Script;-
DESCRIPTION
	OPTIONS
	TITLE_FILES
	FRONTEND SEQUENCE
	GYM
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
	LEVEL
Script read successfully

Gameflow script produced for;-

	Tomb Raider II Script. Final Release Version 1.0 (c) Core Design Ltd 1997.

Date Produced: 15:06:09 Oct 27 1997

Script Version: 3

sizeof GAMEFLOW_INFO = 128

Gameflow Options;-
Levels:				22
Demos:				3
FMV:				8
Cutscenes:			4
Pictures:			22
Title Track:		64
TitleFiles:			7
cypher_code:		166

Demo Options;-
firstOption:				EXIT_TO_TITLE  0
ondeath demo_mode:			EXIT_TO_TITLE 0
ondeath_ingame:				STARTGAME 0
on_demo_interrupt:			EXIT_TO_TITLE 0
on_demo_end:				EXIT_TO_TITLE 0
noinput_timeout:			ON
NoInput_time:				900
cheatmodecheck:				ENABLED
loadsave:					ENABLED
screensizing:				ENABLED
lockout_optionring:			OFF
dozy_cheat:					DISABLED

Level Names
0:	0		Laras Haus
1:	11		Die Gro=e Mauer
2:	27		Venedig
3:	35		Bartolis Versteck
4:	53		Das Opernhaus
5:	67		Der Bohrturm
6:	80		Die Tiefe
7:	90		40 Faden
8:	99		Das Wrack der Maria Doria
9:	125		Die Quartiere
10:	139		An Deck
11:	147		Das tibetianische Hochland
12:	174		Das Kloster von Barkhang
13:	199		Die Katakomben des Talion
14:	225		Der Eispalast
15:	239		Der Tempel des Xian
16:	259		Die schwimmenden Inseln
17:	283		Der Hort des Drachen
18:	304		Zuhause
19:	312		Venedig
20:	320		Das Wrack der Maria Doria
21:	346		Das tibetianische Hochland
Strings = 22
Buffer size = 373

Picture FileNames
0:	0		pixG\mansion.raw
1:	17		pixG\china.raw
2:	32		pixg\venice.raw
3:	48		pixg\venice.raw
4:	64		pixg\venice.raw
5:	80		pixg\rig.raw
6:	93		pixg\rig.raw
7:	106		pixg\titan.raw
8:	121		pixg\titan.raw
9:	136		pixg\titan.raw
10:	151		pixG\titan.raw
11:	166		pixg\tibet.raw
12:	181		pixg\tibet.raw
13:	196		pixg\tibet.raw
14:	211		pixg\tibet.raw
15:	226		pixg\china.raw
16:	241		pixg\china.raw
17:	256		pixg\china.raw
18:	271		pixg\mansion.raw
19:	288		pixg\venice.raw
20:	304		pixg\titan.raw
21:	319		pixg\tibet.raw
Strings = 22
Buffer size = 334

Title FileNames
0:	0		data\title.PSX
1:	15		pixG\title.raw
2:	30		pixG\legal.raw
3:	45		pixUS\titleUS.raw
4:	63		pixUS\legalUS.raw
5:	81		pixJAP\titleJAP.raw
6:	101		pixJAP\legalJAP.raw
Strings = 7
Buffer size = 121

FMV FileNames
0:	0		\FMV\LOGO.FMV
1:	14		\FMV\ANCIENT.FMV
2:	31		\FMV\MODERN.FMV
3:	47		\FMV\LANDING.FMV
4:	64		\FMV\MS.FMV
5:	76		\FMV\CRASH.FMV
6:	91		\FMV\JEEP.FMV
7:	105		\FMV\END.FMV
Strings = 8
Buffer size = 118

Level FileNames
0:	0		data\assault.PSX
1:	17		data\wall.PSX
2:	31		data\boat.PSX
3:	45		data\venice.PSX
4:	61		data\opera.PSX
5:	76		data\rig.PSX
6:	89		data\platform.PSX
7:	107		data\unwater.PSX
8:	124		data\keel.PSX
9:	138		data\living.PSX
10:	154		data\deck.PSX
11:	168		data\skidoo.PSX
12:	184		data\monastry.PSX
13:	202		data\catacomb.PSX
14:	220		data\icecave.PSX
15:	237		data\emprtomb.PSX
16:	255		data\floating.PSX
17:	273		data\xian.PSX
18:	287		data\house.PSX
19:	302		data\boat.psx
20:	316		data\keel.psx
21:	330		data\skidoo.psx
Strings = 22
Buffer size = 346

Cutscene FileNames
0:	0		data\cut1.PSX
1:	14		data\cut2.PSX
2:	28		data\cut3.PSX
3:	42		data\cut4.PSX
Strings = 4
Buffer size = 56

FRONTEND SEQ (SIZE: 10 bytes)
	FMV: \FMV\LOGO.FMV
	FMV: \FMV\ANCIENT.FMV
	ENDSEQUENCE

LEVEL0 SEQ (SIZE: 18 bytes)
	NUM SECRETS: 0
	LOADING PIC: pixG\mansion.raw
	SETTRACK: 0
	STARTLEVEL: Laras Haus 'data\assault.PSX'
	ENDSEQUENCE

LEVEL1 SEQ (SIZE: 48 bytes)
	FMV: \FMV\MODERN.FMV
	SETTRACK: 33
	LOADING PIC: pixG\china.raw
	ADD TO INVENTORY: ROCKET
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: MEDI
	STARTLEVEL: Die Gro=e Mauer 'data\wall.PSX'
	SETTRACK: 3
	CUT ANGLE: 0x0
	CUTSCENE: data\cut1.PSX
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL2 SEQ (SIZE: 32 bytes)
	SETTRACK: 0
	LOADING PIC: pixg\venice.raw
	ADD TO INVENTORY: AUTOPISTOLS_AMMO
	ADD TO INVENTORY: AUTOPISTOLS_AMMO
	ADD TO INVENTORY: AUTOPISTOLS_AMMO
	ADD TO INVENTORY: AUTOPISTOLS_AMMO
	STARTLEVEL: Venedig 'data\boat.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL3 SEQ (SIZE: 34 bytes)
	SETTRACK: 0
	SUNSET ENABLED
	LOADING PIC: pixg\venice.raw
	ADD TO INVENTORY: SHOTGUN_AMMO
	ADD TO INVENTORY: SHOTGUN_AMMO
	ADD TO INVENTORY: SHOTGUN_AMMO
	ADD TO INVENTORY: SHOTGUN_AMMO
	STARTLEVEL: Bartolis Versteck 'data\venice.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL4 SEQ (SIZE: 44 bytes)
	SETTRACK: 31
	LOADING PIC: pixg\venice.raw
	ADD TO INVENTORY: UZIS
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	STARTLEVEL: Das Opernhaus 'data\opera.PSX'
	SETTRACK: 4
	CUTSCENE: data\cut2.PSX
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL5 SEQ (SIZE: 38 bytes)
	FMV: \FMV\LANDING.FMV
	SETTRACK: 58
	LARA START ANIM: 8
	REMOVE_WEAPONS
	LOADING PIC: pixg\rig.raw
	ADD TO INVENTORY: UZIS
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	STARTLEVEL: Der Bohrturm 'data\rig.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL6 SEQ (SIZE: 40 bytes)
	SETTRACK: 58
	LOADING PIC: pixg\rig.raw
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	STARTLEVEL: Die Tiefe 'data\platform.PSX'
	SETTRACK: 5
	CUTSCENE: data\cut3.PSX
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL7 SEQ (SIZE: 36 bytes)
	FMV: \FMV\MS.FMV
	SETTRACK: 34
	LOADING PIC: pixg\titan.raw
	ADD TO INVENTORY: HARPOON_AMMO
	ADD TO INVENTORY: HARPOON_AMMO
	ADD TO INVENTORY: HARPOON_AMMO
	ADD TO INVENTORY: HARPOON_AMMO
	STARTLEVEL: 40 Faden 'data\unwater.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL8 SEQ (SIZE: 28 bytes)
	SETTRACK: 31
	LOADING PIC: pixg\titan.raw
	ADD TO INVENTORY: ROCKET
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	STARTLEVEL: Das Wrack der Maria Doria 'data\keel.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL9 SEQ (SIZE: 32 bytes)
	SETTRACK: 34
	LOADING PIC: pixg\titan.raw
	ADD TO INVENTORY: M16_AMMO
	ADD TO INVENTORY: M16_AMMO
	ADD TO INVENTORY: M16_AMMO
	ADD TO INVENTORY: M16_AMMO
	STARTLEVEL: Die Quartiere 'data\living.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL10 SEQ (SIZE: 32 bytes)
	SETTRACK: 31
	LOADING PIC: pixG\titan.raw
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	STARTLEVEL: An Deck 'data\deck.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL11 SEQ (SIZE: 40 bytes)
	FMV: \FMV\CRASH.FMV
	SETTRACK: 33
	START INVENTORY: PUZZLE4
	LOADING PIC: pixg\tibet.raw
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	STARTLEVEL: Das tibetianische Hochland 'data\skidoo.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL12 SEQ (SIZE: 36 bytes)
	SETTRACK: 0
	START INVENTORY: PUZZLE4
	LOADING PIC: pixg\tibet.raw
	ADD TO INVENTORY: M16_AMMO
	ADD TO INVENTORY: M16_AMMO
	ADD TO INVENTORY: M16_AMMO
	ADD TO INVENTORY: M16_AMMO
	STARTLEVEL: Das Kloster von Barkhang 'data\monastry.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL13 SEQ (SIZE: 32 bytes)
	SETTRACK: 31
	LOADING PIC: pixg\tibet.raw
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: M16_AMMO
	ADD TO INVENTORY: M16_AMMO
	STARTLEVEL: Die Katakomben des Talion 'data\catacomb.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL14 SEQ (SIZE: 34 bytes)
	SETTRACK: 31
	DEADLY WATER
	LOADING PIC: pixg\tibet.raw
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	STARTLEVEL: Der Eispalast 'data\icecave.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL15 SEQ (SIZE: 64 bytes)
	FMV: \FMV\JEEP.FMV
	SETTRACK: 59
	LOADING PIC: pixg\china.raw
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	ADD TO INVENTORY: UZI_AMMO
	STARTLEVEL: Der Tempel des Xian 'data\emprtomb.PSX'
	SETTRACK: 30
	CUT ANGLE: 0x0
	CUTSCENE: data\cut4.PSX
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL16 SEQ (SIZE: 52 bytes)
	SETTRACK: 59
	NO FLOOR: 9728
	LOADING PIC: pixg\china.raw
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	ADD TO INVENTORY: ROCKET_AMMO
	STARTLEVEL: Die schwimmenden Inseln 'data\floating.PSX'
	LEVCOMPLETE
	ENDSEQUENCE

LEVEL17 SEQ (SIZE: 24 bytes)
	NUM SECRETS: 0
	SETTRACK: 59
	LOADING PIC: pixg\china.raw
	STARTLEVEL: Der Hort des Drachen 'data\xian.PSX'
	LEVCOMPLETE
	FMV: \FMV\END.FMV
	ENDSEQUENCE

LEVEL18 SEQ (SIZE: 38 bytes)
	NUM SECRETS: 0
	START INVENTORY: KEY1
	LARA START ANIM: 9
	KILL TO COMPLETE
	SETTRACK: 0
	LOADING PIC: pixg\mansion.raw
	REMOVE_WEAPONS
	REMOVE_AMMO
	STARTLEVEL: Zuhause 'data\house.PSX'
	SETTRACK: 52
	GAMECOMPLETE
	ENDSEQUENCE

LEVEL19 SEQ (SIZE: 14 bytes)
	SETTRACK: 0
	LOADING PIC: pixg\venice.raw
	DEMOPLAY: data\boat.psx
	ENDSEQUENCE

LEVEL20 SEQ (SIZE: 14 bytes)
	SETTRACK: 31
	LOADING PIC: pixg\titan.raw
	DEMOPLAY: data\keel.psx
	ENDSEQUENCE

LEVEL21 SEQ (SIZE: 14 bytes)
	SETTRACK: 33
	LOADING PIC: pixg\tibet.raw
	DEMOPLAY: data\skidoo.psx
	ENDSEQUENCE

Total Sequence Data Size= 754 bytes
Writing FrontEnd Sequence

Writing Level Sequences
Writing Demo Level Numbers
Demo Levels: 19 20 21 
Writing FMV start/end frames
 1: תאכנתךיביאכנ       	1	- 864
 2: תאכנתחטוןדטעאכנ    	1	- 4355
 3: תאכנתכיגדפטאכנ     	1	- 300
 4: תאכנתךחטגןטבאכנ    	1	- 350
 5: תאכנתכץאכנ         	1	- 975
 6: תאכנתופחץמאכנ      	1	- 1515
 7: תאכנתלדדצאכנ       	1	- 1841
 8: תאכנתדטגאכנ        	1	- 603


Game Strings
0:	0		Inventar
1:	9		Option
2:	16		Gegenst~ande
3:	29		Game Over
4:	39		Spiel laden
5:	51		Spiel speichern
6:	67		Neues Spiel
7:	79		Abschnitt neu beginnen
8:	102		Zur~uck zum Hauptmen~u
9:	125		Demo beenden
10:	138		Spiel beenden
11:	152		Abschnitt w~ahlen
12:	170		Position speichern
13:	189		Detailstufe w~ahlen
14:	209		Hoch
15:	214		Mittel
16:	221		Niedrig
17:	229		Gehen
18:	235		Rolle
19:	241		Laufen
20:	248		Links
21:	254		Rechts
22:	261		Zur~uck
23:	269		Schritt
24:	277		nach links
25:	288		Schritt
26:	296		nach rechts
27:	308		Umsehen
28:	316		Springen
29:	325		Handlung
30:	334		Waffe ziehen
31:	347		?
32:	349		Inventar
33:	358		Fackel
34:	365		Schritt
35:	373		Statistiken
36:	385		Pistolen
37:	394		Schrotflinte
38:	407		Automatik
39:	417		Uzis
40:	422		Harpune
41:	430		M16
42:	434		Granatwerfer
43:	447		Fackel
44:	454		Pistolen-Munition
45:	472		Schrot-Munition
46:	488		Automatik-Munition
47:	507		Uzi-Munition
48:	520		Pfeile
49:	527		M16-Munition
50:	540		Granaten
51:	549		Kleines Medi-Pack
52:	567		Gro=es Medi-Pack
53:	584		Aufnehmen
54:	594		Puzzle
55:	601		Schl~ussel
56:	612		Spiel
57:	618		Laras Haus
58:	629		LADE
59:	634		Ben~otigte Zeit
60:	650		Gefundene Geheimnisse
61:	672		Ort
62:	676		Besiegte Gegner
63:	692		Ben~otigte Munition
64:	712		Treffer
65:	720		Ben~otigte Spielst~ande
66:	744		Zur~uckgelegte Distanz
67:	767		Ben~otigte Medi-Packs
68:	789		Release Version 1.0
69:	809		Keine
70:	815		Beenden
71:	823		BESTZEITEN
72:	834		Keine Bestzeit
73:	849		Keine Daten
74:	861		Letzter Spielstand
75:	880		Spielstatistik
76:	895		von
77:	899		Was bisher geschah...
78:	921		spare
79:	927		spare
80:	933		spare
81:	939		spare
82:	945		spare
83:	951		spare
84:	957		spare
85:	963		spare
86:	969		spare
87:	975		spare
88:	981		spare
Strings = 89
Buffer size = 987

PSX Strings
0:	0		Bildposition
1:	13		DEMO
2:	18		Sound
3:	24		Steuerung
4:	34		Gamma-Korrektur
5:	50		Lautst~arke Einstellen
6:	73		Steuerungsart
7:	87		Fehler beim Sichern!
8:	108		Nochmal?
9:	117		JA
10:	120		NEIN
11:	125		Spielstand gesichert!
12:	147		Kein Spielstand gefunden!
13:	173		Kein Spielstand g~ultig!
14:	198		Spiel sichern?
15:	213		- LEERER SLOT -
16:	229		Irgendeine Taste dr~ucken
17:	255		Die Richtungstasten benutzen
18:	284		um das Bild einzustellen
19:	309		> W~ahlen
20:	319		; Zur~uck
21:	329		> Weiter
22:	338		Pause
23:	344		Kein Controller
24:	360		Spiel sichern auf
25:	378		Spiel ~uberschreiben auf
26:	403		Spielstand laden von
27:	424		der Memory Card in
28:	443		Slot 1
29:	450		Sind Sie sicher?
30:	467		JA
31:	470		NEIN
32:	475		ist voll
33:	484		Es sind keine
34:	498		Spielst~ande auf
35:	515		Es ist ein Fehler auf
36:	537		Es ist keine Memory Card in
37:	565		ist nicht formatiert
38:	586		M~ochten Sie sie
39:	603		jetzt formatieren?
40:	622		Sichere Spiel auf
41:	640		Lade Spielstand von
42:	660		Formatiere
43:	671		Spiel wird ~uberschrieben
44:	697		Spiel sichern
45:	711		Spiel laden
46:	723		Memory Card formatieren
47:	747		Verlassen
48:	757		Weiter
49:	764		Sie k~onnen keine Spiele
50:	789		sichern ohne eine
51:	807		formatierte Memory Card
52:	831		mit mindestens einem
53:	852		freien Block einzulegen
54:	876		Die Memory Card in
55:	895		Verlassen ohne zu sichern
56:	921		Verlassen ohne zu laden
57:	945		Spiel starten
58:	959		UNFORMATIERTE MEMORY CARD
59:	985		Legen Sie eine formatierte Memory Card ein
60:	1028		oder dr~ucken Sie > um ohne zu
61:	1059		Sichern fortzufahren.
62:	1081		bu00:BESLES-00720TOMB2
63:	1104		bu00:BASLUS-00152TOMB2
64:	1127		spare
65:	1133		spare
66:	1139		spare
67:	1145		spare
68:	1151		spare
69:	1157		spare
70:	1163		spare
71:	1169		spare
72:	1175		spare
73:	1181		spare
74:	1187		spare
75:	1193		spare
76:	1199		spare
77:	1205		spare
78:	1211		spare
79:	1217		spare
Strings = 80
Buffer size = 1223

Puzzle1 Strings
0:	0		P1
1:	3		P1
2:	6		P1
3:	9		P1
4:	12		Relais
5:	19		P1
6:	22		Chip
7:	27		P1
8:	30		Unterbrecher
9:	43		P1
10:	46		P1
11:	49		P1
12:	52		Gebets-Rolle
13:	65		Tibetianische Maske
14:	85		Tibetianische Maske
15:	105		Siegel des Drachen
16:	124		Mystische Plakette
17:	143		Mystische Plakette
18:	162		Dolch von Xian
19:	177		P1
20:	180		Unterbrecher
21:	193		P1
Strings = 22
Buffer size = 196

Puzzle2 Strings
0:	0		P2
1:	3		P2
2:	6		P2
3:	9		P2
4:	12		Schaltkreis
5:	24		P2
6:	27		P2
7:	30		P2
8:	33		P2
9:	36		P2
10:	39		P2
11:	42		P2
12:	45		Edelsteine
13:	56		P2
14:	59		P2
15:	62		P2
16:	65		Mystische Plakette
17:	84		Dolch von Xian
18:	99		P2
19:	102		P2
20:	105		P2
21:	108		P2
Strings = 22
Buffer size = 111

Puzzle3 Strings
0:	0		P3
1:	3		P3
2:	6		P3
3:	9		P3
4:	12		P3
5:	15		P3
6:	18		P3
7:	21		P3
8:	24		P3
9:	27		P3
10:	30		P3
11:	33		P3
12:	36		P3
13:	39		P3
14:	42		P3
15:	45		P3
16:	48		P3
17:	51		P3
18:	54		P3
19:	57		P3
20:	60		P3
21:	63		P3
Strings = 22
Buffer size = 66

Puzzle4 Strings
0:	0		P4
1:	3		P4
2:	6		P4
3:	9		P4
4:	12		P4
5:	15		P4
6:	18		P4
7:	21		P4
8:	24		P4
9:	27		P4
10:	30		Der Seraph
11:	41		Der Seraph
12:	52		Der Seraph
13:	63		P4
14:	66		P4
15:	69		P4
16:	72		P4
17:	75		P4
18:	78		P4
19:	81		P4
20:	84		P4
21:	87		Der Seraph
Strings = 22
Buffer size = 98

Pickup1 Strings
0:	0		P1
1:	3		P1
2:	6		P1
3:	9		P1
4:	12		P1
5:	15		P1
6:	18		P1
7:	21		P1
8:	24		P1
9:	27		P1
10:	30		P1
11:	33		P1
12:	36		P1
13:	39		Gong-Hammer
14:	51		P1
15:	54		P1
16:	57		P1
17:	60		P1
18:	63		P1
19:	66		P1
20:	69		P1
21:	72		P1
Strings = 22
Buffer size = 75

Pickup2 Strings
0:	0		P2
1:	3		P2
2:	6		P2
3:	9		P2
4:	12		P2
5:	15		P2
6:	18		P2
7:	21		P2
8:	24		P2
9:	27		P2
10:	30		P2
11:	33		P2
12:	36		P2
13:	39		P2
14:	42		Talion
15:	49		P2
16:	52		P2
17:	55		P2
18:	58		P2
19:	61		P2
20:	64		P2
21:	67		P2
Strings = 22
Buffer size = 70

Key1 Strings
0:	0		K1
1:	3		Wachstuben-Schl~ussel
2:	25		Bootshaus-Schl~ussel
3:	46		Bibliothek-Schl~ussel
4:	68		Ornament-Schl~ussel
5:	88		Rote Karte
6:	99		Rote Karte
7:	110		K1
8:	113		Waschraum-Schl~ussel
9:	134		Theater-Schl~ussel
10:	153		K1
11:	156		Zugbr~ucken-Schl~ussel
12:	179		Kammer-Schl~ussel
13:	197		K1
14:	200		K1
15:	203		K1
16:	206		K1
17:	209		K1
18:	212		Waffenschrank-Schl~ussel
19:	237		Bootshaus-Schl~ussel
20:	258		Waschraum-Schl~ussel
21:	279		Zugbr~ucken-Schl~ussel
Strings = 22
Buffer size = 302

Key2 Strings
0:	0		K2
1:	3		Rostiger Schl~ussel
2:	23		St~ahlerner Schl~ussel
3:	46		Sprengschl~ussel
4:	63		K2
5:	66		Gelbe Karte
6:	78		K2
7:	81		K2
8:	84		Rostiger Schl~ussel
9:	104		Rostiger Schl~ussel
10:	124		Stern-Schl~ussel
11:	141		H~utten-Schl~ussel
12:	160		Fallt~ur-Schl~ussel
13:	180		K2
14:	183		Gong-Hammer
15:	195		Goldener Schl~ussel
16:	215		K2
17:	218		K2
18:	221		K2
19:	224		St~ahlerner Schl~ussel
20:	247		Rostiger Schl~ussel
21:	267		H~utten-Schl~ussel
Strings = 22
Buffer size = 286

Key3 Strings
0:	0		K3
1:	3		K3
2:	6		Eiserner Schl~ussel
3:	26		K3
4:	29		K3
5:	32		Gr~une Karte
6:	45		K3
7:	48		K3
8:	51		Kabinen-Schl~ussel
9:	70		K3
10:	73		Lager-Schl~ussel
11:	90		K3
12:	93		Dach-Schl~ussel
13:	109		K3
14:	112		K3
15:	115		Silberner Schl~ussel
16:	136		K3
17:	139		K3
18:	142		K3
19:	145		Eiserner Schl~ussel
20:	165		Kabinen-Schl~ussel
21:	184		K3
Strings = 22
Buffer size = 187

Key4 Strings
0:	0		K4
1:	3		K4
2:	6		K4
3:	9		K4
4:	12		K4
5:	15		K4
6:	18		Blaue Karte
7:	30		K4
8:	33		K4
9:	36		K4
10:	39		Kabinen-Schl~ussel
11:	58		K4
12:	61		Hallen-Schl~ussel
13:	79		K4
14:	82		K4
15:	85		Kammer-Schl~ussel
16:	103		K4
17:	106		K4
18:	109		K4
19:	112		K4
20:	115		K4
21:	118		K4
Strings = 22
Buffer size = 121
