Special Actions

Go back to the Action Class index Most likely the developers ran out of action classes and therfor used one action class as a multiplex action class. The first byte of the actions in this action class defines the type of action to be executed. If bit 7 of this byte is set then the data defines a Special Building. If it's cleared then it defines an index to the action in the special action table which is referenced in the Central MSQ Directory. This action table contains a 16 bit value for each action. This page describes these special actions (or for now it just lists them until they are deciphered).

Note: the first two bytes of each of these entries is the nibble and byte to replace the tile with after processing. They have been enclosed in parentheses. All bytes following these (if any) are passed to the special routine.

=Special action 0000= This checks to see if you have a disbanded party at any of the listed coordinates. If so, replaces nibble/byte with first pair (01 02), otherwise second pair (0c 10). Coordinate list follows, 0xff terminates.

Parameters: 2 nibble/byte pairs followed by 0xff-terminated list of coordinates (2 bytes each, x and y)

Game 1, Map 16: Needles (Downtown W)
These are all actions taken when you fire the howitzer.

Action 3: (00 00) 01 02 0c 10 14 03 14 04 14 05 11 05 ff

Action 4: (00 00) 01 02 0c 10 14 03 14 04 14 05 11 02 11 03 11 04 11 05 11 06 10 04 10 05 15 05 ff

Action 5: (00 00) 01 02 0c 10 0d 0d 0d 0e 0d 0f 0e 0d 0e 0e 0e 0f 0e 10 0f 0e 0f 0f 0c 0e ff

Action 6: (00 00) 01 02 0c 10 01 12 01 18 01 19 02 18 ff

Action 7: (00 00) 01 02 0c 10 17 14 17 15 17 16 17 17 16 16 19 13 19 14 19 15 19 16 19 17 1b 14 1b 15 1b 16 1c 14 1c 15 1c 16 1d 15 ff

Action 8: (00 00) 01 02 0c 10 17 1e 18 1e 19 1e 1a 1e 1b 1e 1c 1e 1d 1e 1e 1e 18 1d 19 1d 1a 1d 1b 1d 18 1c 19 1c 1a 1c 18 1b ff

=Special action 0001= Parameters: 4 bytes

Game 2, Map 12: Darwin (Mind Maze)
Action 0: (00 00) fe fe 0a 1f - Triggered when you fail your IQ checks in solitary along with con damage.

Action 1: (00 00) 0a 0c 0a 1f - Triggered when you fail to dodge Finster's firestorm trap along with 12 con damage

=Special action 0002 - Swap graphic tiles= Parameters: 2 bytes (The 2 tiles to swap)

This action takes the tile graphics for the two designated tiles and swaps the graphics between them. In the examples found in the map, it is used to change the icon for you (tile 07) into the graphic for a vehicle and back again. (2c is the jeep, 5d and 5f are the Needles train depending on whether you are going east or west)

Game 1, Map 0: Overworld
Action 4: (0c 00) 07 2c

Action 5: (0a 15) 07 2c

Game 1, Map 10: Needles
Action 0: (0c 01) 07 5f

Action 1: (0c 02) 5f 07

Action 2: (0c 04) 07 5d

Action 3: (0c 05) 5d 07

=Special action 0003= Parameters: 2 nibble/byte pairs These are the desert tiles that make you take damage when you're dehydrated. Seems to use some code to determine which nibble/byte to use for the replacement value. For example, in action 1, you can have 02 07 or 02 0a. The difference between these is the amount of damage you take when you fail the check: 2d6 for the first, 1d6 for the second. Perhaps it gets worse with repeated exposure?

Game 1, Map 0: Overworld
Action 1: (00 00) 02 07 02 0a

Action 2: (00 00) 02 08 02 0b

Action 3: (00 00) 02 09 02 0c

=Special action 0004= Parameters: The slot to work with

Game 2, Map 3: Sleeper 2
Part of the cloning process; follows special action 0006 (see actions 7-10 under Sleeper 2). Probably sets the timer and stores the clone, creating a "hireable NPC" entry in the map with the stats for the character.

Action 0: (0a 04) 00

Action 1: (0a 04) 01

Action 2: (0a 04) 02

Action 3: (0a 04) 03

=Special action 0006 - Loot record copy= This action copies the contents of the first loot record and overwrites the contents of the second. This allows you to have items created again after the player emptied the loot bag the first time. Parameters: 2 bytes: source loot record and destination loot record

Game 1, Map 16: Needles (Downtown W)
Action 1: (05 06) 05 06

Action 15: (05 08) 07 08

Game 1, Map 18: Mine Shaft
Action 2: (02 0c) 12 09

Action 3: (02 0e) 13 0a

Game 2, Map 3: Sleeper 2
Action 6: (05 01) 11 01

Action 7: (0c 0f) 12 00

Action 8: (0c 10) 12 02

Action 9: (0c 11) 12 03

Action 10: (0c 12) 12 04

Game 2, Map 10: Darwin (Village)
Action 4: (05 03) 04 03

Game 2, Map 20: Vegas (Spade's Casino)
Action 0: (08 00) 1e 00

Action 1: (08 00) 1f 01

Action 2: (08 00) 20 02

Action 3: (08 01) 21 03

Action 4: (08 01) 22 04

Action 5: (08 01) 23 05

Action 6: (08 02) 24 06

Action 7: (08 02) 25 07

Action 8: (08 02) 26 08

Action 9: (08 03) 27 09

Action 10: (08 04) 28 0a

=Special action 0007= Parameters: 4 bytes

This is where Fat Freddy gasses you if you don't accept his offer. The code must handle everything from the checks to see if you're wearing gas masks to moving you to new coordinates and whatever happens to those unaffected.

Game 2, Map 19: Vegas (Fat Freddy's)
Action 11: (00 00) 01 00 0c 0d

=Special action 0009= These handle the loot bags for winning at the roulette tables. There are 5 tables and loot bags 0-4 have no entries; this may be unrelated. Did they do anything here to prevent the super loot bag? The values seem to be the amount of cash you win. Parameters: 1 byte

Game 2, Map 19: Vegas (Fat Freddy's)
Action 1: (05 19) 14

Action 2: (05 19) 28

Action 3: (05 19) 3c

Action 4: (05 19) 50

Action 5: (05 19) 64

Action 6: (05 19) 78

Action 7: (05 19) 8c

Action 8: (05 19) a0

Action 9: (05 19) b4

Action 10: (05 19) c8

=Special action 000a= Parameters: 1 byte (affliction number to give; value is 0-5)

Game 1, Map 19: Savage Village
This is for the poisoned chest. (Give random character affliction 4)

Action 5: (05 10) 04

=Special action 000b= Give party leader an affliction; number is probably the affliction number to give.

Parameters: 1 byte (affliction number to give; value is 0-5)

Game 1, Map 5: Quartz (Building Interiors)
Action 0: (0c 00) 04

Action 1: (0c 01) 02

Action 2: (0c 05) 05

Action 3: (0c 04) 02

Game 2, Map 1: Vegas (Building Interiors)
Action 0: (00 00) 04

Action 1: (00 00) 02

Action 2: (00 00) 02

Action 3: (00 00) 02

Action 4: (00 00) 02

Action 5: (00 00) 05

Action 6: (00 00) 02

=Special action 000c= Give all characters the indicated affliction.

Parameters: 1 byte (affliction number to give; value is 0-5)

Game 1, Map 15: Needles (Downtown E)
The one in Needles is the 3-legged whore. Since you have to disband a single char to accept her offer it doesn't really matter that it applies to the whole party.

Action 3: (0a 01) 01

Game 2, Map 13: Vegas (Sewers W)
Action 0: (02 06) 03

Game 2, Map 14: Vegas (Sewers E)
Action 1: (02 05) 03

=Special action 000e= Displacer says this does nothing; it's one of the nibble 6 actions that gets placed on the map after you enable the self-destruct. It was probably supposed to add more flavor for the escape.

Parameters: none

Game 2, Map 9: Cochise B4
Action 7: (ff)

=Special action 000f=

Checks current coordinates against last two bytes; if match, change nibble/byte to first pair (06 01) otherwise change to second pair (0c 01).

Parameters: 2 nibble/byte pairs followed by a coordinate pair (x,y)

Game 1, Map 10: Needles
Part of the train movement code.

Action 6: (ff ff) 06 01 0c 01 33 28

Action 7: (ff ff) 06 03 0c 04 0b 28

=Special action 0010= Happens if you give one of the fake passwords from the paragraph book. Switches sex of all party members.

Parameters: none

Game 1, Map 4: Quartz (Ugly's Hideout)
Action 7: (06 01)

=Special action 0011= Happens if you give one of the fake passwords from the paragraph book. But what does it do?

Parameters: 1 byte (an affliction?)

Game 2, Map 18: Vegas (Faran Brygo's)
Action 1: (0a 03) 01

=Special action 0012= Reduces the highest enemy ID that can appear in a random encounter by 1. Parameters: none

Game 2, Map 8: Cochise B2
Occurs when you open and then destroy one of the security computers. Can be done on 4 of the computers; each time removes one of the types of robots that can spawn in random encounters.

Action 5: (04 04)

Game 2, Map 9: Cochise B4
Occurs when you successfully access one of the security computers in the SE room.

Action 3: (fd)

=Special action 0013= Reduces the frequency of random encounters on the current map.

Parameters: None

Game 2, Map 8: Cochise B2
This happens when you open and then destroy one of the security computers. Can be done on 4 of the computers; each time reduces the frequency of random encounters.

Action 4: (04 04)

Game 2, Map 9: Cochise B4
This happens when you succeed in reducing the security check interval in the SE room.

Action 1: (fd)

=Special action 0014= Reduces the maximum number of simultaneous random encounters you can have on the map by 1.

Parameters: none

Game 2, Map 8: Cochise B2
This happens when you open and then destroy one of the security computers. Can be done on 4 of the computers; each time reduces the maximum by 1.

Action 3: (04 04)

=Special action 0015= Increases random encounter probability.

Parameters: none

Game 1, Map 6: Quartz (Courthouse)
Happens when you break through the glass atrium on any floor.

Action 0: (04 00)

Game 1, Map 18: Mine Shaft
Happens when you get the silver from the spot in the SE of the mine

Action 0: (06 02)

Game 2, Map 8: Cochise B2
Occurs when you destroy certain security monitors mounted in the western walls of the hallways.

Action 1: (04 04)

Game 2, Map 9: Cochise B4
Occurs when you fail your attempt to reduce the security check interval.

Action 0: (fd)

=Special action 0016= Increases the number of simultaneous random encounters you can have on the map.

Parameters: none

Game 2, Map 8: Cochise B2
Occurs when you destroy certain security monitors mounted in the northern walls of the hallways.

Action 0: (04 04)

=Special action 0017= Increases the maximum enemy ID that can appear in a random encounter (max 0x0b)

Parameters: none

Game 2, Map 8: Cochise B2
Occurs when you destroy certain security monitors mounted in the southern walls of the hallways.

Action 2: (04 04)

=Special action 0018= Increases the maximum enemy ID that can appear in a random encounter (max 0x0c)

Parameters: none

Game 2, Map 9: Cochise B4
Happens when you fail an attempt to access one of the computers in the SE room.

Action 2: (fd)

=Special action 0019= Increases the maximum enemy ID that can appear in a random encounter (max 0x11)

Parameters: none

Game 1, Map 18: Mine Shaft
Happens when you get silver from the spot in the NW of the mine.

Action 1: (06 03)

=Special action 001a - Explosion sound= Plays the sound of an explosion.

Parameters: none

Game 1, Map 3: Quartz (Stage Coach Inn)
Action 0: (02 06)

Action 1: (02 0c)

Action 2: (02 1e)

Game 1, Map 4: Quartz (Ugly's Hideout)
Action 5: (02 11)

Game 1, Map 8: Agricultural Center
Action 0: (02 03)

Action 1: (02 04)

Game 1, Map 11: Needles (Temple of Blood)
Action 2: (02 0d)

Game 1, Map 14: Needles (Waste Pit/Ammo Bunker)
Action 0: (02 06)

Action 1: (02 07)

Game 1, Map 16: Needles (Downtown W)
Action 2: (02 09)

Action 9: (0c 13)

Action 10: (0c 14)

Action 11: (0c 15)

Action 12: (0c 16)

Action 13: (0c 17)

Action 14: (0c 18)

Game 2, Map 2: Vegas
Action 2: (02 06)

Action 3: (02 07)

Game 2, Map 7: Cochise B3
Action 0: (0c 12)

Action 1: (0c 13)

Action 2: (0c 14)

Action 3: (0c 15)

Action 4: (0c 16)

Action 5: (0c 17)

Action 6: (0c 18)

Action 7: (0c 19)

Action 8: (0c 1a)

Game 2, Map 9: Cochise B4
Action 5: (01 13)

Action 6: (01 14)

Game 2, Map 15: Guardian Citadel 1
Action 0: (02 15)

Game 2, Map 16: Guardian Citadel 2
Action 1: (02 14)

Action 2: (02 0a)

Action 3: (02 15)

Action 4: (04 0a)

Game 2, Map 18: Vegas (Faran Brygo's)
Action 0: (02 03)

=Special action 001b= Sets the random encounter probability to 0x14 (1 in 20)

Parameters: none

Game 1, Map 6: Quartz (Courthouse)
Happens when you make noise opening the "vault-like" door on the 3rd floor that leads to the 1st floor. Also happens if you do something loud to open one of the cells (explosives, strength, etc)

Action 1: (04 01)

Action 2: (0c 03)

=Special action 001c= Decreases random encounter probability by a factor of 0Ah (10), to a max entry of C8h (1 in 200)

Parameters: none

Game 2, Map 11: Darwin (Project Darwin)
Happens when you seal one of the hatches in the spawn area.

Action 2: (04 02)

=Special action 001d= Sets the Hostile flag for fixed encounters 0x10 - 0x21. (Or does it set the flags byte to the parameter?)

Parameters: 1 byte

Game 2, Map 17: Vegas (Mushroom Temple)
Happens when you step close to Charmaine. Basically, everyone in the room attacks you.

Action 2: (0c 04) 01

=Special action 001e= Sets the Hostile flag on encounter 0x22. (Or does it set the flags byte to the parameter?

Parameters: 1 byte

Game 2, Map 20: Vegas (Spade's Casino)
Encounter 0x22 is Kutie. This occurs when you step into her room after she tells you that you don't belong.

Action 11: (0c 0d) 01

=Special action 0020= Sets the carry flag. (?)

Parameters: 2 bytes (not likely a nibble/byte pair, these values don't make sense)

Game 1, Map 4: Quartz (Ugly's Hideout)
Action 0: (0a 00) 02 01 (happens when you smash in through the skylight)

Action 1: (01 04) 04 03 (happens when you give the right password)

Action 2: (0c 03) 04 01 (happens when you give the wrong password)

Action 3: (0c 0b) 04 01 (happens after loot bags 0x0 - 0x1c which come from the same numbered encounters)

Action 4: (01 08) 04 03 (happens when you give the old password but name a correct section leader)

Action 6: (0c 0c) 04 01 (happens when you give the old password but don't name a correct section leader)

=Special action 0021= Alters byte 3 (monster type) and 9 (flags) of encounters 0x1d - ??

Parameters: none

Game 1, Map 4: Quartz (Ugly's Hideout)
Happens when you climb the fence in the kennel. Flags the dogs to be hostile, maybe changes the guards on the skylight? They are 0x1d and 0x1e.

Action 8: (fd)

=Special action 0022= Alters the quantity of loot bag 9 to the number given (16-bit value)

Parameters: 2 bytes (value to set the cash amount to)

Game 1, Map 7: Desert Nomads
Action 1: (05 09) 02 00

Action 2: (05 09) 04 00

Action 3: (05 09) 06 00

Action 4: (05 09) 08 00

Action 5: (05 09) 0a 00

Action 6: (05 09) 0c 00

Action 7: (05 09) 0e 00

Action 8: (05 09) 10 00

Action 9: (05 09) 12 00

Action 10: (05 09) 14 00

=Special action 0023= Begins the self-destruct countdown.

Parameters: none

Game 2, Map 9: Cochise B4
Happens after you punch the final color (Blue in the NE corner).

Action 4: (01 03)

=Special action 0024= Checks the status of the other 3 stations; if they are ready, replaces current nibble/byte with c:03.

Parameters: none

Game 2, Map 14: Vegas (Sewers E)
Occurs when you try to prep the northern-most station for assembly.

Action 0: (01 2f)

=Special action 0025= Alters the amount of money in loot bag 0x0f to the amount given.

Parameters: 2 bytes (Valueto set the cash amount to)

Game 1, Map 15: Needles (Downtown E)
Acapulco club

Action 4: (05 0f) 6e 00

Action 5: (05 0f) 69 00

Action 6: (05 0f) 64 00

Action 7: (05 0f) 5f 00

Action 8: (05 0f) 5a 00

Action 9: (05 0f) 55 00

Action 10: (05 0f) 50 00

Action 11: (05 0f) 4b 00

Action 12: (05 0f) 46 00

Action 13: (05 0f) 41 00

Action 14: (05 0f) 3c 00

Action 15: (05 0f) 37 00

Action 16: (05 0f) 32 00

Action 17: (05 0f) 2d 00

Action 18: (05 0f) 28 00

Action 19: (05 0f) 23 00

Action 20: (05 0f) 1e 00

Action 21: (05 0f) 19 00

Action 22: (05 0f) 14 00

Action 23: (05 0f) 0f 00

Action 24: (05 0f) 0a 00

Action 25: (05 0f) 05 00

=Special action 0026=

Probably sets the hostile flag on all of the encounters on the map. (Or sets the flags byte to the parameter?)

Parameters: none

Game 1, Map 19: Savage Village
Action 0: (00 00) 01 (Occurs if you refuse to drop your weapons when you enter)

Action 1: (01 01) 01 (When you break in to the padlocked room with the poisoned chest)

Action 2: (01 03) 01 (When you break in to the gun storage shed)

=Special action 0027=

Checks timer and replaces with nibble/byte based on results. If enough time has passed, replace with first pair (01 27). If not, you get the second pair (01 0a). I have no idea what would lead to the third; the message is empty, but it leads to the same result as the second. (Used in the clone chamber)

Parameters: 3 nibble/byte pairs

Game 2, Map 3: Sleeper 2
Action 11: (00 00) 00 01 27 01 0a 01 0b

Action 12: (00 00) 01 01 28 01 0c 01 0f

Action 13: (00 00) 02 01 29 01 10 01 11

Action 14: (00 00) 03 01 2a 01 21 01 22

=Special action 0028=

Disabled random encounters (sets probability to 0)

Parameters: none

Game 2, Map 9: Cochise B4
Triggered when you destroy the conveyor belt in the robot repair room.

Action 8: (0c 0b)

=Special action 0029=

Sets random encounter probability to 0x1e (1 in 30)

Parameters: none

Game 1, Map 11: Needles (Temple of Blood)
Occurs if you don't have a robe.

Action 0: (fd)

=Special action 002a=

Sets random encounter probability to 0x64 (1 in 100)

Parameters: none

Game 1, Map 11: Needles (Temple of Blood)
Occurs if you DO have a robe.

Action 1: (fd)

=Special action 002b=

Checks if the party has any of the items in the list. If so, replace nibble/byte with first pair (ff ff). If not, replace with second pair (01 03). List follows, 0xff terminated.

Parameters: 2 nibble/byte pairs followed by 0xff-terminated list of item IDs

Game 2, Map 15: Guardian Citadel 1
Action 1: (ff ff) ff ff 01 03 28 23 ff

Action 2: (ff ff) ff ff 01 05 19 1b 1c 1a 1d ff