < Value [4]
73 Go To Return Value Loop, If Time > Value [4]
74 Go To Return Value Loop, If Power On Time < Value [4]
75 Go To Return Value Loop, If Power On Time > Value [4]
76 Go To Return Value Loop, If Stage Number < Value [3]
77 Go To Return Value Loop, If Stage Number > Value [3]
78 Go To Return Value Loop, If Guard Shot < Amount [3]
79 Go To Return Value Loop, If Guard Shot > Amount [3]
7A Go To Return Value Loop, If Number Near-Miss Gunshots < Value [3]
7B Go To Return Value Loop, If Number Near-Miss Gunshots > Value [3]
7C If Guard Health Above Value, Return Value Loop [4]
7D If Guard Health Below Value, Return Value Loop [4]
7E If Guard #'s Bitflag 01000000 Set, Return Value Loop [3]
7F If Health Below Value, Return Value Loop [3]
80 If Health Above Value, Return Value Loop [3]
81 Set User Byte #1 [2]
82 Add Value To User Byte #1 (Max To FF) [2]
83 Subtract Value To User Byte #1 (Min To 0) [2]
84 If Value > User Byte #1, Return Value Loop [3]
85 If User Byte #1 < Random Value, Return Value Loop [2]
86 Set User Byte #2 [2]
87 Add Value To User Byte #2 (Max To FF) [2]
88 Subtract Value To User Byte #2 (Min To 0) [2]
89 If Value > User Byte #2, Return Value Loop [3]
8A If User Byte #2 < Random Value, Return Value Loop [2]
8B Set Current Guard's Hearing Ability [3]
8C Set Guard Reaction Time [2]
8D Set Guard Belligerence [2]
8E Change Guard ID [2]
8F Set Guard Health [3]
90 Set Guard Armor Amount [3]
91 Set Character Action Speed [2]
92 Set Actor Attribute [2]
93 Set Character Accuracy [2]
94 Mask Guard Type With Value [2]
95 Unmask Guard Type With Value [2]
96 If Guard Type Value Is Set, Return Value Loop [3]
97 Mask Guard Type Flags With Value [3]
98 Unmask Guard Type Flags With Value [3]
99 If Guard Type Flags Set, Return Value Loop [4]
9A Set Objective Bits [5]
9B Unset Objective Value [5]
9C Check If Objective Value, Return Loop If So [6]
9D Set Guard Bit Tags [5]
9E Unset Guard Bit Tags [5]
9F Check Guard Bits, If Same Return Value Loop [6]
A0 Set Guard ID Bits [6]
A1 Unset Guard ID Bits [6]
A2 Check Guard Bits, If Same Return Value Loop [7]
A3 Set State Bits 16 Type Object [6]
A4 Unset State Bits 16 Type Object [6]
A5 Check State Bits 16 Type Object, If Same Return Value Loop [7]
A6 Set 16-Object States More [6]
A7 Unset 16-Object States More [6]
A8 Check 16-Object States More, If Same Return Value Loop [7]
A9 Sets To Guard ID Fc Current Guard [2]
AA Sets FC Value For Guard ID To Guard ID [3]
AB Set Current Guard's 2328 Value To Preset [3]
AC Set Guard ID #'S 2328 Value To Preset [4]
AD Debug Comment [20]
AE Reset Cycle Counter And Enable It [1]
AF Reset Cycle Counter [1]
B0 Disable Cycle Counter [1]
B1 Enable Cycle Counter [1]
B2 Check Cycle Counter Enable Status [2]
B3 If Cycle Counter < Value, Return Value Loop [5]
B4 If Cycle Counter > Value, Return Value Loop [5]
B5 Show Timer [1]
B6 Hide Timer (Silent Countdown!) [1]
B7 Set Timer X Seconds  (Doesn't Show Timer Yet) [3]
B8 Stop Timer [1]
B9 Start Timer [1]
BA Check Timer Enabled Status, Return Value Loop If Enabled [2]
BB Detect If Timer Below Certain Point (Return Value Loop If So) [4]
BC Detect If Timer Above Certain Point (Return Value Loop If So) [4]
BD Spawn Guard [C]
BE Respawn Guard with ID [B]
BF Spawn Weapon [9]
C0 Spawn Hat [8]
C1 Guard ID Does Action Value If Heard A Lot Of Gunfire, Return Value Loop When Complete [5]
C2 Display Text Preset Bottom Screen [3]
C3 Display Text Preset [3]
C4 Play Sound Effect # In Slot # (0-7) [4]
C5 Emanate Sound In Slot # From 16 Object, With Audible Range Value [5]
C6 Emanate Sound In Slot # From Preset, With Audible Range Value [6]
C7 Sound In Slot # Crecendos To Volume Over Milliseconds [6]
C8 Sound In Slot # Fades To Volume Over Milliseconds [6]
C9 Shut Off Sound In Slot Number [2]
CA If Value > Volume (7FFF Max), Return Value Loop [5]
CB Set Object Path (27 Type Object) [2]
CC Set Speed Moving Vehicle (27 Type Object) [5]
CD Set Speed Aircraft Rotor [5]
CE Detect If Currently In Intro Camera, Return Value Loop If So [2]
CF Detect If Currently In Intro Swirl, Return Value Loop If So [2]
D0 Change Animation Type Of Type 16 Monitor [4]
D1 If Bond In Tank, Return Value Loop [2]
D2 Exit Level [1]
D3 Return From Camera Scene [1]
D4 Camera Looks At Bond From Preset [3]
D5 Go To Camera Position [6]
D6 If At Elevation, Return Value Loop [4]
D7 Disable Text (Variable) [2]
D8 Enable All On-Screen Displays [1]
D9 Guard ID Moved To Preset (Return Loop If Successful) [5]
DA Fade Out From Cut-Scene [1]
DB Fade In From Black (Reset DA) [1]
DC Return Value Loop When Fade Complete [2]
DD Remove All Guards [1]
DE Bring Removed Guards Back [1]
DF Open Type-16 Door (Used Cut-Scenes) [2]
E0 Guard ID Draws Weapon # [3]
E1 If Fewer than This Many Players Playing, Return Value Loop [3]
E2 If Ammo Value In Type Is Less Than Value, Return Value Loop [4]
E3 Draw Weapon From Inventory (In-Game) [2]
E4 Draw Weapon From Inventory (Cut-Scene) [2]
E5 Set Bond's Speed [3]
E6 If 16-Object And Preset Are In Same Room, Return Value Loop [5]
E7 If Guard Moving And Shooting, Return Value Loop [2]
E8 If Guard Is Shooting, Return Value Loop [2]
E9 Instantly Switch Sky To Sky 2 [1]
EA Stop Game Time [1]
EB If Key Pressed, Return Value Loop [2]
EC Disable Player Pickups [1]
ED Hide First Person Display [1]
EE Cuba Circular Camera Aim [D]
EF Trigger Credits [1]
F0 Return Value Loop If Credits Completed [2]
F1 If All Objectives Complete, Return Value Loop [2]
F2 Match selected Bond, Return Value Loop [3]
F3 If Player Pickups Disabled, Return Value Loop [2]
F4 Plays Value #1-Theme Slot (0-3) For Value #2 Seconds [4]
F5 Turn Off Music In Slot # (0-3) [2]
F6 Trigger Explosions Around Bond [1]
F7 If Number Of Hostages/Scientists Killed, Return Value Loop [3]
F8 If Guard ID 00200000 Flag Set, Unset And Return [3]
F9 Set Killed In Action, Automatic Mission Failure [1]
FA Guard Fawns On Shoulder [1]
FB Switch To Sky Value # And Activate Gas Containers If Exist [1]
FC Drop Tagged Object From Rack [2]
