Difference between revisions of "Boot Params"
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=== How did we generate these tables? === | === How did we generate these tables? === | ||
Some of these lists are based on the output of ./scummvm -d1 -b1 TARGET; some information is also from this article. These may contain some mistakes. Ultimately we plan to correct these and maybe enhance the descriptions a bit... | Some of these lists are based on the output of ./scummvm -d1 -b1 TARGET; some information is also from [http://www.scummbar.com/resources/articles/index.php?newssniffer=readarticle&article=1027 this article]. These may contain some mistakes. Ultimately we plan to correct these and maybe enhance the descriptions a bit... | ||
=== I see a lot of question marks in some of the tables, why? === | === I see a lot of question marks in some of the tables, why? === | ||
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|Param||Description | |Param||Description | ||
|- | |- | ||
|-7873||Start from the Introduction as if normal | |<nowiki>-7873</nowiki>||Start from the Introduction as if normal | ||
|- | |- | ||
|-26143||At the crete ruins with Sophia *Dialog, Sunstone, Moonstone, Whip, Ship Rib, and Amber Fish | |<nowiki>-26143</nowiki>||At the crete ruins with Sophia *Dialog, Sunstone, Moonstone, Whip, Ship Rib, and Amber Fish | ||
|- | |- | ||
|100||In the introduction, Indy pops out of the hole in the top College Attic and then moves off to the right behind a pole. | |100||In the introduction, Indy pops out of the hole in the top College Attic and then moves off to the right behind a pole. | ||
Line 489: | Line 489: | ||
|4949||Indy entering into the room with the Lava Tiles (Not right at them, however) | |4949||Indy entering into the room with the Lava Tiles (Not right at them, however) | ||
|- | |- | ||
|4950|| | |4950<nowiki>-4959</nowiki>||All the Underwater sub, but at different depths (i.e. farther away, closer to you) *CANNOT GO BACK TO REGULAR GAME | ||
|- | |- | ||
|4960||On top of the Nazi Submarine (Team Path?) *NO ITEMS | |4960||On top of the Nazi Submarine (Team Path?) *NO ITEMS | ||
Line 585: | Line 585: | ||
|9001||Indy at a corner in Monte Carlo *NO ITEMS! | |9001||Indy at a corner in Monte Carlo *NO ITEMS! | ||
|- | |- | ||
|9101|| | |9101<nowiki>-9106</nowiki>||Indy and Sophia Enter the Room with the Lava Tiles of Doom (Not directly at the start of the lava tile maze, however) All of these appear to be identical, but I could be wrong | ||
|- | |- | ||
|9191||Indy outside Caswell Hall *Whip | |9191||Indy outside Caswell Hall *Whip |
Revision as of 18:45, 8 November 2006
What are boot params?
A boot param is a special number which allows you (if used appropriately, see below) to go directly to a specific part of a game. These boot params are mostly useful for debugging and playtesting a game; you get teleported to a certain situation in a game, with some of the items appropriate for it. It is not always possible to continue and complete a game from this, because you may lack important items. But for us developers, it's very helpful, because we can quickly get to trouble spots in a clean state, and try to reproduce any bugs you report to us.
These boot params do not exist by chance or magic: they were put into the game data by the original developers of the games, and were meant for exactly the same purpose we use them for: to help in debugging the game. Of course, they also make a nice cheat system (with some caveats, as I tried to outline above).
How do I use a boot param?
That's quite simple: pick a game from the list, and a boot param for it. Then, specify it on the command line like this: ./scummvm -d0 -b BOOTPARAM TARGET
To be a bit more specific: Let's say you want to get into the hut of the cannibals in Monkey Island 1. Well, the table below tells us that this is boot param 5555. So, enter this on the command line: ./scummvm -d0 -b 5555 monkey
(By the way, this would also work with monkey, monkeyvga etc.).
How did we generate these tables?
Some of these lists are based on the output of ./scummvm -d1 -b1 TARGET; some information is also from this article. These may contain some mistakes. Ultimately we plan to correct these and maybe enhance the descriptions a bit...
I see a lot of question marks in some of the tables, why?
Some of the games contain descriptions for the boot params; some don't. In the latter case, we have to manually fill in the descriptions. This hasn't been done in all cases yet, as you can see.
Help here is welcome -- if you want, feel free to fill in some of the gaps and send us your work, we'll be happy to integrate it here.
Games
The Secret of Monkey Island
Some of the boot params listed in the following table only work in the CD/Mac version of Monkey Island (and not in 'monkeyega' and 'monkeyvga'). Those are marked with an asteriks (*) symbol (except for the cases we overlooked ;-).
In addition to the boot params listed below, you can use values greater than 900 to be teleported to specific rooms. To be precise, if you give the number x, then you get sent to room (x-700).
Furthermore, in the CD/Mac versions of Monkey (target 'monkey', not 'monkeyvga' or 'monkeyega), you can specify a boot param between 3000 and 3777 (including both numbers). It's currently not documented what those boot params do precisely.
Finally, boot params not covered by the list below will be interpreted as raw room numbers and cause the game to start in that room.
Param | Description |
1 | Monkey Island |
2 | Monkey Island Map Bottom - By Crack |
3 | Monkey Island Map Centre Left - By Fort |
4 | Monkey Island Map Centre |
5 | Monkey Island Map Centre Right - By Monkey Head Clearing |
6 | Monkey Island Map Top - By Cannibal Village |
7 | Cabin on Ship - Before ship intro |
110 | Outside swordmasters with sword and lechuck's note |
111 | Melee lookout point with sword |
112 | Outside swordmasters with sword (different number of insults known?) |
113 | Outside swordmasters with sword (different number of insults known?) |
114 | Outside swordmasters with sword (different number of insults known?) |
115 | Outside swordmasters with sword (different number of insults known?) |
213 | Outside cannibal hut with voodoo root |
321 | Govenors mansion with sword file and idol |
332 | Underwater at Melee dock |
333 | Close-up end cutscene |
334 | Close-up end cutscene |
353 | Stans with credit note |
408 | Cannibal Village, outside hut with monkey head key, leaflet, wimpy little idol |
415 | Melee Island lookout point with breath mints and rubber chicken |
444 | Outside governors mansion with meat and yellow petal |
456 | Jail with breath mints and melting mug of grog |
501 | Ship Kitchen |
555 | Melee Island Bridge |
666 | Scumm Bar -empty |
707 | Store - storekeeper away |
759 | Melee Dock |
777 | Circus tent with pot and hunk of meat |
789 | Monkey Island Map Bottom - By Crack with 2x rope |
800 | Melee Island Forest |
878 | Monkey Island River Fork |
888 | Outside Smirk's with sword and 50 pieces of 8 |
900 | Monkey Island Upper Beach |
999 | Caverns Under Monkey Island by ship with magnetic compass, head of naviagator, necklace of navigator |
1111 | Ship Intro |
1212 | Melee Dock with Navigator Head, Navigator Necklace, Root Beer Seltzer |
1436 | Monkey Island - Bottom of crack with magnetic compass, pamphlet, leaflet, brochure, 3 bananas, oars |
2221 | Ship Kitchen with spell ingredients |
2222 | Ship deck with breath mints and rubber chicken |
2299* | Ship Deck with Pamphlet, leaflet, brochure, rope, gunpowder, flaming mass and pot |
3777* | Melee Island lookout with 2x 300 pieces of eight, sword, shovel, breath mints, rubber chicken |
4313 | Cannibal Village, outside hut with monkey head key, oars, magnetic compass, pamphlet, leaflet, brochure, navigator head, navigator necklace |
4444 | Monkey Island - By Monkey with 5 bananas and monkey head key |
5555 | Inside Hut in Cannibal Village |
6342* | Ghost Ship Main Deck, outside hut with monkey head key, oars, magnetic compass, pamphlet, leaflet, brochure, navigator head, navigator necklace |
6565 | Monkey Island beach by banana |
6666 | Outside Monkey Head with monkey head key |
6767 | Ship Intro |
7777 | Monkey Island beach by banana, Guybrush and Rowboat invisible |
7981 | Monkey Island River Fork after dam blown with 3 bananas, magnetic compass, pamphlet, leaflet, brochure |
8742 | Cannibal Village, outside hut with monkey head key, oars, magnetic compass, pamphlet, leaflet, brochure |
8888 | Caverns Under Monkey Island by Bob after ship has sailed (escape with Toothrot) |
8889 | Caverns Under Monkey Island by Bob after ship has sailed (escape with crew) |
8989 | Melee Island Church during wedding |
9432* | Monkey Island Beach, with magnetic compass, pamphlet, leaflet, brochure |
Monkey Island 2: LeChuck's Revenge
Parts of the following table were contributed by Ben Gorman and John Gamble. Thanks, Ben and John!
Param | Description |
123 | Men of Low Moral Fiber, laundry claim |
213 | won drinking contest, telescope, mirror, bottle near-grog |
300 | governor phatt |
323 | call box in forest |
332 | booty island overhead, invitation |
333 | booty island overhead, invitation dress |
353 | booty island outhouse |
400 | forest? |
408 | scabb island swamp with crate |
409 | stans with hammer and nails |
415 | costume shop with invitation |
456 | woodtick |
459 | Scabb Island Hill in back of cemetery, Carrying: Shovel |
494 | captain dredd's ship, heap of stuff |
495 | woodtick, gold, monacle, shovel |
498 | woodtick hotel, voodoo doll, pins |
500 | hotel with mud |
501 | Scabb Island Inside Largo's Hotel Room, On Ground: Laundry Ticket, Toupee |
550 | outside drinking contest house |
596 | Phatt Island Pump, Carrying: Jojo |
598 | The Bloody Lip with banana and library card |
600 | elevator |
619 | Booty Island Shop, On Ground: Map Piece, Horn, Mirror, Saw, Feather Pen, Collector's Plate. Carrying: 420 Pieces o' Eight, Monkey head, Parrot Chow, Spit Plaque |
666 | Phatt Island arrest |
667 | Phatt Island |
668 | Phatt Island Roulette Wheel |
669 | Phatt Island Back Alley, Carrying: 4 map pieces, toupee, spit, bone, bra, straw, drinks (red, green, blue), shovel, nails, hammer, paper, monocle, rat, voodoo doll (Largo), pins, oar |
675 | Booty Island, On Ground: Plank. Carrying: (same as 669) |
676 | Phatt Island Warf, Carrying: Fish |
677 | Phatt Island Warf, Carrying: Fish |
704 | Phatt Island Governor's Bedroom, On Ground: Famous Pirate Quotations. Carrying: Useless Library Book |
707 | Booty Island Cliff Side, Carrying: Fishing Rod, Horn, String, Paper, Spit Encrusted Paper, Map |
714 | Phatt Island Outside Cottage, Carrying: Telescope, Near-Grog, Mirror, Map |
726 | Booty Island Upstairs in Marley's Mansion, Movie: Busted stealing map piece |
800 | card catalog |
818 | Bloody Lip kitchen |
819 | The Bloody Lip |
820 | Woodtick |
850 | map |
878 | Phatt Island with small key |
887 | Scabb Island Woodsmith's Hut, Carrying: 420 Pieces o' Eight, Broken Oar |
888 | Scabb Island Pirates, On Ground: Rat. Carrying: Saw, Squigglies, Stick, String |
890 | Booty Island 6112 pieces o' eight |
897 | Scabb Island Map |
898 | Phatt Island with Kate leaflet |
899 | Booty Island 276 pieces o' eight |
900 | scabb island overhead, with crypt key, pirate quotes, ash-2-life |
906 | Scabb Island Peninsula, Carrying: 420 Pieces o' Eight, Monocle, Shovel, Knife, String, Stick, Voodoo Doll (Largo), Pins, Spit Encrusted Paper |
907 | Dread's Boat (On Sea), On Ground: Parrot Chow. Carrying: Dread's Map |
908 | Dread's Boat (On Sea), On Ground: Parrot Chow. Carrying: Dread's Map |
909 | Dread's Boat (On Sea), On Ground: Parrot Chow. Carrying: Dread's Map |
910 | Dread's Boat (On Sea), On Ground: Parrot Chow. Carrying: Dread's Map |
989 | Booty Island 6112 pieces o' eight and shipwrecks book |
993 | Dinky Island Inside Hole With Treasure Chest, Carrying: Crowbar & Rope |
994 | Dinky Island Beach, Carrying: 2 Crackers |
995 | Dinky Island Jungle (Pile of Rocks), Carrying: Shovel |
996 | Dinky Island Beach, Carrying: 3 Crackers |
997 | Dinky Island Beach |
998 | Dinky Island 'Big X', Carrying: Shovel, Dynamite, Matches, Crowbar & Rope |
999 | Dinky Island Beach, Carrying: Shovel |
1000 | scabb island outside shack, heaps of stuff |
1001 | Phatt Island Movie: Initial Entry (Wanted + Arrested) |
1050 | phatt island overhead |
1100 | wally hanging on chains in lechucks dungeon |
1297 | Scabb Island Wally's Room, On Ground: Monocle. Carrying: 4 Map Pieces |
1298 | Scabb Island Wally's Room, On Ground: Monocle. Carrying: 3 Map Pieces |
1300 | scabb island swamp |
1350 | lechuck's fortress docks |
1550 | Men of Low Moral Fiber |
1600 | fish? |
1700 | underground tunnels |
1800 | wally at desk |
1850 | cliff side |
1967 | Booty Island Treehouse Pile of Maps, Carrying: Dog |
1968 | Phatt Island Outside Cottage, Carrying: Telescope, Drinks (Green, Blue, Yellow, Red, Purple, Brown, Orange, Empty), Straw, Near-Grog |
1974 | Beach with paper |
1976 | Scabb Island Inside Crypt, Carrying: Famous Pirate Quotations, Ash-2-Life |
1977 | Captain Kate's Ship, Movie: unsuccessful Dive |
1978 | Scabb Island Inside Crypt, Carrying: Famous Pirate Quotations, Ash-2-Life, Key |
1984 | Beach cutscene |
1985 | Scabb Island Voodoo Hut, Carrying: Toupee, Bra, Spit, Bone |
1989 | Booty Island Marley's Party, On Ground: Map Piece |
1990 | Carpenters |
1991 | Scabb Island Swamp, On Ground: Crate. Carrying: 4 Pieces o' Eight, Telescope, Fishing Pole, Crypt Key, Hammer, Green Drink, Straw, Near-Grog, Jojo, Library Card, Lens, Organ, Stick, Small Key, Ash-2-Life, Juju Bag, Shovel, Knife, String, Stick, Doll (Largo), Pins, Spit Encrusted paper, Map, Sign, Horn, Saw, Wreath, Cap, Plate, Hat, Quill, Books (Shipwrecks, Pirate Quotes, Joy of Hex) |
1992 | Dinky Island Dark Room With Lightswitch, Carrying: 4 Pieces o' Eight, Telescope, Fishing Pole, Crypt Key, Hammer, Green Drink, Straw, Near-Grog, Jojo, Library Card, Lens, Organ, Small Key, Ash-2-Life, Juju Bag + Contents, Shovel, Spit Encrusted paper, Map, Sign, Horn, Wreath, Cap, Plate, Hat, Quill, Books (Shipwrecks, Pirate Quotes, Joy of Hex), Hankie, Glass, Broken Bottle, Rope, Box |
1993 | LeChuck's Fortress Movie: Hanging in torture chamber |
1998 | Booty Island Shop, Carrying: 500 Pieces o' Eight (x2), straw, Drinks (Green, Red, Blue), Shovel, Hammer, Nails, Bra, Paper, Monocle, Rat, Doll (Largo), Pins |
1999 | LeChuck's Fortress Movie: Escaping (Explosion) |
2001 | Booty Island Outside Marley's Mansion |
2010 | Woodtick pre-largo intro |
2061 | Booty Island Ville De La Booty, Carrying: Horn, Drinks (Green, Red, Empty), Straw |
3383 | Scabb Island Map With Dread's Ship Available |
4478 | Movie: Part II Four Map Pieces |
6711 | LeChuck's Fortress Maze Junction With Lots of Signs, Carrying: Spit Encrusted paper (Although when selected it is called 'Spit Dripping Down Wall) |
8811 | Booty Island Big Tree, On Ground: Plank. Carrying: Spit Encrusted Paper, Oar |
9000 | Dinky Island Underground in Elevator, Carrying: Helium Balloon, 2 Helium-Filled Surgical Gloves |
9065 | Phatt Island Outside Jail, Carrying: Dread's Map, hand & Map |
9066 | Booty Island Ville De La Booty, Carrying: 2 Map Pieces, Dread's Map |
9090 | Dinky Island Underground Lightswitch Room, On Ground: Ticket. Carrying: Syringe, Voodoo Doll (LeChuck) |
9898 | Dinky Island Underground Lightswitch Room, On Ground: Ticket. |
9999 | Dinky Island Underground Lightswitch Room (Dark), Carrying: Juju bag, Hankie |
10001 | Start game without rolling demo, easy mode |
11111 | Beach |
Indiana Jones and the Fate of Atlantis
The following list was contributed by Laura Abbott. Thanks a lot, Laura!
Param | Description |
-7873 | Start from the Introduction as if normal |
-26143 | At the crete ruins with Sophia *Dialog, Sunstone, Moonstone, Whip, Ship Rib, and Amber Fish |
100 | In the introduction, Indy pops out of the hole in the top College Attic and then moves off to the right behind a pole. |
101 | Indy comes into the Spindle room in the Crete Labyrinth with Sophia *NO ITEMS* |
145 | Indy and Sophia on the Machine in Middle Atlantis that goes around in circles until you pull the levers |
146 | Indy and Sophia looking at the Machine in Middle Atlantis that goes around in circles until you pull the levers |
666 | Indy and Sophia at the start of the Tikal Jungle |
667 | Indy and Sophia in the Temple with Sternhart |
668 | Same as 666 |
787 | Indy and Sophia on boat "Exactly 0 miles of Thera" *Sunstone |
878 | Indy at Thera |
879 | Indy and Sophia at Thera *2 Orichalcum, Lost Dialog, Sunstone, Moonstone, Worldstone |
888 | Same as 878 |
909 | Indy before the Doors blocked by a pool of water in Atlantis *2 Orichalcum, Sunstone, Moonstone, Whip |
1101 | Meeting Klaus Kerner for the first time in Indy's Office |
1102 | ERROR: (7:10002:0xBF70): Invalid actor -111 in o5_putActorInRoom |
1103 | Comming to Caswell Hall with Sophia |
1104 | Indy in Caswell Hall *Whip |
1111 | Indy by himself with Sophia *Magazine, newspaper |
1112 | Sophia's Office is Ransacked |
1120 | Riding the Camel in Fists mode |
1122 | Riding the Camel in Wits mode |
1123 | BUG(?)-music like the balloon is flying over the desert, but there is no balloon to control |
1130 | Flying the balloon over the desert |
1162 | "A research laboratory somewhere in Germany..." |
1181 | This initially starts out with a dialog that let's you choose either "Trust"/Team, "Action"/Fists, or "Maze"/Wits. And whatever you choose is what Sophia initially suggests after reading Indy's fortune. |
1432 | Landing on the Nazi Guard at the Dig site with Balloon *NO ITEMS |
2543 | Flying the Balloon to catch the Nazi submarine |
2718 | Starts at the Introduction like a normal game |
2728 | Monte Carlo with the Team Path selected *Whip, scary mask |
2920 | Indy at Crete Ruins *Sunstone, Ship rib, Surveyor's Equipment |
3142 | The screen that show's up after you die with your current IQ and your total IQ points |
3654 | Tikal |
3838 | Indy and Sophia in the Crete Labyrinth. You have the Gold Box in your possession, but Indy keeps saying he can't reach it. *Dialog, Sunstone, Moonstone, Worldstone, Gold Box, Whip, Ship Rib Amber Fish |
3939 | Indy and Sophia Dropped off at Crete *Dialog, Sunstone, Moonstone, Worldstone, whip, rib Amber Fish Clay Jar |
3940 | Indy in the Labyrinth in Fists Mode *Sunstone, Moonstone, Worldstone, Gold Box, Whip |
3941 | At Crete with Sophia *Sunstone, Moonstone, Whip, Ship Rib, Amber Fish, Surveyor's Equipment |
4040 | Indy on Crete After being shot out of the Torpedo *Dialog, Sunstone, Moonstone, Whip, Ship Rib, Statue used to jump start truck at digsite, surveyor's equipment, rope, shovel, and Note with "No Icon" |
4041 | Indy in room with Atlantis subway *Dialog, Sunstone, Moonstone, Whip, Ship Rib, Statue used to jump start truck at digsite, surveyor's equipment, rope, shovel, and Note with "No Icon" |
4061 | Very Odd-Starts out like you entered the wrong boot Parameter, but Then goes into Indy and Sophia running out of Atlantis, complete with music |
4062 | Same as 4061 except Indy is by himself |
4063 | Ending with Indy and Sophia running away from atlantis |
4122 | Indy in canal room with Giant Octopus *3 Orichalcum, Whip, Sunstone, Moonstone, Worldstone, Statue Part, Bronze spoked Wheel, Crescent Gear, Ladder, Amber Fish |
4123 | Indy and Sophia in Canal *3 Orichalcum, Whip, Sunstone, Moonstone, Worldstone, Bronze Gear Bronze spoked Wheel, Crescent Gear, Ladder, Amber Fish |
4141 | Indy at Crete *Dialog, Sunstone, Moonstone, Archeology Magazine, Whip Ship Rib |
4242 | Indy landing the Balloon on the Nazi Submarine *NO ITEMS |
4343 | Indy on top of Nazi Sub in Team Mode(?) *Dialog, Whip, Rib, Amber Fish, Gold Box, Clay Jar |
4695 | Indy in Orichalcum making room *Lava cup, Bronze Spoked Wheel |
4765 | Indy in the Room to get Lava for Orichalcum in Atlantis *Stone Cup, Porcelain Mug, Clay Jar, Statue Head |
4851 | Indy in Crete Labyrinth after physically beating the Nazi whom you can push the stalagmite on. *Whip, Amber fish |
4852 | Indy in Labyrinth after beating Nazi Carl *CANNOT WALK!* *Whip, Amber Fish |
4853 | Indy in Labyrinth Somewhere... *Whip, Amber Fish |
4854 | Indy in Labyrinth after beating Nazi Arnold *CANNOT WALK* *Whip Amber Fish |
4855 | Indy in Labyrinth after beatting Nazi Otto *Whip, Amber Fish |
4949 | Indy entering into the room with the Lava Tiles (Not right at them, however) |
4950-4959 | All the Underwater sub, but at different depths (i.e. farther away, closer to you) *CANNOT GO BACK TO REGULAR GAME |
4960 | On top of the Nazi Submarine (Team Path?) *NO ITEMS |
4962 | Colossus with Sophia *Dialog, Sunstone, Moonstone, Worldstone, Archeology Magazine, Whip |
4963 | Same as 4962, except without Sophia |
4964 | Indy and Sophia walk in and the God Machine Immediately Starts up |
5000 | Inside the labyrinth at the Very beginning entrance. Possible to walk out and not be able to get back in again due to lack of stones *Whip |
5001 | Indy on the Stone platform with the Gigantic Stone Head in the labyrinth *3 Orichalcum, Entrenching tool, Whip, Staff, Comb Scarf |
5002 | The Start of a Normal Game in NYC |
5003 | Indy lands balloon in Crete *Sunstone, Whip, Ship Rib, Surveyor's Equipment |
5005 | Indy and Sophia in Labyrinth (5 way fork) |
5234 | Indy and Sophia in Middle Atlantis. Sophia talks about how Nur-ab-Sal is present *3 Orichalcum, Amber Fish, Gold Box, Hinge Pin, Light Wand, Sunstone Moonstone, Worldstone |
5555 | Indy in Monte Carlo *Mask |
5557 | Indy on the Crowded Market Streets of Algiers |
5558 | Indy at the Market Place (Wits?) *NO ITEMS |
5559 | Meeting Omar in his house. Wits Path *Whip |
5560 | Monte Carlo *NO ITEMS |
5561 | Monte Carlo with Sunstone |
5562 | Monte Carlo at Wits Path *Whip, Kidnapping Note |
5563 | Indy and Sophia on Roof for Balloon Ride *Dialog, Balloon Ticket, Knife, Archeology Magazine, Whip, Sunstone Map to Digsite |
5564 | Same as 5563, except you only have the balloon ticket |
5876 | The Ending where Sophia gets out |
5877 | The Ending where Sophia does not get out |
5885 | Indy and Sophia in Tikal *Whip |
5886 | Same as 5885, except with eel figurine |
5999 | Outside the cave at Thera *Dialog, whip, host, balloon, net, basket |
6000 | Nothing. This doesn't appear to be a valid boot parameter. |
6001 | Indy falls down from top attic level to the next bottom level at the introduction. |
6002 | Indy falls down into the room with books at the very beginning |
6003 | Indy falls down into the cat room |
6004 | Indy falls down the coal chute |
6005 | Indy and Sophia fly to the Azores *NO ITEMS! |
6010 | Indy in Atlantis Maze. No Nazi's appear to be present. *Rib cage, Sausage, gum |
6011 | Indy in Octopus room in canal *Crab in cage, Sausage, Gum |
6345 | Indy in Room with Doors that require the statue to open them *3 Orachulum, Dialog, statue part, bronze gear, bronze spoked wheel crescent gear, ladder, box |
6665 | Indy at Dig Site. *Dialog, whip |
6666 | Same as 6665 except Indy Starts off screen |
6667 | Indy in the dark Dig Site. *Dialog, Sunstone |
6668 | Indy and Sophia landing on the Nazi at the Digsite *Sunstone |
6669 | Flying balloon over the Desert |
7456 | Walking into Sophia's prison in Atlantis *Light Rod, Hinge Pin |
7777 | Same as 7456 except the guard has been killed by the sentry statue |
8100 | A spindle *CANNOT GO BACK TO GAME* |
8567 | Indy at Crete *Whip, Sunstone, Moonstone, Worldstone |
8888 | Monte Carlo Car Chase |
8889 | Indy running around Monte Carlo after the Car Chase |
8890 | Same as above, except with the Stone disk in tow |
9000 | Monte Carlo with Whip |
9001 | Indy at a corner in Monte Carlo *NO ITEMS! |
9101-9106 | Indy and Sophia Enter the Room with the Lava Tiles of Doom (Not directly at the start of the lava tile maze, however) All of these appear to be identical, but I could be wrong |
9191 | Indy outside Caswell Hall *Whip |
9554 | Indy and Sophia talking to Omar *Dialog, whip, Sunstone |
9555 | Same as 9554 |
9556 | Indy in Omar's Shop with Servant *Dialog, Trottier's Card |
9557 | Talking to the Servant with a red fez *Whip, Trottier's Card |
9558 | Indy and Sophia Talking with Omar *NO ITEMS |
9559 | Indy Talking to Servant |
9678 | Indy in Caswell Hall (Upstairs Closed for Repairs?) *Whip |
9900 | Indy and Sophia in the room with the Statue that has to open the door *20 Orichalcum, whip, sunstone, moonstone, worldstone, statue part Bronze gear, bronze spoked wheel, crecent statue part, ladder |
9901 | Indy and Sophia in the Airlock after getting off Nazi Sub *Crecent statue part, hinge pin, amber fish, septer, metal rod Statue head, cup of lava, crab in ribcage, eel figurine |
9902 | Indy in the outermost ring of Atlantis Maze *CANNOT GO ON TO ANOTHER SCREEN* |
9903 | Indy and Sophia in the Airlock after getting off Nazi Sub *3 Orichalcum, Dialog, Whip, Sunstone, Moonstone, Worldstone |
9904 | Outside Lava pit room in Atlantis where Sophia is possessed by Nur-ab-Sal *Scepter, Metal Rod, Statue head, Gold Box, empty stone cup, crab in rib cage, eel figurine |
9905 | Indy and Sophia in the Airlock after getting off Nazi Sub *25 Orichalcum, Dialog, whip, Sunstone, moonstone, worldstone, box |
9909 | Indy crashes Tram into Atlantis *Bronze spoked wheel, crecent part, statue head, cup of lava, crab in rib cage, eel figurine |
Day of the Tentacle
The following list was contributed by Spencer Travers. Thanks a lot, Spencer!
Param | Description |
101 | Hoagie on rooftop with can opener, blanket, chattering teeth, exploding cigar |
111 | Hoagie outside by toilet with can opener, lab coat, oil, vinegar, quill pen, exploding cigar, chattering teeth, blanket, bucket, soap, brush, battery, letter, spaghetti, left-handed hammer, right handed hammer, wine bottle, cigar lighter, quarters, dentures, stamp, fork, sweater(shrunk), coffee, decaf coffee |
121 | Laverne (in tentacle disguise) in basement with scalpel, trophy, extension cord, hamster (in sweater) |
122 | Hoagie in Ben's room with textbook, can opener, lab coat, battery |
131 | Hoagie in Red's lab with can opener, battery plans, oil, vinegar, gold plated quill (this is everything needed to make the battery) |
141 | Hoagie in front of house with can opener, bucket full of water, brush, soap, battery, lab coat (just before the storm) |
151 | Hoagie in main hall with can opener, red paint |
161 | Hoagie in Ned and Jed's sculpture workshop with textbook, can opener, left handed hammer, disappearing ink |
177 | Hoagie outside with can opener, letter (patent application ready to post) |
199 | Hoagie outside by toilet with can opener, battery |
201 | Bernard in basement with textbook, hamster, stamp, contract |
202 | Bernard on 1st floor up with textbook, letter |
221 | Bernard in lobby with textbook, crowbar |
222 | Bernard in basement with textbook, help-wanted sign, chattering teelth, decaf cofee, sweater (large), contract, quarters |
223 | Bernard in Weird Ed Edison's room with textbook, disappearing ink |
225 | Bernard in office with textbook |
232 | Bernard in main hall with scalpel, textbook, disappearing ink, flag gun |
242 | Bernard in Edna's video room (statue swapped) with textbook |
252 | Bernard in Edna's video room (statue swapped) with textbook, letter, videotape, decaff coffee, coffee, funnel |
262 | Bernard on 1st floor up with textbook, letter |
272 | Bernard in basement with textbook, decaff coffee, coffee, funnel |
273 | Bernard in basement with textbook |
301 | Laverne in cell with scalpel |
323 | Laverne in time capsule room with scalpel, can opener |
333 | Laverne in kitchen with scalpel, food certificate, trophy, tentacle chart, human chart (no picture), frozen hamster |
346 | Laverne in mummy's room with scalpel, name tag, spaghetti, fork, fake barf, dentures, box o' laughs, disappearing ink |
345 | Laverne in basement with scalpel, extension cord, hamster (in sweater), sweater (small), disappearing ink |
353 | Bernard in basement with textbook, contract |
363 | Laverne at Human show with scalpel, spaghetti, fork, dentures, fake barf, box o' laughs, chattering teeth (all you need to do this part) |
370 | Laverne in lobby with scalpel |
401 | Strange looking bernard (with textbook) in Green's room. After a while he 'expands' into three headed 'thing'. Strange thing is you can still switch to Hoagie and Laverne. |
408 | Hoagie in Ned and Jed's sculpture workshop with can opener, left handed hammer |
444 | Bernard on roof (threaded pulley) with textbook, red paint |
565 | Hoagie on roof with can opener, blanket, red paint |
555 | Hoagie in main hall with text book, can opener, chattering teeth, dentures, exploding cigar, red paint, help-wanted sign, flier (about vacuums), cigar lighter (gun) |
567 | Bernard in laundry with textbook, quarters, sweater (large) |
600 | Laverne outside with scalpel, Booboo-B-Gone‘¡�, squeaky mouse toy, dinner certificate |
601 | Hoagie in Red's lab with can opener, help wanted sign, paper (battery plans), oil, vinegar, gold quill |
602 | Bernard in Edna's video room with textbook, videotape |
603 | Hoagie on 2nd floor up with textbook, can opener |
604 | Bernard in basement with textbook, funnel, regular coffee, contract |
605 | Laverne in cell (but in tentacle disguise???) with scalpel, 'skunk' (cat). When she gets zapped her costume returns to normal. Since there is no guard you can't exit the cell. |
701 | Laverne on roof with scalpel, tentacle costume. 'Flag' is also on pole, wound down (but no sign of crank). |
702 | Hoagie in front of house with can opener, stamped letter |
703 | Bernard in office with textbook, videotape. Dr Ed is sleepwalking and opening/closing the safe |
704 | Three head in Dwayne's room with textbook, bowling ball. They are large but act as if shrunk. Dwayne is not on bed but when you hover the mouse over where he usually is you get the description on the title bar. |
705 | Laverne on 1st floor up with scalpel, name tag |
706 | Hoagie in main hall with can opener, flier |
707 | Bernard in big snoring guy's room with textbook, 2 dimes |
708 | Hoagie in Red's lab with can opener, gold quill, oil, battery plans, vinegar |
709 | Laverne in lobby with scalpel, dinner certificate |
710 | Bernard in big snoring guy's room with textbook, Swiss bankbook |
969 | Bernard in office with textbook, Swiss bankbook |
979 | Bernard outside by car with textbook, keys. Guy is trying to break into car. |
989 | ERROR: no room zero? |
990 | Bernard in basement with textbook, battery plans |
991 | Bernard in basement with textbook, funnel, coffee, decaf coffee |
993 | Laverne in lobby (no disgiuse) with scalpel, textbook, disappearing ink |
994 | Bernard in big snoring guy's room with textbook, 2 dimes |
995 | Bernard in basement with textbook |
996 | Hoagie in Betsy Ross' room with can opener, tentacle chart (just before the flag changing sequence) |
997 | Bernard in attic with textbook. IRS guys in background. |
998 | Three head in basement with textbook, bowling ball. Clones of Purple Tentacle are lined up ready to be bowled! |
999 | Hoagie in laundry with can opener, soap, lab coat |
1000 | Sequence in basement just before Dr Ed brings back Hoagie and Laverne |
1001 | Basement with tentacles lined up. No control character visible, but you can still interact and have the text book. If you go upstairs, you see a strange looking Bernard. |
1002 | Laverne in the cell with scalpel, disappearing ink |
1003 | Hoagie in main hall with can opener, disappearing ink |
1004 | Start of epilogue sequence |
Sam & Max Hit the Road
Param | Description |
101 | office |
211 | carnival |
212 | carnival |
221 | tunnel of love |
222 | tunnel of love |
223 | doug the moleman |
233 | hall of oddities |
301 | world of fish |
402 | mystery vortex magnets |
403 | mystery vortex |
404 | mystery vortex |
405 | Shuv-Oohl |
408 | ??? |
409 | mystery vortex |
501 | worlds largest ball of twine |
503 | inside fish head at ball of twine |
515 | binoculars at ball of twine |
516 | binoculars at ball of twine |
517 | binoculars at ball of twine |
518 | binoculars at ball of twine |
600 | gator golf |
650 | gator golf |
651 | gator golf |
652 | gator golf |
701 | snuckey's |
711 | snuckey's |
911 | frog rock |
1001 | outside bumpusville |
1002 | outside bumpusville |
1050 | bumpusville, conroy's hairpiece |
1107 | outside savage jungle inn |
1113 | savage jungle inn, freezer |
1150 | savage jungle inn, pool |
1199 | outside savage jungle inn |
1210 | dino bungee national memorial |
1290 | end sequence |
1301 | celebrity vegetable musuem |
1400 | savage jungle inn, totem poles |
1410 | savage jungle inn, pool |
1420 | end sequence |
1425 | ??? |
1430 | credits |
1501 | car bomb |
1502 | wax me |
1503 | highway racing |
1505 | ??? |
1506 | dress up |
2000 | intro |
Full Throttle
Param | Description |
193 | The Chrysler demo. |
194 | Chrysler demo, pt. 2 |
195 | Chrysler demo, roadrash |
196 | Chrysler demo, pt. 3 |
197 | Chrysler demo, pt. 4 |
200 | just after the opening (dumpster) |
210 | ride out from barfront |
222 | melonweed intro (Tim's version) |
242 | Melonweed: meet Miranda. |
300 | just after the roadrash (mo-cu) (Steve's version) |
333 | After whackin Todd |
353 | simulate CES demo (gas-gate) |
360 | open gate (gas-gate) |
361 | Get Gas (gastower) |
361 | Gas-Run (gastower) |
370 | get in junkyard (junkgate) |
380 | Junkyard interior |
399 | the fixed bike showcase! |
400 | Corley's murder |
401 | Testing Ben's riding in and out of kickstand |
444 | After murder, back at Kickstand |
446 | In bar with badge |
450 | After murder, testing night sequence of rooms |
495 | Arriving at Mink Ranch (daed si luap) |
496 | Enter ranch from highway9 |
500 | Ben rides into caveturn to get ramp |
500 | Ben rides into caveroad to get ramp |
505 | Ben rides into cavemesa to get ramp |
509 | scold n&b wipeout |
510 | ben has the goggles & is pursued |
530 | Messing with Emmet's load. |
535 | Messing with Emmet's load. |
545 | Messing with Emmet's load. |
546 | Messing with Emmet's load. |
550 | Test mineroad |
551 | Test Mineroad with goggles |
552 | enter dustspill from vista |
556 | The real cavefish hijacking scene |
575 | Talk to Father Torque on the mineroad |
580 | Return to vista with ramp |
585 | Jump the Mighty Poyahoga! |
600 | arrive at corville |
650 | souvenier stand |
660 | Ben arrives at the minefield |
661 | Ben arrives at the big-door |
662 | Ben arrives at the vultures |
666 | the Vultures' hideout |
670 | Looking at the Photos |
680 | demo derby intro |
690 | a test of the demo-derby |
700 | Inside shot of the derby car |
797 | Ben and mo blow up |
798 | Squish that firefly... |
799 | The arena burns |
800 | Ben returns after the demolition derby |
840 | Ripburger's speech to the shareholders |
850 | Corley's will |
900 | Finale: Intro |
910 | Finale: On the bumper |
920 | Finale: Hopping on fuel lines |
930 | Finale: In the cargo plane |
940 | Finale: Kill Ripburger! |
950 | Finale: Finale |
The Dig Demo
The following table was contributed by Ben Gorman. Thanks, Ben!
Param | Description |
300 | Skip intro movies |
305 | Outside wrecked alien ship |
310 | Canyon |
The Curse of Monkey Island
Param | Description |
199 | stop the music |
200 | in the treasure hold |
201 | part II |
202 | credits room |
203 | credits room |
205 | elaine gets stolen |
206 | beginning the cannon puzzle |
215 | testing the first person cannon view |
220 | animated skeleton |
225 | baby lechuck |
226 | just talked to voodoo lady |
230 | testing getting gold tooth |
240 | testing banjo duel |
241 | testing easy banjo duel |
245 | testing caber toss |
247 | testing caber toss |
250 | getting the barber shop scissors |
255 | blowing the tooth-filled helium bubble |
260 | getting through the jungle |
270 | danjer beach is open |
275 | test making rubber plug |
280 | fixed hole in danjer beach rowboat |
281 | EASY MODE fixed hole in danjer beach rowboat |
282 | on lc-deck tarred and feathered |
285 | testing chicken cos |
290 | in lc-qurtr after LeChimp's retirement |
291 | getting out of chicken bucket |
300 | testing the chicken shop |
350 | do spotlight puzzle |
400 | testing brimstone beach club |
450 | testing brimstone beach club getting the map |
460 | finish chapter two |
465 | start rhymes with orange |
470 | on the deck |
475 | on the deck |
480 | begin an insult fight |
500 | ship combat |
502 | ship combat |
590 | ship combat Ready to attack Rottingham |
595 | ship combat Ready to swordfight Rottingham |
600 | start blood island |
605 | waking goodsoup |
610 | testing trial 1 on blood island |
615 | trying to become a goodsoup |
620 | guybrush is a Goodsoup |
630 | testing gestroom |
648 | on Skull Island |
649 | on Skull Island |
650 | testing Skull Island and smugglers |
655 | test card game |
660 | test smuggler's cave battle |
660 | test stan's crypt |
680 | test altar |
690 | test windmill |
700 | trial 3 the cheese puzzle |
710 | ready to free elaine |
715 | have everything to free elaine |
720 | ready to go to Skull Island |
900 | beginning of chapter 5 (gondola) |
950 | at the carnival as l'il guybrush |
1000 | carnival |
1020 | at carnival with snowcone ingredients |
1050 | coaster |
1070 | hang-dia |
2000 | win |
Broken Sword 1: The Shadow of the Templars
Param | Description |
0 | intro |
1 | skip the intro |
2 | bind_alley |
3 | cafe |
4 | ready to use phone |
5 | court_yard |
7 | sewer_two |
8 | cafe_repaired |
11 | costumier |
12 | hotel_street |
14 | hotel_corridor |
17 | hotel_assassin |
18 | gendarmerie |
19 | ireland_street |
20 | macdevitts |
21 | pub_cellar |
22 | castle_gate |
23 | castle_hay_top |
24 | castle_yard |
25 | castle_dig |
26 | cellar_dark |
27 | musuem_street |
31 | hospital_street |
32 | hospital_desk (after we've found out where Marquet is) |
35 | hospital_jacques |
36 | montfaucon |
37 | catacomb_sewer |
38 | catacomb_room |
39 | catacomb_meeting |
40 | excavation_exterior |
45 | syria_stall |
47 | syria_carpet |
48 | templar_church |
49 | syria_club |
50 | syria_toilet |
53 | bull_head pan |
54 | bull_head |
55 | bull_secret |
56 | Countess' room (1st visit) |
57 | Spain Drive (1st visit) |
58 | Mausoleum Exterior (1st visit) |
59 | Mausoleum Interior (1st visit) |
60 | Spain Reception (1st visit) |
61 | Spain Well (1st visit) |
62 | Chess Puzzle (1st visit) |
63 | train_one |
65 | compt_one |
66 | compt_two |
67 | compt_three |
69 | train_guard |
71 | churchyard |
72 | church_tower |
73 | crypt |
80 | Paris Map |
99 | test text+speech on blank screen (sc99) |
956 | Countess' room (2nd visit) |
957 | Spain Drive (2nd visit) |
958 | Mausoleum Exterior (2nd visit) |
959 | Mausoleum Interior (2nd visit) |
960 | Spain Reception (2nd visit) |
961 | Spain Well (2nd visit) |
962 | Chess Puzzle (2nd visit) |
Broken Sword 2: The Smoking Mirror
Broken Sword 2 handles boot params slightly differently. The startup.inf file contains a list of script resources. For each of these, the game will run script 0 (each script resource can contain several scripts) to give it an opportunity to register any number of starting points. Each starting point is then identified by both its resource and its script number. The descriptions are also provided by the game, but are of course purely decorative.
Currently, ScummVM assumes that when a boot param is specified on the command-line, it should use script 1. As can be seen from the table below that's not always the case. However, you can still access the other start points from the in-game debug console by using the "start" and "starts" commands.
Boot params 19 and 949, with script 1, are what's used to start the demo and full game respectively.
Param | Script | Description |
19 | 1 | DOCKS SECTION START: 11 - Docks |
34 | 1 | 12: Fence and Hut |
299 | 1 | 13: Hut Interior |
301 | 1 | 14: Under the Jetty |
301 | 3 | 14: Under the Jetty + Sacco outside hut |
866 | 1 | QUARAMONTE SECTION START: 31 - Market |
870 | 1 | 4: cafe |
873 | 1 | 32: Police Station |
928 | 1 | 34: Mining Office |
933 | 1 | WAREHOUSE SECTION START: 21 - Warehouse exterior |
948 | 1 | 2: Oubiers hallway |
949 | 1 | PARIS SECTION START: 3 - Oubier's study |
966 | 1 | 33: Jail |
967 | 1 | 59: Camel's Hump Hill |
974 | 1 | 35: General's Apartment |
1002 | 1 | 22: Warehouse Ground Floor |
1012 | 1 | 23: Warehouse Upper Floor (at lift) |
1012 | 3 | 23: Warehouse Upper Floor (in room) |
1012 | 4 | 23: Warehouse Upper Floor (push statue) |
1013 | 1 | 24: Warehouse Secret Room |
1014 | 1 | 26: Warehouse Secret Room (Daytime) |
1014 | 4 | 26: Warehouse Sec. Rm (Day) with icons (george-1) |
1014 | 5 | 26: Warehouse Sec. Rm (Day) with icons (george-2) |
1014 | 6 | 26: Warehouse Sec. Rm (Day) with icons (george-3) |
1014 | 7 | 26: Warehouse Sec. Rm (Day) with icons (george-4) |
1014 | 8 | 26: Warehouse Sec. Rm (Day) with icons (nico) |
1310 | 1 | CARIBBEAN.2 SECTION START: 56 - Lagoon |
1334 | 1 | 58: Top Of Cliff |
1352 | 1 | 60: Forest Maze 1 |
1365 | 1 | 61: Forest Maze 2 |
1451 | 1 | 57: Cliff Face - DON'T RUN YET ... IF EVER! |
1459 | 1 | 62: Forest Maze 3 |
1463 | 1 | 63: Boar's Lair |
1466 | 1 | 64: Eye Of The Needle |
1549 | 1 | 6: gallery |
1624 | 1 | 67: Beach |
1629 | 1 | 66: Stockade |
1692 | 1 | CARIBBEAN.1 SECTION START: 51 - Ketch's Landing |
1743 | 1 | 52: Museum Exterior |
1753 | 1 | CARIBBEAN.1 2ND HALF START: 53: Museum Interior |
2074 | 1 | PYRAMID SECTION START: 81 - Base of Pyramid |
2116 | 1 | 71: British Museum |
2117 | 1 | 72: Underground |
2118 | 1 | 73: Ship Exterior |
2119 | 1 | 74: Cabin |
2137 | 1 | JUNGLE SECTION START: 41 - River and Mission |
2138 | 1 | 42 - Mission Interior |
2139 | 1 | 43 - Village |
2140 | 1 | NICO'S JUNGLE VISIT: 46 - Village burnt out |
2178 | 1 | 86: Doors and Levers |
2353 | 1 | animation test-run, using location 50 |
2353 | 3 | text & speech test-run, using location 50 |
2441 | 1 | 44 - Campfire |
2489 | 1 | 84: Wheel room |
2772 | 1 | 82: Sacrificial platform |
2772 | 3 | 82: Sacrificial platform - Pablo gone |
3093 | 1 | 78: Cabin through porthole |
3496 | 1 | Title Screen |
3869 | 1 | PSX Title Screen |
3961 | 1 | 28: *new warehouse return to paris |
The following boot params are listed in startup.inf, but do not register themselves as starting points.
Param | Description |
599 | Outside Oubier's house. |
627 | ??? |
1106 | ??? |
1113 | ??? |
1469 | Looking through the theodolite. |
2114 | ??? |
2191 | ??? |
2202 | ??? |
2330 | ??? |
2354 | ??? |
2462 | Near end of game. |
2641 | Inside pyramid. |
2747 | ??? |
3219 | ??? |
3297 | ??? |
3467 | Death screen. |
3842 | ??? |
3878 | BASS easter egg. |
Inherit the Earth: Quest for the Orb
Originally Inherit the Earth didn't have any bootparams, but each scene in it has pre-script which does all necessary preparations. In ScummVM bootparam jumps to specified scene and adds Magic Hat item, which lets either jump to any other scene by using it or gives all important items when you open it.
Param | Description |
1 | World Map (ISO Level) |
2 | Ferret Village (ISO Level) |
3 | Boar Castle Exterior |
4 | Boar King Mudbath |
5 | Rat Tribe Entrance Chamber |
6 | Forever Mountain - Day |
7 | Forever Mountain - Night |
8 | Dog Castle - Front |
9 | Dog Prince's Bedroom |
10 | Elk King's Throneroom |
11 | Sist's Study |
12 | Rock Quarry Exterior |
13 | Garage |
14 | Dam Control Exterior |
15 | Allama's Cottage Exterior |
16 | Forest Stream |
17 | Moneychanger's Tent |
18 | Ferret Dry Goods Store |
19 | Ferret Glassmaker's Shop |
20 | Wildcat Tribe Tent Interior |
21 | Ferret Tinker's Guild Hall |
22 | Mountain Chasm w/ Rockslide |
23 | Allama's Cottage Interior |
24 | 'J' Maze Office |
25 | Rock Quarry Interior |
26 | Ferret Puzzle |
27 | Orb Sanctuary Gates |
28 | Dam Control Interior |
29 | Dog Prince's Throneroom - Day |
30 | Wolf Ferryman at Dock |
31 | Beehive Tree |
32 | Puzzle Tourney - Bleachers Full |
33 | Tycho Northpaw's House |
34 thru 41 | Boar Castle Hallway |
42 thru 48 | Forest Scene |
49 | Fairgrounds (ISO Level) |
50 | Boar Castle Gates |
51 | Rat Tribe Maze (ISO Level) |
52 | Orb Sanctuary Village (ISO Level) |
53 thru 66 | House Interior |
67 | Elk Forest Approach |
68 | Puzzle Tourney - Bleachers Empty |
69 | Wildcat Tribe Camp |
70 | Dog Castle Rear - Day |
71 | Dog Castle Rear - Night |
72 | Orb Sanctuary Dome Exterior |
73 | Fortuneteller's Tent |
74 | Rat Tribe Sundial |
75 | Shiala's Waterfall |
76 | Behind Shiala's Waterfall |
77 | Shiala's Garden |
78 thru 112 | Tech Corridor |
113 thru 223 | Dog Castle Corridor - Night |
224 thru 231 | Dog Castle Corridor - Day |
232 thru 239 | Ferret House Interior |
240 | Ferret House Interior - Under Construction 1 |
241 | Ferret House Interior - Under Construction 2 |
242 | Ferret House Interior - Under Construction 3 |
243 | Ferret House Interior - Under Construction 4 |
244 | Orb Sanctuary Dome Interior |
245 | Wolf Prison - Day |
246 | Wolf Prison - Night |
247 | Wolf Village - Day |
248 | Wolf Village - Night |
249 | Gar's Cabin |
250 | North Island Dock |
251 | Open Ocean |
252 | Dog Castle Prison |
253 | Dog Castle Dining Hall |
254 | Dog Castle Poker Game |
255 | Dog Castle Corridor - Day w/ Guards |
256 | Wildcat Tribe Camp Approach |
257 | Dog Castle Door |
258 | Stormy Sky Path |
259 | Seaside Bluff |
260 | Road Near Dam |
261 | Road Approaching Dam |
262 | Dam Power Plant |
263 | Dam Fire Main |
264 | Dam Ladder Overlook |
265 | Dam Repair Robot |
266 | Dam Chalkboard Room |
267 | Dam Bedroom |
268 | Information Desk |
269 | Hangar |
270 | Mountain Chasm w/ Rope |
271 | Pawprint Close-up |
272 | Dog Castle Dragon Maze (ISO Level) |
273 | Airfield (ISO level) |
274 | Wildcat Tribe Celebration |
275 | Wildcats Storming Dog Castle |
276 | Map of the Northern Lands |
277 | Dragon Maze - Rif Falling |
278 | Dog Castle Dungeon Escape |
279 | Top of Dam - Manhole Open |
280 | Dog Prince's Throneroom - Night |
281 | Dam Laboratory |
282 | Dam Access Tunnel |
283 | Top of Dam - Manhole Closed |
284 | Tech Corridor 36 |
285 | Tech Corridor 37 |
286 | Chota goes over the edge |
287 | Chota's Demise |
288 | Final Celebration |
289 | Rif & Rhene Closeup |
290 | Orb of Storms in the River |
291 | Orb of Storms in the River 2 |
292 | Orb of Storms Closeup |
293 | Dragon Maze - Rif Climbing |
294 | Dragon Maze - Rif Falling 2 |
295 | End Credits 1 |
296 | End Credits 2 |
297 | End Credits 3 |
298 | End Credits 4 |
Fatty Bear's Birthday Surprise
Param | Description |
100 | In the kitchen |
101 | In the kitchen, with bone (Dog escaped) |
102 | In the kitchen, with bone and ribbon (Dog escaped) |
200 | In the kitchen cupboard |
300 | At the mixing bowl, with all ingredients |
301 | At the mixing bowl, with all ingredients added |
500 | At the locked door to attic |
600 | In the bathroon, with bone and dog |
700 | In the bedroom, with cake made, given extra tasks |
701 | In the bedroon, with cake made |
702 | In the bedroon, with cake made and letters found |
703 | In the bedroom, at the start of game |
750 | In the bedroon, dog escaped and letters missing |
900 | In the backyard |
Putt-Putt Joins the Parade
Param | Description |
800 | Outside Car Wash with two coins |
850 | Outside Car Wash with one coin |
900 | Outside Cartown Color with three coins |
1000 | Outside Putt-Putt's house |
1001 | At the start of Green street |
1002 | Outside Mr Baldini's Grocery Store with all items |