GS codes:
Vent + Start Code
81079C2A 2750
811b1e4a 21ea
811b2162 4013
811b2164 fee8
811b2166 fc08
811b2168 0528
811b216a 0000
811b2172 2186
811b217c fee8
811b217e fc08
811b2180 04e8
811b2182 271c

801b4aef 0016
811b4af0 1333
811b4af2 4013
811b4af4 fdc0
811b4af6 fc08
811b4af8 04e8
811b4afa 2714
811b4afc fe12
811b4afe fc08
811b4b00 0528
811b4b04 fee8
811b4b06 fc08
811b4b08 0528
811b4b0a 21ea
811b4b0c fee8
811b4b0e fc08
811b4b10 04e8
811b4b12 0000

801b4aaf 0016
811b4ab0 1333
811b4ab2 4013
811b4ab4 fe12
811b4ab6 fc08
811b4ab8 0528
811b4aba 271c
811b4abc fdc0
811b4abe fc08
811b4ac0 04e8
811b4ac4 fdc0
811b4ac6 fc08
811b4ac8 0560
811b4aca 270c
811b4acc fe12
811b4ace fc08
811b4ad0 0560
811b4ad2 0000

801b4a6f 0017
811b4a72 6024
811b4a74 fe3e
811b4a78 0610
811b4a7a 0000
811b4a7c fe3e
811b4a80 0560
811b4a84 fe12
811b4a88 0560
811b4a8a 2714
811b4a8c fdc0
811b4a8e fbea
811b4a90 0560
811b4a92 0000
811b4a94 fd86
811b4a98 0560
811b4a9c fd86
811b4aa0 0610
811b4aa2 0000

Ladder Code
811b127a 2724
811b180a 272c
801b4b2f 001a
811b4b30 3333
811b4b32 4013
811b4b34 ffd1
811b4b36 fc85
811b4b38 0479
811b4b3a 0000
811b4b3c ffd1
811b4b3e fc67
811b4b40 0479
811b4b42 272c
811b4b44 000b
811b4b46 fc67
811b4b48 0479
811b4b4a 0000
811b4b4c 000b
811b4b4e fc85
811b4b50 0479
811b4b52 200a

801b4b6f 0019
811b4b70 3333
811b4b72 4013
811b4b74 000b
811b4b76 fc67
811b4b78 0479
811b4b7a 2724
811b4b7c ffd1
811b4b7e fc67
811b4b80 0479
811b4b82 0000
811b4b84 ffd2
811b4b86 fbd6
811b4b88 047f
811b4b8a 20be
811b4b8c 0009
811b4b8e fbd6
811b4b90 047f
811b4b92 0000

Coming soon!
Beta door positions
(at normal start)

extra positions
on tier 4-5 SW

Silo Vent reconstruction

be sure to look up!

 Yep, got bored one day and
completely reconstructed the silo
vents.  
 It's not really as difficult as you
may think.  The original vent
clipping file was lost, of course,
when Rare completely redesigned
this stage.  Even if you start at the
bottom of the silo (room 19/25)
you still can't get in normally.  
 Instead, these codes move a slew
of unused stuff from room 1, the
unused bottom of the southeast
silo, and redraws the room.

ladder up
corner of vents

 So why not have the vents included in the game?
 Well, it does seem a little extraneous, doesn't it?  After all, the new start is further along
in the stage, and it's not like there's any enemies there - at least not now.  Besides, the
camera rotation down the side of the silo is pretty nifty.  So then there's the question,
why still leave it there.  After all, it's a bit of memory for something you can't get to at
all.  In fact, it's really easy to change the room image so it and the ladder don't appear at
all
8919F63C 0F00
8919F63E 1E84
8919F642 3148
8919F646 32DC

(just press the GS button when the cutscene with the guard walking comes on.)
Which raises the even more contentious question, why get rid of the elevator girder
work but not the ladder at the start?  
*brief tangent*  Most sites agree eroneously that the elevator was in a doorway at the top
of the silo.  The only reason is because if you open the ordinary door at the top of the
silo you'll notice it is one of the blue doors with warning stripes on it's edges, used
throughout the game as elevator doors.  However, these are always doubled on
elevators, and the door image at room 19/13 is in fact applied to the wall as a wall
texture, not a true door or even an object at all.  Also, in the few existing beta shots of
the stage, doors exactly like this one are found on the silos themselves, which also
coincides with the order of objects in memory.  It is far too likely these were originally
security doors for the silos.

At any rate, between the beta locations left in the game and images left along walls, it's
far too likely the stage saw dramatic changes along development.  The additional blank
walls in the NE silo all face south, which would link back to unused tiers in silo SE.  
Unused rails in the NW and SW silos also face corresponding silos, leading one to
wonder if the four rails to nowhere led at one time to four additional labs.  Too
labarinthine?  Too long to finish on 00 agent?  Who knows.  -but it is evil and suspect,
and there's plenty more to find.

-Back to Index-

 The start position given in these codes is an original point within memory, not some slub
I came up with.  There are four beta points within silo, one here in the vents, one door
position immediately behind the ordinary start - at the top of the ladder -and two
additional doors, one above the other on the fourth and fifth tier.  

Much like the vents, the
ladder existed only as an
image in memory.  What
this mod does is draws a
clipping file for the
actual ladder, connects it
to the existing clipping
at the bottom and top of
it's image, makes a slight
change to the stage
image that appears when
you are on it, and sets a
special tag giving it the
"ladder" feature.  
Without clipping, the
ladder is nothing but an
image in the stage

 Clipping essentially is where you can and can't move.  It's drawn using a series of points,
each point connecting counter-clockwise the next one listed.  Each "line" can be designated
with a connection to another clipping file, or the connection value can be left at 0000,
stating you can't move past it.  Also, each polygon has several tags indicating their
features.  First spits out the room image to show when you are in the file, another dictates
the number of points that form the file, and the last is a special feature that states if you are
forced to squat -as in the vents - or if it is a one-way ladder.  

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