Editing Item drops in HEX - Introduction to the ITA file
Sept 27, 2017 15:52:04 GMT 10
Syndeh, weskeralbert, and 8 more like this
Post by Mr.Curious on Sept 27, 2017 15:52:04 GMT 10
I thought I would share some research I did earlier this year since a few people have asked me about items/weapons/treasures that are dropped throughout the game. I have prepared an in depth tutorial that will be released when Son of Persia releases his new 2017 RE4UHD Toolset, which will include an ITA tool that is much esier to use than editing hte ITA in HEX, but for now there are those of you who may still wish to edit this via HEX, so here is my research.
ITA MODDING
(HEX)ITA files are what determine which collectible items can be collected by the player in game. There is a relationship bewtween ITA other files, such as ITM and ETS. ITM files contain the bin models & texture information for the items governed by the ITA, however this does not mean that the data of all items are contained. Only the item data which is decided to be used in the room in advance is prepared.
ETS files handle random drops of items, and the location data of boxes & barrels that contain some of the items governed by the ITA. More information from the master modder Crzosk on the relationship between ITA & ITM files can be seen here
[Category] (01)
There seem to be different categories for ITA entries, but it is unclear how many different ones there are. An example of a different type is in room r22c. In this room ITA file, the entries for [ItemNumber] = 0x49, which is described as "shooting gallery" in the ITEM LIST. The [Category] value for this is 0x2. Obviously this is not an obtainable item, but is perhaps rather a set of different type of items. If we wish to have enemies spawn items the [Category] value must be set to 0x2 and the [AppearanceType] must be set 0x1.
[ScriptLink] (2A)
Unsure of exactly how this works however we must change this alue incrementally. It is bes to start with FF, then FE, , then FD, and so on to avoid conflicts.
[DataBlockIndex]
This ID number is used as an inventory list for item entries. These numbers occur in sequential order from the start of the ITA file with a value of 0x0 to the last entry number. Values are in HEX.
Special note: If we want items to spawn infinitely (over & over, even after the item is collected) we can repeat the [DataBlockIndex] value for the last entry, keeping in mind though that the item of the first entry of repeated entries will disappear in game when the second item is collected in game.
Example: If we use a [DataBlockIndex] of 0x3C four times in a row, using gold bars the 1st time, and hand cannon ammo for the 2nd repeated entry, TMP ammo for the 3rd repeated entry, and flash grenade for the 4th repeated entry, each of the items will be infinite EXCEPT the gold bars (1st entry).
A workaround for this is to simply use something we don’t need to be infinite for the first item, like gold bars. For infinite items we must also change the [ScriptLink] value.
Another thing to note:
Sometimes we must skip an entire entry number as sometimes it will simply leave us blank. I do not know why this happens but if we are trying to create an entry and it simply will not show up in game, try the next [DataBlockIndex] number to see if it works. Most of the time it will solve the issue.
Please note the header of this file is usually something like:
49 54 41 00 05 01 31 00 00 00 00 00 00 00 00 00 with the 7th offset being the varying value which indicates the number of items in the list. (in the above example the number of items in the file is 31)
[ItemNumber] (72)
Indicates the item number in HEX value. 72 = arrows, 06 = green herb, etc.
[Randomness] (00)
Setting as to whether the item appears randomly. When the value = 00 it is fixed, when it = 10 the item does not go out or it randomly changes to another item.
Please note that the value of [Randomness] if other than 00, must be a value of 01 to 05 and that the [AMOUNT] is set to 00 or the randomizer will not work. Also, the randomizer will not add newly added items/models from the ITM, as it will only choose items native the map & player. So example is if we are using a Krauser mod in main game, and even if we have added bow arrows to our ITM & ITA, the randmozier will still not consider these items when making a random selection.
** Interesting find ** if we use [ItemNumber] 00 and [Randomness] (10) for boxed or barreled items we get a snake!
[Amount] (06)
Amount of items for ammunition. Please note that most items have a maximum amount that is determined by a script in the game exe, so if we set it higher than the allowed maximum the value will show in the preview while picking up the item, but only the allowed amount will show up in the inventory case.
[AppearanceType] (02)
Indicates that the item is in something, such as a box or barrel.
If value is 00 = item always appears
If value is 02 = item does not appear until the box, barrel is destroyed.
If value is 01 = it will not appear unless you defeat the enemy
When the value of [AppearanceType] is 02, this indicates that the object is inside a breakable box or barrel, and that the position and type of the box or barrel are now managed by the ETS file, but the contents are still managed by ITA, so if you move the location of the box/barrel in the ETS file, you should move the item to same location in the ITA file.
[ETS Assign] (1C)
When the value of [AppearanceType] is other than 00, the [ETS Assign] value indicates which breakable container or enemy the item is associated with. If the [AppearanceType] is set to 01 then the [ETS Assign] value is the enemy id number listed in the ELS file (but must be inputted as HEX value). If we wish to have enemies spawn items like this the [Category]
value must be set to 02.
[ItemTranslation] - Coordinates of the item in X,Y,Z
Location of Item on map in 4 bytes X,Y, Z (in little endian)
[ANGLE] - (00 00 FA 43 63...)
The arrangement angle of that item in 4 bytes X,Y, Z
[AuraType] (03)
indicates the type of light beam or glint emitting from the item
[Trigger Zone] (06 D5 8B 44...)
This is an 8 point (4x XY) coordinate trigger area. I am unsure of how this really affects items as this value is not always present. It does work though, as I have successfully reduced the area so that items are only obtainable when we are directly beside them. More research is required. The other coordiante data is absolute height and height boundaries. This value does not seem that important unless we are stacking items above each other in the same XY coordinates.
------------------------------------------
Color Table for descriptions above
------------------------------------------
01 01 00 00 EB FE B1 3B 00 00 7A 44
00 80 3B 44 E7 AB BE C3 58 FD 18 C5
06 D5 8B 44 58 FD 18 C5 06 D5 8B 44
62 F5 6C C4 E7 AB BE C3 62 F5 6C C4
03 03 31 01 02 01 00 00 00 00 00 00
00 00 00 00 08 00 02 1C 00 2D 00 00
00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 F2 A8 9D 45 F6 FC 26 47
A4 B5 ED C6 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 72 00 00 00
05 00 2A 00 08 00 00 00 00 00 00 00
00 00 7A 44 19 6A 3C 3B 00 00 00 00
06 34 41 3E 00 00 00 00 00 00 00 00
(please note that the example above is not a working ITA entry and would not work if you copy/pasted as the values are all present in this example)
SPECIAL NOTE:
All strings of ITA entries are 9C in length when viewed in a HEX editor.
EXAMPLE OF USE:
....37 FD C1 44 ED FD 6E 44
18 7A 9C 46 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 72 00 3C 00
06 00 00 00 08 00 00 01
00 00 00 00 00 00 00 00
00 00 00....
this gives (6) arrows (72) with a small light column (08)
Please note that some items have max values for certain items that is determined by an internal script. If we exceed this value the message will still show us the higher amount, but only the maximum amount will be reflected in the case.
Usages
Glow modifiers - [AuraType]
01 - small glint
02 - small gold light column (with sprakle)
03 - small white light column (no sprakle)
04 - small Green light column (herbs)
05 - small Red light column (ammo)
06 - " " " " " "
07 - BIG white light column
08 - small white light column (with sparkle)
09 - big yellow light column (bonus time)
Adjusting Item Location & Angle - [ItemTranslation] )
Location data of items can be viewed also in HEX value. These values are 12 bytes long, which uses 4 bytes for X position values, 4 for Y, and for for Z.
X = East to West
Y = North to South
Z = Up & Down
While not entirely "true" North according to our RE4 compass on the map page, these values reflect those directions as closely as possible
USAGE for Location
X (4 bytes) | -Y (4 bytes) | Z (4 bytes. Yes, opposite sign for Y.. all values must be inverted)
increasing value X = move item East
increasing value Y = move item South
increasing value Z = move item up (farther from ground)
USAGE for Angle
increasing value X = ??
increasing value Y =
increasing value Z =
The following values entered into the [ANGLE] section would produce the following results:
00 00 00 00 A1 CD 98 3F 06 34 41 3E = north south
00 00 00 00 32 D4 59 44 06 34 41 3E = south north
00 00 00 00 00 00 00 00 06 34 41 3E = east west
HEX VALUES FOR ITEMS
Please note that many of these will not work properly if inserted into the game, particularly those values which are player models or items that were used in beta testing of the game like the killer7 w/ silencer.
Also note that if you make an entry into the ITA file with an item that does not naturally occur in the room ITA file you are editing, the item will remain invisible. To make the item visible we must edit the ITM file and place the bin & TPL files for that item model in the ITM file. WE must also make reference to this newly added model in the .idx file that is generated with the ITM tool.
ITA MODDING
(HEX)
ETS files handle random drops of items, and the location data of boxes & barrels that contain some of the items governed by the ITA. More information from the master modder Crzosk on the relationship between ITA & ITM files can be seen here
DEFINITION OF ITA VALUES
(see color table example below for corresponding colors & number values)
[Category] (01)
There seem to be different categories for ITA entries, but it is unclear how many different ones there are. An example of a different type is in room r22c. In this room ITA file, the entries for [ItemNumber] = 0x49, which is described as "shooting gallery" in the ITEM LIST. The [Category] value for this is 0x2. Obviously this is not an obtainable item, but is perhaps rather a set of different type of items. If we wish to have enemies spawn items the [Category] value must be set to 0x2 and the [AppearanceType] must be set 0x1.
[ScriptLink] (2A)
Unsure of exactly how this works however we must change this alue incrementally. It is bes to start with FF, then FE, , then FD, and so on to avoid conflicts.
[DataBlockIndex]
This ID number is used as an inventory list for item entries. These numbers occur in sequential order from the start of the ITA file with a value of 0x0 to the last entry number. Values are in HEX.
Special note: If we want items to spawn infinitely (over & over, even after the item is collected) we can repeat the [DataBlockIndex] value for the last entry, keeping in mind though that the item of the first entry of repeated entries will disappear in game when the second item is collected in game.
Example: If we use a [DataBlockIndex] of 0x3C four times in a row, using gold bars the 1st time, and hand cannon ammo for the 2nd repeated entry, TMP ammo for the 3rd repeated entry, and flash grenade for the 4th repeated entry, each of the items will be infinite EXCEPT the gold bars (1st entry).
A workaround for this is to simply use something we don’t need to be infinite for the first item, like gold bars. For infinite items we must also change the [ScriptLink] value.
Another thing to note:
Sometimes we must skip an entire entry number as sometimes it will simply leave us blank. I do not know why this happens but if we are trying to create an entry and it simply will not show up in game, try the next [DataBlockIndex] number to see if it works. Most of the time it will solve the issue.
Please note the header of this file is usually something like:
49 54 41 00 05 01 31 00 00 00 00 00 00 00 00 00 with the 7th offset being the varying value which indicates the number of items in the list. (in the above example the number of items in the file is 31)
[ItemNumber] (72)
Indicates the item number in HEX value. 72 = arrows, 06 = green herb, etc.
[Randomness] (00)
Setting as to whether the item appears randomly. When the value = 00 it is fixed, when it = 10 the item does not go out or it randomly changes to another item.
Please note that the value of [Randomness] if other than 00, must be a value of 01 to 05 and that the [AMOUNT] is set to 00 or the randomizer will not work. Also, the randomizer will not add newly added items/models from the ITM, as it will only choose items native the map & player. So example is if we are using a Krauser mod in main game, and even if we have added bow arrows to our ITM & ITA, the randmozier will still not consider these items when making a random selection.
** Interesting find ** if we use [ItemNumber] 00 and [Randomness] (10) for boxed or barreled items we get a snake!
[Amount] (06)
Amount of items for ammunition. Please note that most items have a maximum amount that is determined by a script in the game exe, so if we set it higher than the allowed maximum the value will show in the preview while picking up the item, but only the allowed amount will show up in the inventory case.
[AppearanceType] (02)
Indicates that the item is in something, such as a box or barrel.
If value is 00 = item always appears
If value is 02 = item does not appear until the box, barrel is destroyed.
If value is 01 = it will not appear unless you defeat the enemy
When the value of [AppearanceType] is 02, this indicates that the object is inside a breakable box or barrel, and that the position and type of the box or barrel are now managed by the ETS file, but the contents are still managed by ITA, so if you move the location of the box/barrel in the ETS file, you should move the item to same location in the ITA file.
[ETS Assign] (1C)
When the value of [AppearanceType] is other than 00, the [ETS Assign] value indicates which breakable container or enemy the item is associated with. If the [AppearanceType] is set to 01 then the [ETS Assign] value is the enemy id number listed in the ELS file (but must be inputted as HEX value). If we wish to have enemies spawn items like this the [Category]
value must be set to 02.
[ItemTranslation] - Coordinates of the item in X,Y,Z
Location of Item on map in 4 bytes X,Y, Z (in little endian)
[ANGLE] - (00 00 FA 43 63...)
The arrangement angle of that item in 4 bytes X,Y, Z
[AuraType] (03)
indicates the type of light beam or glint emitting from the item
[Trigger Zone] (06 D5 8B 44...)
This is an 8 point (4x XY) coordinate trigger area. I am unsure of how this really affects items as this value is not always present. It does work though, as I have successfully reduced the area so that items are only obtainable when we are directly beside them. More research is required. The other coordiante data is absolute height and height boundaries. This value does not seem that important unless we are stacking items above each other in the same XY coordinates.
------------------------------------------
Color Table for descriptions above
------------------------------------------
01 01 00 00 EB FE B1 3B 00 00 7A 44
00 80 3B 44 E7 AB BE C3 58 FD 18 C5
06 D5 8B 44 58 FD 18 C5 06 D5 8B 44
62 F5 6C C4 E7 AB BE C3 62 F5 6C C4
03 03 31 01 02 01 00 00 00 00 00 00
00 00 00 00 08 00 02 1C 00 2D 00 00
00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 F2 A8 9D 45 F6 FC 26 47
A4 B5 ED C6 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 72 00 00 00
05 00 2A 00 08 00 00 00 00 00 00 00
00 00 7A 44 19 6A 3C 3B 00 00 00 00
06 34 41 3E 00 00 00 00 00 00 00 00
(please note that the example above is not a working ITA entry and would not work if you copy/pasted as the values are all present in this example)
SPECIAL NOTE:
All strings of ITA entries are 9C in length when viewed in a HEX editor.
EXAMPLE OF USE:
....37 FD C1 44 ED FD 6E 44
18 7A 9C 46 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 72 00 3C 00
06 00 00 00 08 00 00 01
00 00 00 00 00 00 00 00
00 00 00....
this gives (6) arrows (72) with a small light column (08)
Please note that some items have max values for certain items that is determined by an internal script. If we exceed this value the message will still show us the higher amount, but only the maximum amount will be reflected in the case.
Usages
Glow modifiers - [AuraType]
01 - small glint
02 - small gold light column (with sprakle)
03 - small white light column (no sprakle)
04 - small Green light column (herbs)
05 - small Red light column (ammo)
06 - " " " " " "
07 - BIG white light column
08 - small white light column (with sparkle)
09 - big yellow light column (bonus time)
Adjusting Item Location & Angle - [ItemTranslation] )
Location data of items can be viewed also in HEX value. These values are 12 bytes long, which uses 4 bytes for X position values, 4 for Y, and for for Z.
X = East to West
Y = North to South
Z = Up & Down
While not entirely "true" North according to our RE4 compass on the map page, these values reflect those directions as closely as possible
USAGE for Location
X (4 bytes) | -Y (4 bytes) | Z (4 bytes. Yes, opposite sign for Y.. all values must be inverted)
increasing value X = move item East
increasing value Y = move item South
increasing value Z = move item up (farther from ground)
USAGE for Angle
increasing value X = ??
increasing value Y =
increasing value Z =
The following values entered into the [ANGLE] section would produce the following results:
00 00 00 00 A1 CD 98 3F 06 34 41 3E = north south
00 00 00 00 32 D4 59 44 06 34 41 3E = south north
00 00 00 00 00 00 00 00 06 34 41 3E = east west
HEX VALUES FOR ITEMS
Please note that many of these will not work properly if inserted into the game, particularly those values which are player models or items that were used in beta testing of the game like the killer7 w/ silencer.
Also note that if you make an entry into the ITA file with an item that does not naturally occur in the room ITA file you are editing, the item will remain invisible. To make the item visible we must edit the ITM file and place the bin & TPL files for that item model in the ITM file. WE must also make reference to this newly added model in the .idx file that is generated with the ITM tool.
{List of ITEMS in HEX Value}
00 - magnum ammo
01 - hand grenade
02 - incendiary grenade
03 - matilda
04 - handgun ammo
05 - first aid spray
06 - green herb
07 - rifle ammo
08 - chicken egg
09 - brown chickev cxszsn egg
0A - gold chicken egg
0B - aaa
0C - plaga sample
0D - krauser's knife
0E - flash grenade
0F - salazar family insignia
10 - bowgun
11 - bowgun bolts
12 - green herb x2
13 - green herb x3
14 - mixed herbs (g+r)
15 - mixed herbs (g+r+y)
16 - mixed herbs (g+y)
17 - rocket launcher (special)
18 - shotgun shells
19 - red herb
1A - handcannon ammo
1B - hourglass w/ gold decor
1C - yellow herb
1D - stone tablet
1E - lion ornament
1F - goat ornament
20 - tmp ammo
21 - punisher
22 - punisher w/ silencer
23 - handgun
24 - handgun w/ silencer
25 - red9
26 - red9 w/ stock
27 - blacktail
28 - blacktail w/ silencer
29 - broken butterfly
2A - killer7
2B - killer7 w/ silencer
2C - shotgun
2D - striker
2E - rifle
2F - rifle (semi-auto)
30 - tmp
31 - activation key (blue)
32 - tmp w/ stock
33 - activation key (red)
34 - chicago typewriter (infinite)
35 - rocket launcher
36 - mine thrower
37 - handcannon
38 - combat knife
39 - serpent ornament
3A - moonstone (right half)
3B - insignia key
3C - round insignia
3D - false eye
3E - custom tmp
3F - silencer (handgun)
40 - punisher
41 - p.r.l. 412
42 - stock (red9)
43 - stock (tmp)
44 - scope (rifle)
45 - scope (semi-auto rifle)
46 - mine-darts
47 - shotgun**
48 - capture luis sera
49 - target practice
4A - luis' memo
4B - castellan memo
4C - female intruder
4D - butler's memo
4E - sample retrieved
4F - ritual preparation
50 - luis' memo 2
51 - rifle (semi-auto) w/ infrared scope
52 - krauser's bow
53 - chicago typewriter (regular)
54 - treasure map (castle)
55 - treasure map (island)
56 - velvet blue
57 - spinel
58 - pearl pendant
59 - brass pocket watch
5A - elegant headdress
5B - antique pipe
5C - gold bangle w/ pearls
5D - amber ring
5E - beerstein
5F - green catseye
60 - red catseye
61 - yellow catseye
62 - beerstein w/ (g)
63 - beerstein w/ ®
64 - beerstein w/ (y)
65 - beerstein w/ (g,r
66 - beerstein w/ (g,y)
67 - beerstein w/ (r,y)
68 - beerstein w/ (g,r,y)
69 - moonstone (left half)
6A - chicago typewriter ammo
6B - rifle + scope
6C - rifle (semi-auto) w/ scope
6D - infinite launcher
6E - king's grail
6F - queen's grail
70 - staff of royalty
71 - gold bars
72 - arrows
73 - bonus time
74 - emergency lock card key
75 - bonus points
76 - green catseye
77 - ruby
78 - treasure box (s)
79 - treasure box (l)
7A - blue moonstone
7B - key to the mine
7C - attache case s
7D - attache case m
7E - attache case l
7F - attache case xl
80 - golden sword
81 - iron key
82 - stone of sacrifice
83 - storage room card key
84 - freezer card key
85 - piece of the holy beast, panther
86 - piece of the holy beast, serpent
87 - piece of the holy beast, eagle
88 - jet-ski key
89 - dirty pearl pendant
8A - dirty brass pocket watch
8B - old key
8C - camp key
8D8D - dynamite
8E - lift activation key
8F - gold bangle
90 - elegant perfume bottle
91 - mirror w/ pearls & rubies
92 - waste disposal card key
93 - elegant chessboard
94 - riot gun
95 - black bass
96 - hourglass w/ gold decor
97 - black bass (l)
98 - illuminados pendant
99 - rifle w/ infrared scope
9A - crown
9B - crown jewel
9C - royal insignia
9D - crown with jewels
9E - crown with an insignia
9F - salazar family crown
A0 - rifle ammo (infrared)
A1 - emerald
A2 - bottle caps
A3 - gallery key
A4 - emblem (right half)
A5 - emblem (left half)
A6- hexagonal emblem
A7 - castle gate key
A8 - mixed herbs (r+y)
A9 - treasure map (village)
AA - scope (mine-thrower)
AB - mine-thrower + scope
AC - playing manual 1
AD - info on ashley
AE - playing manual 2
AF - alert order
B0 - about the blue medallions
B1 - chief's note
B2 - closure of the church
B3 - anonymous letter
B4 - playing manual 3
B5 - sera and the 3rd party
B6 - two routes
B7 - village's last defense
B8 - butterfly lamp
B9 - green eye
BA - red eye
BB - blue eye
BC - butterfly lamp w/ ( g )
BD - butterfly lamp w/ ( r )
BE - butterfly lamp w/ ( b )
BF - butterfly lamp w/ ( g, r )
C0 - butterfly lamp w/ ( g, b )
C1 - butterfly lamp w/ ( r, b )
C2 - butterfly lamp w/ ( r, g, b )
C3 - prison key
C4 - platinum sword
C5 - infrared scope
C6 - elegant mask
C7 - green gem
C8 - red gem
C9 - purple gem
CA - elegant mask w/ ( g )
CB - elegant mask w/ ( r )
CC - elegant mask w/ ( p )
CD - elegant mask w/ ( g, r )
CE - elegant mask w/ ( g, p )
CF - elegant mask w/ ( r, p )
D0 - elegant mask w/ ( r, g, p )
D1 - golden lynx
D2 - green stone of judgement
D3 - red stone of faith
D4 - blue stone of treason
D5 - golden lynx w/ ( g )
D6 - golden lynx w/ ( r )
D7 - golden lynx w/ ( b )
D8 - golden lynx w/ ( g, r )
D9 - golden lynx w/ ( g, b )
DA - golden lynx w/ ( r, b )
DB - golden lynx w/ ( g, r, b )
DC - leon w/ rocket launcher
DD - leon w/ shotgun
DE - leon w/ handgun
DF - ashley graham
E0 - luis sera
E1 - don jose
E2 - don diego
E3 - don esteban
E4 - don manuel
E5 - dr. salvador
E6 - merchant
E7 - zealot w/ scythe
E8 - zealot w/ shield
E9 - zealot w/ bowgun
EA - leader zealot
EB - soldier w/ dynamite
EC - soldier w/ stun-rod
ED - soldier w/ hammer
EE - isabel
EF - maria
F0 - ada wong
F1 - bella sisters
F2 - don pedro
F3 - j.j.
F4 - letter from ada
F5 - luis' memo 3
F6 - paper airplane
F7 - our plan
F8 - luis' memo 4
F9 - krauser's note
FA - luis' memo 5
FB - our mission
FC - aaa
FD - aaa
FE - tactical vest
FF - aaa00 - magnum ammo
01 - hand grenade
02 - incendiary grenade
03 - matilda
04 - handgun ammo
05 - first aid spray
06 - green herb
07 - rifle ammo
08 - chicken egg
09 - brown chickev cxszsn egg
0A - gold chicken egg
0B - aaa
0C - plaga sample
0D - krauser's knife
0E - flash grenade
0F - salazar family insignia
10 - bowgun
11 - bowgun bolts
12 - green herb x2
13 - green herb x3
14 - mixed herbs (g+r)
15 - mixed herbs (g+r+y)
16 - mixed herbs (g+y)
17 - rocket launcher (special)
18 - shotgun shells
19 - red herb
1A - handcannon ammo
1B - hourglass w/ gold decor
1C - yellow herb
1D - stone tablet
1E - lion ornament
1F - goat ornament
20 - tmp ammo
21 - punisher
22 - punisher w/ silencer
23 - handgun
24 - handgun w/ silencer
25 - red9
26 - red9 w/ stock
27 - blacktail
28 - blacktail w/ silencer
29 - broken butterfly
2A - killer7
2B - killer7 w/ silencer
2C - shotgun
2D - striker
2E - rifle
2F - rifle (semi-auto)
30 - tmp
31 - activation key (blue)
32 - tmp w/ stock
33 - activation key (red)
34 - chicago typewriter (infinite)
35 - rocket launcher
36 - mine thrower
37 - handcannon
38 - combat knife
39 - serpent ornament
3A - moonstone (right half)
3B - insignia key
3C - round insignia
3D - false eye
3E - custom tmp
3F - silencer (handgun)
40 - punisher
41 - p.r.l. 412
42 - stock (red9)
43 - stock (tmp)
44 - scope (rifle)
45 - scope (semi-auto rifle)
46 - mine-darts
47 - shotgun**
48 - capture luis sera
49 - target practice
4A - luis' memo
4B - castellan memo
4C - female intruder
4D - butler's memo
4E - sample retrieved
4F - ritual preparation
50 - luis' memo 2
51 - rifle (semi-auto) w/ infrared scope
52 - krauser's bow
53 - chicago typewriter (regular)
54 - treasure map (castle)
55 - treasure map (island)
56 - velvet blue
57 - spinel
58 - pearl pendant
59 - brass pocket watch
5A - elegant headdress
5B - antique pipe
5C - gold bangle w/ pearls
5D - amber ring
5E - beerstein
5F - green catseye
60 - red catseye
61 - yellow catseye
62 - beerstein w/ (g)
63 - beerstein w/ ®
64 - beerstein w/ (y)
65 - beerstein w/ (g,r
66 - beerstein w/ (g,y)
67 - beerstein w/ (r,y)
68 - beerstein w/ (g,r,y)
69 - moonstone (left half)
6A - chicago typewriter ammo
6B - rifle + scope
6C - rifle (semi-auto) w/ scope
6D - infinite launcher
6E - king's grail
6F - queen's grail
70 - staff of royalty
71 - gold bars
72 - arrows
73 - bonus time
74 - emergency lock card key
75 - bonus points
76 - green catseye
77 - ruby
78 - treasure box (s)
79 - treasure box (l)
7A - blue moonstone
7B - key to the mine
7C - attache case s
7D - attache case m
7E - attache case l
7F - attache case xl
80 - golden sword
81 - iron key
82 - stone of sacrifice
83 - storage room card key
84 - freezer card key
85 - piece of the holy beast, panther
86 - piece of the holy beast, serpent
87 - piece of the holy beast, eagle
88 - jet-ski key
89 - dirty pearl pendant
8A - dirty brass pocket watch
8B - old key
8C - camp key
- dynamite
8E - lift activation key
8F - gold bangle
90 - elegant perfume bottle
91 - mirror w/ pearls & rubies
92 - waste disposal card key
93 - elegant chessboard
94 - riot gun
95 - black bass
96 - hourglass w/ gold decor
97 - black bass (l)
98 - illuminados pendant
99 - rifle w/ infrared scope
9A - crown
9B - crown jewel
9C - royal insignia
9D - crown with jewels
9E - crown with an insignia
9F - salazar family crown
A0 - rifle ammo (infrared)
A1 - emerald
A2 - bottle caps
A3 - gallery key
A4 - emblem (right half)
A5 - emblem (left half)
A6- hexagonal emblem
A7 - castle gate key
A8 - mixed herbs (r+y)
A9 - treasure map (village)
AA - scope (mine-thrower)
AB - mine-thrower + scope
AC - playing manual 1
AD - info on ashley
AE - playing manual 2
AF - alert order
B0 - about the blue medallions
B1 - chief's note
B2 - closure of the church
B3 - anonymous letter
B4 - playing manual 3
B5 - sera and the 3rd party
B6 - two routes
B7 - village's last defense
B8 - butterfly lamp
B9 - green eye
BA - red eye
BB - blue eye
BC - butterfly lamp w/ ( g )
BD - butterfly lamp w/ ( r )
BE - butterfly lamp w/ ( b )
BF - butterfly lamp w/ ( g, r )
C0 - butterfly lamp w/ ( g, b )
C1 - butterfly lamp w/ ( r, b )
C2 - butterfly lamp w/ ( r, g, b )
C3 - prison key
C4 - platinum sword
C5 - infrared scope
C6 - elegant mask
C7 - green gem
C8 - red gem
C9 - purple gem
CA - elegant mask w/ ( g )
CB - elegant mask w/ ( r )
CC - elegant mask w/ ( p )
CD - elegant mask w/ ( g, r )
CE - elegant mask w/ ( g, p )
CF - elegant mask w/ ( r, p )
D0 - elegant mask w/ ( r, g, p )
D1 - golden lynx
D2 - green stone of judgement
D3 - red stone of faith
D4 - blue stone of treason
D5 - golden lynx w/ ( g )
D6 - golden lynx w/ ( r )
D7 - golden lynx w/ ( b )
D8 - golden lynx w/ ( g, r )
D9 - golden lynx w/ ( g, b )
DA - golden lynx w/ ( r, b )
DB - golden lynx w/ ( g, r, b )
DC - leon w/ rocket launcher
DD - leon w/ shotgun
DE - leon w/ handgun
DF - ashley graham
E0 - luis sera
E1 - don jose
E2 - don diego
E3 - don esteban
E4 - don manuel
E5 - dr. salvador
E6 - merchant
E7 - zealot w/ scythe
E8 - zealot w/ shield
E9 - zealot w/ bowgun
EA - leader zealot
EB - soldier w/ dynamite
EC - soldier w/ stun-rod
ED - soldier w/ hammer
EE - isabel
EF - maria
F0 - ada wong
F1 - bella sisters
F2 - don pedro
F3 - j.j.
F4 - letter from ada
F5 - luis' memo 3
F6 - paper airplane
F7 - our plan
F8 - luis' memo 4
F9 - krauser's note
FA - luis' memo 5
FB - our mission
FC - aaa
FD - aaa
FE - tactical vest
FF - aaa
00 - magnum ammo
01 - hand grenade
02 - incendiary grenade
03 - matilda
04 - handgun ammo
05 - first aid spray
06 - green herb
07 - rifle ammo
08 - chicken egg
09 - brown chickev cxszsn egg
0A - gold chicken egg
0B - aaa
0C - plaga sample
0D - krauser's knife
0E - flash grenade
0F - salazar family insignia
10 - bowgun
11 - bowgun bolts
12 - green herb x2
13 - green herb x3
14 - mixed herbs (g+r)
15 - mixed herbs (g+r+y)
16 - mixed herbs (g+y)
17 - rocket launcher (special)
18 - shotgun shells
19 - red herb
1A - handcannon ammo
1B - hourglass w/ gold decor
1C - yellow herb
1D - stone tablet
1E - lion ornament
1F - goat ornament
20 - tmp ammo
21 - punisher
22 - punisher w/ silencer
23 - handgun
24 - handgun w/ silencer
25 - red9
26 - red9 w/ stock
27 - blacktail
28 - blacktail w/ silencer
29 - broken butterfly
2A - killer7
2B - killer7 w/ silencer
2C - shotgun
2D - striker
2E - rifle
2F - rifle (semi-auto)
30 - tmp
31 - activation key (blue)
32 - tmp w/ stock
33 - activation key (red)
34 - chicago typewriter (infinite)
35 - rocket launcher
36 - mine thrower
37 - handcannon
38 - combat knife
39 - serpent ornament
3A - moonstone (right half)
3B - insignia key
3C - round insignia
3D - false eye
3E - custom tmp
3F - silencer (handgun)
40 - punisher
41 - p.r.l. 412
42 - stock (red9)
43 - stock (tmp)
44 - scope (rifle)
45 - scope (semi-auto rifle)
46 - mine-darts
47 - shotgun**
48 - capture luis sera
49 - target practice
4A - luis' memo
4B - castellan memo
4C - female intruder
4D - butler's memo
4E - sample retrieved
4F - ritual preparation
50 - luis' memo 2
51 - rifle (semi-auto) w/ infrared scope
52 - krauser's bow
53 - chicago typewriter (regular)
54 - treasure map (castle)
55 - treasure map (island)
56 - velvet blue
57 - spinel
58 - pearl pendant
59 - brass pocket watch
5A - elegant headdress
5B - antique pipe
5C - gold bangle w/ pearls
5D - amber ring
5E - beerstein
5F - green catseye
60 - red catseye
61 - yellow catseye
62 - beerstein w/ (g)
63 - beerstein w/ ®
64 - beerstein w/ (y)
65 - beerstein w/ (g,r
66 - beerstein w/ (g,y)
67 - beerstein w/ (r,y)
68 - beerstein w/ (g,r,y)
69 - moonstone (left half)
6A - chicago typewriter ammo
6B - rifle + scope
6C - rifle (semi-auto) w/ scope
6D - infinite launcher
6E - king's grail
6F - queen's grail
70 - staff of royalty
71 - gold bars
72 - arrows
73 - bonus time
74 - emergency lock card key
75 - bonus points
76 - green catseye
77 - ruby
78 - treasure box (s)
79 - treasure box (l)
7A - blue moonstone
7B - key to the mine
7C - attache case s
7D - attache case m
7E - attache case l
7F - attache case xl
80 - golden sword
81 - iron key
82 - stone of sacrifice
83 - storage room card key
84 - freezer card key
85 - piece of the holy beast, panther
86 - piece of the holy beast, serpent
87 - piece of the holy beast, eagle
88 - jet-ski key
89 - dirty pearl pendant
8A - dirty brass pocket watch
8B - old key
8C - camp key
8D8D - dynamite
8E - lift activation key
8F - gold bangle
90 - elegant perfume bottle
91 - mirror w/ pearls & rubies
92 - waste disposal card key
93 - elegant chessboard
94 - riot gun
95 - black bass
96 - hourglass w/ gold decor
97 - black bass (l)
98 - illuminados pendant
99 - rifle w/ infrared scope
9A - crown
9B - crown jewel
9C - royal insignia
9D - crown with jewels
9E - crown with an insignia
9F - salazar family crown
A0 - rifle ammo (infrared)
A1 - emerald
A2 - bottle caps
A3 - gallery key
A4 - emblem (right half)
A5 - emblem (left half)
A6- hexagonal emblem
A7 - castle gate key
A8 - mixed herbs (r+y)
A9 - treasure map (village)
AA - scope (mine-thrower)
AB - mine-thrower + scope
AC - playing manual 1
AD - info on ashley
AE - playing manual 2
AF - alert order
B0 - about the blue medallions
B1 - chief's note
B2 - closure of the church
B3 - anonymous letter
B4 - playing manual 3
B5 - sera and the 3rd party
B6 - two routes
B7 - village's last defense
B8 - butterfly lamp
B9 - green eye
BA - red eye
BB - blue eye
BC - butterfly lamp w/ ( g )
BD - butterfly lamp w/ ( r )
BE - butterfly lamp w/ ( b )
BF - butterfly lamp w/ ( g, r )
C0 - butterfly lamp w/ ( g, b )
C1 - butterfly lamp w/ ( r, b )
C2 - butterfly lamp w/ ( r, g, b )
C3 - prison key
C4 - platinum sword
C5 - infrared scope
C6 - elegant mask
C7 - green gem
C8 - red gem
C9 - purple gem
CA - elegant mask w/ ( g )
CB - elegant mask w/ ( r )
CC - elegant mask w/ ( p )
CD - elegant mask w/ ( g, r )
CE - elegant mask w/ ( g, p )
CF - elegant mask w/ ( r, p )
D0 - elegant mask w/ ( r, g, p )
D1 - golden lynx
D2 - green stone of judgement
D3 - red stone of faith
D4 - blue stone of treason
D5 - golden lynx w/ ( g )
D6 - golden lynx w/ ( r )
D7 - golden lynx w/ ( b )
D8 - golden lynx w/ ( g, r )
D9 - golden lynx w/ ( g, b )
DA - golden lynx w/ ( r, b )
DB - golden lynx w/ ( g, r, b )
DC - leon w/ rocket launcher
DD - leon w/ shotgun
DE - leon w/ handgun
DF - ashley graham
E0 - luis sera
E1 - don jose
E2 - don diego
E3 - don esteban
E4 - don manuel
E5 - dr. salvador
E6 - merchant
E7 - zealot w/ scythe
E8 - zealot w/ shield
E9 - zealot w/ bowgun
EA - leader zealot
EB - soldier w/ dynamite
EC - soldier w/ stun-rod
ED - soldier w/ hammer
EE - isabel
EF - maria
F0 - ada wong
F1 - bella sisters
F2 - don pedro
F3 - j.j.
F4 - letter from ada
F5 - luis' memo 3
F6 - paper airplane
F7 - our plan
F8 - luis' memo 4
F9 - krauser's note
FA - luis' memo 5
FB - our mission
FC - aaa
FD - aaa
FE - tactical vest
FF - aaa00 - magnum ammo
01 - hand grenade
02 - incendiary grenade
03 - matilda
04 - handgun ammo
05 - first aid spray
06 - green herb
07 - rifle ammo
08 - chicken egg
09 - brown chickev cxszsn egg
0A - gold chicken egg
0B - aaa
0C - plaga sample
0D - krauser's knife
0E - flash grenade
0F - salazar family insignia
10 - bowgun
11 - bowgun bolts
12 - green herb x2
13 - green herb x3
14 - mixed herbs (g+r)
15 - mixed herbs (g+r+y)
16 - mixed herbs (g+y)
17 - rocket launcher (special)
18 - shotgun shells
19 - red herb
1A - handcannon ammo
1B - hourglass w/ gold decor
1C - yellow herb
1D - stone tablet
1E - lion ornament
1F - goat ornament
20 - tmp ammo
21 - punisher
22 - punisher w/ silencer
23 - handgun
24 - handgun w/ silencer
25 - red9
26 - red9 w/ stock
27 - blacktail
28 - blacktail w/ silencer
29 - broken butterfly
2A - killer7
2B - killer7 w/ silencer
2C - shotgun
2D - striker
2E - rifle
2F - rifle (semi-auto)
30 - tmp
31 - activation key (blue)
32 - tmp w/ stock
33 - activation key (red)
34 - chicago typewriter (infinite)
35 - rocket launcher
36 - mine thrower
37 - handcannon
38 - combat knife
39 - serpent ornament
3A - moonstone (right half)
3B - insignia key
3C - round insignia
3D - false eye
3E - custom tmp
3F - silencer (handgun)
40 - punisher
41 - p.r.l. 412
42 - stock (red9)
43 - stock (tmp)
44 - scope (rifle)
45 - scope (semi-auto rifle)
46 - mine-darts
47 - shotgun**
48 - capture luis sera
49 - target practice
4A - luis' memo
4B - castellan memo
4C - female intruder
4D - butler's memo
4E - sample retrieved
4F - ritual preparation
50 - luis' memo 2
51 - rifle (semi-auto) w/ infrared scope
52 - krauser's bow
53 - chicago typewriter (regular)
54 - treasure map (castle)
55 - treasure map (island)
56 - velvet blue
57 - spinel
58 - pearl pendant
59 - brass pocket watch
5A - elegant headdress
5B - antique pipe
5C - gold bangle w/ pearls
5D - amber ring
5E - beerstein
5F - green catseye
60 - red catseye
61 - yellow catseye
62 - beerstein w/ (g)
63 - beerstein w/ ®
64 - beerstein w/ (y)
65 - beerstein w/ (g,r
66 - beerstein w/ (g,y)
67 - beerstein w/ (r,y)
68 - beerstein w/ (g,r,y)
69 - moonstone (left half)
6A - chicago typewriter ammo
6B - rifle + scope
6C - rifle (semi-auto) w/ scope
6D - infinite launcher
6E - king's grail
6F - queen's grail
70 - staff of royalty
71 - gold bars
72 - arrows
73 - bonus time
74 - emergency lock card key
75 - bonus points
76 - green catseye
77 - ruby
78 - treasure box (s)
79 - treasure box (l)
7A - blue moonstone
7B - key to the mine
7C - attache case s
7D - attache case m
7E - attache case l
7F - attache case xl
80 - golden sword
81 - iron key
82 - stone of sacrifice
83 - storage room card key
84 - freezer card key
85 - piece of the holy beast, panther
86 - piece of the holy beast, serpent
87 - piece of the holy beast, eagle
88 - jet-ski key
89 - dirty pearl pendant
8A - dirty brass pocket watch
8B - old key
8C - camp key
- dynamite
8E - lift activation key
8F - gold bangle
90 - elegant perfume bottle
91 - mirror w/ pearls & rubies
92 - waste disposal card key
93 - elegant chessboard
94 - riot gun
95 - black bass
96 - hourglass w/ gold decor
97 - black bass (l)
98 - illuminados pendant
99 - rifle w/ infrared scope
9A - crown
9B - crown jewel
9C - royal insignia
9D - crown with jewels
9E - crown with an insignia
9F - salazar family crown
A0 - rifle ammo (infrared)
A1 - emerald
A2 - bottle caps
A3 - gallery key
A4 - emblem (right half)
A5 - emblem (left half)
A6- hexagonal emblem
A7 - castle gate key
A8 - mixed herbs (r+y)
A9 - treasure map (village)
AA - scope (mine-thrower)
AB - mine-thrower + scope
AC - playing manual 1
AD - info on ashley
AE - playing manual 2
AF - alert order
B0 - about the blue medallions
B1 - chief's note
B2 - closure of the church
B3 - anonymous letter
B4 - playing manual 3
B5 - sera and the 3rd party
B6 - two routes
B7 - village's last defense
B8 - butterfly lamp
B9 - green eye
BA - red eye
BB - blue eye
BC - butterfly lamp w/ ( g )
BD - butterfly lamp w/ ( r )
BE - butterfly lamp w/ ( b )
BF - butterfly lamp w/ ( g, r )
C0 - butterfly lamp w/ ( g, b )
C1 - butterfly lamp w/ ( r, b )
C2 - butterfly lamp w/ ( r, g, b )
C3 - prison key
C4 - platinum sword
C5 - infrared scope
C6 - elegant mask
C7 - green gem
C8 - red gem
C9 - purple gem
CA - elegant mask w/ ( g )
CB - elegant mask w/ ( r )
CC - elegant mask w/ ( p )
CD - elegant mask w/ ( g, r )
CE - elegant mask w/ ( g, p )
CF - elegant mask w/ ( r, p )
D0 - elegant mask w/ ( r, g, p )
D1 - golden lynx
D2 - green stone of judgement
D3 - red stone of faith
D4 - blue stone of treason
D5 - golden lynx w/ ( g )
D6 - golden lynx w/ ( r )
D7 - golden lynx w/ ( b )
D8 - golden lynx w/ ( g, r )
D9 - golden lynx w/ ( g, b )
DA - golden lynx w/ ( r, b )
DB - golden lynx w/ ( g, r, b )
DC - leon w/ rocket launcher
DD - leon w/ shotgun
DE - leon w/ handgun
DF - ashley graham
E0 - luis sera
E1 - don jose
E2 - don diego
E3 - don esteban
E4 - don manuel
E5 - dr. salvador
E6 - merchant
E7 - zealot w/ scythe
E8 - zealot w/ shield
E9 - zealot w/ bowgun
EA - leader zealot
EB - soldier w/ dynamite
EC - soldier w/ stun-rod
ED - soldier w/ hammer
EE - isabel
EF - maria
F0 - ada wong
F1 - bella sisters
F2 - don pedro
F3 - j.j.
F4 - letter from ada
F5 - luis' memo 3
F6 - paper airplane
F7 - our plan
F8 - luis' memo 4
F9 - krauser's note
FA - luis' memo 5
FB - our mission
FC - aaa
FD - aaa
FE - tactical vest
FF - aaa