Alien 8's cryogenic ship is 128 rooms on Knight Lore's 16 by 16 grid, each a record in the room directory at ROOM02. This page draws every one of them with the game's own code, puts them together into one map in the game's own projection, marks on it where the game's things are, and gives each room's record decoded. The grid, the record and the builder are Knight Lore's (its castle); Pentagram, the next game on the engine, gave the grid up (its world).

What is measured and what is read. Measured, in SkoolKit's simulator: the pictures (each room built and drawn by the game, and read out of its screen buffer); what each room holds as built (the sockets, the robots, lifts and blocks, the things on the ceiling, and each place's valve or life, which were checked against the records); the deadly things (from the bits the game sets, after a turn); what the places held in the simulator's game; and the doorways (each one walked through). Read from the game's tables and code: the record format, the sizes, which background is a doorway and in which wall, where each doorway leads, the start rooms, the places' positions, and what the latch on the falling things and the dealing of the places do. The map's layout is the game's own arithmetic on room numbers.

The station

A room's number is its square on a 16 by 16 grid: the high four bits the row, the low four the column. Leaving by a doorway changes the number by arithmetic alone, in the robot's move (HANDLE_EXIT_SCREEN): out through the wall at higher U adds 1 and at lower U takes 1, changing only the column so that it wraps within the row (EXIT_HIGH_U, EXIT_LOW_U); out at higher V adds 16 and at lower V takes 16 (EXIT_HIGH_V, EXIT_LOW_V). On the screen +U runs down to the right and +V up to the right (CALC_PIXEL_XY); here, as on Knight Lore's page, +U is called east and +V north. Whichever wall he leaves by, the exit leaves a marker of 0 or $FF in his U or V, and ADJUST_PLYR_UVZ_FOR_ROOM_SIZE turns it into a place just inside the opposite wall of the next room, at the height of the arch there (ADJUST_PLYR_Z_FOR_ARCH).

128 of the 256 squares are rooms, in rows 0 to 15 and columns 0 to 15. Below, every room is drawn by the game and put where the game's own projection places its square, on its floor; the back rooms are pasted first, so nearer rooms stand in front. Click a room for its entry, or see the whole station at full size. The markers show where things are, each from the game's own tables or from the rooms as the game builds them; tick a box to show its layer.

The station
Room $02Room $03Room $04Room $05Room $0ARoom $0BRoom $0CRoom $0DRoom $12Room $13Room $14Room $15Room $1ARoom $1BRoom $1CRoom $1DRoom $20Room $23Room $24Room $27Room $28Room $2BRoom $2CRoom $2FRoom $30Room $31Room $33Room $34Room $36Room $37Room $38Room $39Room $3BRoom $3CRoom $3ERoom $3FRoom $40Room $41Room $42Room $43Room $44Room $45Room $46Room $47Room $48Room $49Room $4ARoom $4BRoom $4CRoom $4DRoom $4ERoom $4FRoom $51Room $54Room $56Room $57Room $58Room $59Room $5BRoom $5ERoom $61Room $62Room $64Room $65Room $67Room $68Room $6ARoom $6BRoom $6DRoom $6ERoom $72Room $74Room $75Room $76Room $77Room $78Room $79Room $7ARoom $7BRoom $7DRoom $82Room $83Room $84Room $85Room $86Room $87Room $88Room $89Room $8ARoom $8BRoom $8CRoom $8DRoom $93Room $94Room $95Room $96Room $97Room $98Room $99Room $9ARoom $9BRoom $9CRoom $A4Room $A5Room $A6Room $A7Room $A8Room $A9Room $AARoom $ABRoom $B5Room $B6Room $B7Room $B8Room $B9Room $BARoom $C6Room $C7Room $C8Room $C9Room $D6Room $D7Room $D8Room $D9Room $E7Room $E8Room $F7Room $F8

Where a game starts: $13, $4E, $88, $D7. NEW_GAME_START gives the start records one of the four bytes at START_ROOMS, picked by bits 0-1 of the seed, which the menu counts up while it waits. The games on this page are the simulator's, which always start in room $4E.

Chambers wanting valve kind 0: $0C (6 crew); $28 (2 crew); $7A (8 crew); $99 (8 crew); $A5 (4 crew); $B6 (6 crew). The rooms whose socket is graphic 112, which takes a valve of graphic 96: a valve of that kind in the room steers itself onto the socket and, landing on it, activates the chamber (LOOSE_VALVE).

Chambers wanting valve kind 1: $41 (6 crew); $62 (3 crew); $6E (4 crew); $96 (6 crew); $AA (6 crew); $D6 (12 crew). The rooms whose socket is graphic 113, which takes a valve of graphic 97: a valve of that kind in the room steers itself onto the socket and, landing on it, activates the chamber (LOOSE_VALVE).

Chambers wanting valve kind 2: $1D (3 crew); $31 (6 crew); $4B (6 crew); $84 (3 crew); $8D (3 crew); $94 (6 crew). The rooms whose socket is graphic 114, which takes a valve of graphic 98: a valve of that kind in the room steers itself onto the socket and, landing on it, activates the chamber (LOOSE_VALVE).

Chambers wanting valve kind 3: $0A (6 crew); $4F (6 crew); $65 (4 crew); $8C (6 crew); $BA (6 crew); $F8 (6 crew). The rooms whose socket is graphic 115, which takes a valve of graphic 99: a valve of that kind in the room steers itself onto the socket and, landing on it, activates the chamber (LOOSE_VALVE).

The 36 places: valves and extra lives: $04, $05, $0B, $0D, $15, $1B, $1C, $20, $27, $2F, $30, $34, $37, $39, $3E, $45, $46, $56, $58, $59, $61, $64, $6A, $6B, $75, $7B, $87, $8A, $95, $9A, $9C, $A9, $AB, $B7, $C8, $D9. The 36 places at PLACES, one in each of 36 rooms. Where each lies is on the tape; what lies there is dealt at every new game by INIT_SPECIAL_OBJECTS: the four kinds of valve in turn, starting from a kind picked by the seed and the refresh register, except that every sixteenth place, counted from a start the random number picks, gets an extra life instead and the kind it would have had is skipped -- two or three lives a game, and 33 or 34 valves for the 24 chambers. The simulator's game dealt 34 valves and 2 extra lives (places 15, 31); another game deals them otherwise. Each room's entry below says which place is in it and what this game put there.

Remote-controlled robots: $0B, $44, $56, $6A, $6B, $74, $8B, $D9. Rooms built with a remote-controlled robot (graphics 124-127, REMOTE_ROBOT). Standing on one of the room's four buttons (graphics 122-123, REMOTE_BUTTON) sends the robot two units a turn one of four ways; the pad (graphic 128, REMOTE_PAD) holds it still.

Deadly things: $03, $04, $0B, $0C, $0D, $12, $13, $14, $15, $1A, $1B, $1C, $1D, $20, $23, $24, $27, $2F, $30, $31, $33, $34, $36, $37, $38, $39, $3B, $3E, $3F, $40, $41, $42, $43, $44, $45, $46, $48, $4A, $4B, $4C, $4D, $4F, $54, $56, $57, $58, $59, $5B, $5E, $61, $62, $64, $67, $6A, $6B, $6E, $72, $74, $75, $76, $77, $78, $7B, $7D, $82, $84, $86, $87, $88, $89, $8A, $8B, $8D, $93, $94, $95, $96, $97, $98, $99, $9A, $9C, $A4, $A5, $A6, $A7, $A9, $AB, $B5, $B6, $B7, $B8, $B9, $BA, $C6, $C7, $C8, $D6, $D7, $D8, $D9, $E7, $F8. Measured: the rooms in which, after the game has built them and run every object's update routine once, some record has its deadly bits set -- bits 7 and 5 of +$0D, which only MAKE_DEADLY sets (at $B2A7, in SPIKES). The graphics found deadly this way, with the update routines that made them so: 130 (LEAPER); 129 (FRAGILE); 121 (SLOW_CHASER); 117, 119 (CLOCKWORK_MOUSE); 73 (CEILING_DROP); 94-95 (WANDERER); 86-87 (PACER); 72, 75 (STILL_DEADLY); 46 (SPIKES).

Lifts, bobbing blocks, shuttles and conveyors: $03, $0D, $12, $1A, $1D, $23, $30, $34, $36, $39, $3B, $3C, $40, $43, $48, $4A, $4F, $54, $5B, $61, $76, $86, $93, $96, $A6, $B9, $C6, $C9, $D6, $E7, $F7. Rooms built with a lift (graphic 47, LIFT: it moves only while ridden), a bobbing block (graphic 31, $B33F in LIFT, which rises and sinks by itself), a shuttling block (graphics 66-67, SHUTTLE_V and SHUTTLE_U) or a conveyor (graphics 68-71, CONVEYOR_PLUS_V and the three after it).

Collapsing and sinking blocks: $02, $12, $15, $1B, $20, $27, $2F, $31, $3B, $3E, $3F, $40, $43, $44, $45, $46, $48, $4C, $59, $64, $6E, $75, $7B, $82, $87, $94, $95, $9A, $9C, $A4, $A7, $AA, $AB, $B5, $B6, $B8, $B9, $C7, $F7, $F8. Rooms with a block that collapses under him (graphic 45, COLLAPSING_BLOCK) or one that sinks while stood on (graphic 44, DROPPING_BLOCK).

Things that drop from the ceiling: $0C, $1C, $58, $84. Rooms with graphic 73 (CEILING_DROP), which hangs from the ceiling and falls on a turn when the random number is under 16. Every one of these rooms has an even number, and entering an even-numbered room sets the latch that stops them (ENTER_ROOM): they hang still until something is picked up there, or an extra life is taken.

Raised doorways: one way unless climbed to: $02 east to $03; $03 east to $04; $12 south to $02; $1A east to $1B; $1A south to $0A; $3B south to $2B; $3F south to $2F; $40 east to $41; $43 south to $33; $49 east to $4A; $4A east to $4B; $4C east to $4D; $4C south to $3C; $59 south to $49; $61 south to $51; $82 east to $83; $82 south to $72; $93 east to $94; $93 south to $83; $A4 south to $94; $A6 south to $96; $B5 east to $B6; $B9 east to $BA; $C7 south to $B7; $C9 south to $B9; $F7 east to $F8; $F7 south to $E7. Doorways whose arch stands on a ledge, marked on their wall. Coming the other way he arrives on the ledge (ADJUST_PLYR_Z_FOR_ARCH gives him the arch's height) and steps down; to leave by one he must get up to the ledge first.

The chambers

24 rooms have a socket, one to a room: 6, 6, 6 and 6 of the four kinds. A socket is object template 24 to 27, which puts the socket (graphics 112-115, SOCKET) and above it a sparkle (graphics 108-111, SOCKET_SPARKLE) that flashes a picture of the valve it wants while the room holds none. The socket's graphic less 112 is the kind, and a valve's graphic less 96; they must match. The four sockets are drawn with one sprite, so only the sparkle's picture tells the kinds apart on the screen. The crew are the cryonauts, graphic 74 (object templates 21 and 22), in 24 rooms, exactly the chambers; 132 of them in all, which is the count the summary at the end of a game gives as lost when no chamber is activated (SUMMARISE_CHAMBERS counts a chamber's crew from its record).

KindValveSocketChambers
0graphic 96 graphic 96graphic 112 graphic 112$0C (6), $28 (2), $7A (8), $99 (8), $A5 (4), $B6 (6)
1graphic 97 graphic 97graphic 113 graphic 113$41 (6), $62 (3), $6E (4), $96 (6), $AA (6), $D6 (12)
2graphic 98 graphic 98graphic 114 graphic 114$1D (3), $31 (6), $4B (6), $84 (3), $8D (3), $94 (6)
3graphic 99 graphic 99graphic 115 graphic 115$0A (6), $4F (6), $65 (4), $8C (6), $BA (6), $F8 (6)

The doorways

A doorway is a background whose first piece is a pillar of graphic 2, whose update routine (FIRST_PILLAR) lets the robot through the wall while he stands in the arch. Which wall it is in follows from where the pillar stands: backgrounds 0 north; 1 east; 2 south; 3 west; 10 east (raised); 11 south (raised). The builder takes a room's doorways to be its first four backgrounds (ADJUST_PLYR_Z_FOR_ARCH looks only there for the arch he comes in by), and in every room they are.

There are 300 doorways. Every one leads to a room that exists and has a doorway in the opposite wall leading back (300 of 300), and none crosses the edge of the grid, so the wrapping arithmetic is never used. 273 are at floor level and 27 are raised: their arch stands 48 units up, on a ledge of two blocks (backgrounds 12 and 13), and all of them are in the east and south walls, the near ones the picture does not draw. Every raised doorway's partner on the other side is at floor level (27 of 27).

Every doorway was tried in the simulator when this page was built: the room built, the robot stood 12 units inside the wall in the middle of the arch (or, where something stands there, at the nearest clear spot further in), facing out, and the walk key held, with any death taken back at each turn so that what is tested is whether the way is open; where objects cover the floor in front of the arch, he was also stood on top of them. 259 of the 273 floor-level doorways let him straight through; 13 more only with jump held as well (room $14's east doorway, room $14's west doorway, room $54's north doorway, room $54's south doorway, room $57's north doorway, room $57's south doorway, room $6B's north doorway, room $74's east doorway, room $87's east doorway, room $87's north doorway, room $87's south doorway, room $87's west doorway, room $A7's south doorway); 1 only from on top of what covers the floor in front of the arch ($4A west); none is blocked. Standing on the ledge of a raised doorway and walking out took him through 27 of the 27; walking and jumping at one from the floor below took him through 0. In all 300, he came out in the room the arithmetic names.

The raised doorways matter. Taking only the floor-level doorways he walked through, the station falls into 13 regions, each a set of rooms that can all reach one another: one of 88 rooms, which holds 3 of the 4 start rooms and 14 of the 24 chambers, and 12 more, of 1 to 10 rooms each. Between two regions the pair of doorways always has one raised and one at floor level, so every crossing is a walk one way and a climb onto a ledge 48 units up the other. A walk and a jump from the floor did not get him onto a ledge in any of the 27 rooms with one (above); how he does it in play -- by climbing what the room holds -- this page does not try to settle. So some regions are pockets that are walked into and must be climbed out of, and others are reached only by a climb. The regions other than the largest, with every doorway across their edge:

RoomsWays inWays outHolds
$0A, $0B, $0C, $0D, $1B, $1C, $1D, $2B, $2C, $3C$1A east to $1B (raised), $1A south to $0A (raised), $3B south to $2B (raised), $4C south to $3C (raised)$0A north to $1A, $1B west to $1A, $2B north to $3B, $3C north to $4Cchambers $0A, $0C, $1D; places in $0B, $0D, $1B, $1C
$1A$0A north to $1A, $1B west to $1A$1A east to $1B (raised), $1A south to $0A (raised)-
$20, $30, $31, $40, $41, $42, $43, $51$33 north to $43, $61 south to $51 (raised)$43 south to $33 (raised), $51 north to $61chambers $31, $41; places in $20, $30
$2F$3F south to $2F (raised)$2F north to $3Fplace in $2F
$4C$3C north to $4C, $4D west to $4C$4C east to $4D (raised), $4C south to $3C (raised)-
$59$49 north to $59$59 south to $49 (raised)place in $59
$61, $62, $72$51 north to $61, $82 south to $72 (raised)$61 south to $51 (raised), $72 north to $82chamber $62; place in $61
$82$72 north to $82, $83 west to $82$82 east to $83 (raised), $82 south to $72 (raised)-
$93$83 north to $93, $94 west to $93$93 east to $94 (raised), $93 south to $83 (raised)-
$95, $96, $A4, $A5, $A6, $B5$94 north to $A4, $B6 west to $B5$A4 south to $94 (raised), $B5 east to $B6 (raised)chambers $96, $A5; place in $95
$B6, $C6, $C7, $D6, $D7, $E7$B5 east to $B6 (raised), $B7 north to $C7, $F7 south to $E7 (raised)$B6 west to $B5, $C7 south to $B7 (raised), $E7 north to $F7start room $D7; chambers $B6, $D6
$F7$E7 north to $F7, $F8 west to $F7$F7 east to $F8 (raised), $F7 south to $E7 (raised)-

A room record

The records are packed end to end at ROOM02, with no index: BUILD_ROOM finds a room by stepping from one record to the next until the number matches. In order:

ByteWhat
0The room's number: row in bits 4-7, column in bits 0-3.
1How many bytes follow: the distance from this byte to the next record. The builder counts them down and stops wherever they run out -- even partway through a group of objects (no room's record does).
2Bits 6-7 the size, an index into ROOM_SIZES; bits 3-5 the room's colour; bits 0-2 the ink it is drawn in, which is clear on the tape: RESET_ROOM_COLOURS copies bits 3-5 into them at every new game, and activating the room's chamber makes them white (LOOSE_VALVE).
3 ...The backgrounds, a byte each: an index into BACKGROUND_TABLE (see the scenery). Each background is a list of eight-byte pieces, a record each, which carry their own position.
$FFThe end of the backgrounds, if objects follow. A room with none just ends.
groupsA byte whose bits 3-7 are an object template, an index into OBJECT_TABLE (see the templates), and bits 0-2 the number of copies less one; then a position byte for each copy. Two template numbers are not templates: 0 takes the byte after it as a placement nudge for the groups that follow (41 rooms use it), and 31 moves on to the second page of templates, indexes 32 to 39, for the rest of the record (12 rooms), and skips the byte after it. Both cost two bytes whatever their count says.

A position byte is a cell of the floor and a level: bits 0-2 the U cell and bits 3-5 the V cell of an 8 by 8 grid, bits 6-7 the level. The builder makes U = 72 + 16 times the U cell, V likewise, and Z = the floor + 12 times the level. The nudge adds 8 to U if its bit 0 is set, 8 to V if bit 1 is, and its bits 2-7 to Z. The values the rooms use: $30 41 times; $00 1 time ($44). $30 lifts the objects after it 48 units, onto a ledge or a stack.

The three sizes, as half-sizes about the room's centre at 128, and the floor's height:

SizeHalf UHalf VFloorShapeRooms
0646464128 by 128, square92
132646464 by 128, long from south to north26
2643264128 by 64, long from west to east10

36 of the 36 narrow rooms are corridors with a doorway at each end and none in the long walls. A room becomes object records from OBJECTS: the robot's two, two for what lies in the room from the places (FIND_SPECIAL_OBJS_HERE), then everything the record names, backgrounds first, from record 4 up. That leaves 52 records for the room; the most any room was built with is 49.

Every room

Each drawn by the game as it is entered at the start of a life, without the robot: what the places hold is what the simulator's game dealt. Positions are cells (U, V, level).

Room $02

Room $02 (row 0, column 2) -- ROOM02: square, 128 by 128, yellow; 34 records built.

Backgrounds: background 0: a doorway north to $12; background 10: a raised doorway east to $03; background 12; background 4; background 7.

Objects:

Room $03

Room $03 (row 0, column 3) -- ROOM03: square, 128 by 128, green; 28 records built.

Backgrounds: background 0: a doorway north to $13; background 3: a doorway west to $02; background 10: a raised doorway east to $04; background 12; background 6; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $04

Room $04 (row 0, column 4) -- ROOM04: square, 128 by 128, cyan; 27 records built. Place 0 is here, at U 120, V 120, Z 76: in this game, a valve of kind 0.

Backgrounds: background 0: a doorway north to $14; background 1: a doorway east to $05; background 3: a doorway west to $03; background 6; background 7.

Objects:

Deadly after a turn: graphics 46, 72, 75.

Room $05

Room $05 (row 0, column 5) -- ROOM05: square, 128 by 128, magenta; 26 records built. Place 1 is here, at U 120, V 120, Z 148: in this game, a valve of kind 1.

Backgrounds: background 0: a doorway north to $15; background 3: a doorway west to $04; background 6; background 7.

Objects:

Room $0A

Room $0A (row 0, column 10) -- ROOM0A: square, 128 by 128, magenta; 33 records built. A cryogenic chamber, wanting a valve of kind 3 (graphic 99), with 6 crew.

Backgrounds: background 0: a doorway north to $1A; background 1: a doorway east to $0B; background 4; background 7.

Objects:

Room $0B

Room $0B (row 0, column 11) -- ROOM0B: square, 128 by 128, cyan; 31 records built. Place 2 is here, at U 184, V 184, Z 100: in this game, a valve of kind 2; a remote-controlled robot is here.

Backgrounds: background 0: a doorway north to $1B; background 1: a doorway east to $0C; background 3: a doorway west to $0A; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $0C

Room $0C (row 0, column 12) -- ROOM0C: square, 128 by 128, green; 38 records built. A cryogenic chamber, wanting a valve of kind 0 (graphic 96), with 6 crew; something hangs from the ceiling, ready to drop.

Backgrounds: background 0: a doorway north to $1C; background 1: a doorway east to $0D; background 3: a doorway west to $0B; background 6; background 7.

Objects:

Deadly after a turn: graphics 73, 75.

Room $0D

Room $0D (row 0, column 13) -- ROOM0D: square, 128 by 128, yellow; 29 records built. Place 3 is here, at U 120, V 136, Z 124: in this game, a valve of kind 3.

Backgrounds: background 0: a doorway north to $1D; background 3: a doorway west to $0C; background 6; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $12

Room $12 (row 1, column 2) -- ROOM12: square, 128 by 128, cyan; 31 records built.

Backgrounds: background 1: a doorway east to $13; background 11: a raised doorway south to $02; background 13; background 4; background 5.

Objects:

Deadly after a turn: graphic 46.

Room $13

Room $13 (row 1, column 3) -- ROOM13: square, 128 by 128, magenta; 36 records built. A game can start here.

Backgrounds: background 0: a doorway north to $23; background 1: a doorway east to $14; background 2: a doorway south to $03; background 3: a doorway west to $12; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $14

Room $14 (row 1, column 4) -- ROOM14: square, 128 by 128, yellow; 40 records built.

Backgrounds: background 0: a doorway north to $24; background 1: a doorway east to $15 (a jump needed to get through it); background 2: a doorway south to $04; background 3: a doorway west to $13 (a jump needed to get through it); background 6; background 7.

Objects:

Deadly after a turn: graphic 72.

Room $15

Room $15 (row 1, column 5) -- ROOM15: square, 128 by 128, cyan; 32 records built. Place 4 is here, at U 136, V 136, Z 112: in this game, a valve of kind 0.

Backgrounds: background 2: a doorway south to $05; background 3: a doorway west to $14; background 5; background 6.

Objects:

Deadly after a turn: graphic 46.

Room $1A

Room $1A (row 1, column 10) -- ROOM1A: square, 128 by 128, cyan; 36 records built.

Backgrounds: background 10: a raised doorway east to $1B; background 11: a raised doorway south to $0A; background 12; background 13; background 4; background 5.

Objects:

Deadly after a turn: graphic 46.

Room $1B

Room $1B (row 1, column 11) -- ROOM1B: square, 128 by 128, yellow; 28 records built. Place 5 is here, at U 152, V 120, Z 136: in this game, a valve of kind 1.

Backgrounds: background 0: a doorway north to $2B; background 1: a doorway east to $1C; background 2: a doorway south to $0B; background 3: a doorway west to $1A; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $1C

Room $1C (row 1, column 12) -- ROOM1C: square, 128 by 128, magenta; 35 records built. Place 6 is here, at U 136, V 120, Z 88: in this game, a valve of kind 2; something hangs from the ceiling, ready to drop.

Backgrounds: background 0: a doorway north to $2C; background 1: a doorway east to $1D; background 2: a doorway south to $0C; background 3: a doorway west to $1B; background 6; background 7.

Objects:

Deadly after a turn: graphic 73.

Room $1D

Room $1D (row 1, column 13) -- ROOM1D: square, 128 by 128, cyan; 42 records built. A cryogenic chamber, wanting a valve of kind 2 (graphic 98), with 3 crew.

Backgrounds: background 2: a doorway south to $0D; background 3: a doorway west to $1C; background 5; background 6.

Objects:

Deadly after a turn: graphic 46.

Room $20

Room $20 (row 2, column 0) -- ROOM20: square, 128 by 128, cyan; 27 records built. Place 7 is here, at U 128, V 120, Z 112: in this game, a valve of kind 3.

Backgrounds: background 0: a doorway north to $30; background 4; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $23

Room $23 (row 2, column 3) -- ROOM23: long from south to north, 64 by 128, yellow; 36 records built.

Backgrounds: background 0: a doorway north to $33; background 2: a doorway south to $13; background 8.

Objects:

Deadly after a turn: graphic 72.

Room $24

Room $24 (row 2, column 4) -- ROOM24: long from south to north, 64 by 128, green; 20 records built.

Backgrounds: background 0: a doorway north to $34; background 2: a doorway south to $14; background 8.

Objects:

Deadly after a turn: graphic 72.

Room $27

Room $27 (row 2, column 7) -- ROOM27: square, 128 by 128, yellow; 34 records built. Place 8 is here, at U 72, V 136, Z 64: in this game, a valve of kind 0.

Backgrounds: background 0: a doorway north to $37; background 1: a doorway east to $28; background 4; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $28

Room $28 (row 2, column 8) -- ROOM28: square, 128 by 128, yellow; 42 records built. A cryogenic chamber, wanting a valve of kind 0 (graphic 96), with 2 crew.

Backgrounds: background 0: a doorway north to $38; background 3: a doorway west to $27; background 6; background 7.

Objects:

Room $2B

Room $2B (row 2, column 11) -- ROOM2B: long from south to north, 64 by 128, green; 12 records built.

Backgrounds: background 0: a doorway north to $3B; background 2: a doorway south to $1B; background 8.

Objects: none.

Room $2C

Room $2C (row 2, column 12) -- ROOM2C: long from south to north, 64 by 128, yellow; 12 records built.

Backgrounds: background 0: a doorway north to $3C; background 2: a doorway south to $1C; background 8.

Objects: none.

Room $2F

Room $2F (row 2, column 15) -- ROOM2F: square, 128 by 128, cyan; 36 records built. Place 9 is here, at U 184, V 120, Z 100: in this game, a valve of kind 1.

Backgrounds: background 0: a doorway north to $3F; background 4; background 7.

Objects:

Deadly after a turn: graphics 72, 95.

Room $30

Room $30 (row 3, column 0) -- ROOM30: square, 128 by 128, magenta; 27 records built. Place 10 is here, at U 72, V 184, Z 112: in this game, a valve of kind 2.

Backgrounds: background 0: a doorway north to $40; background 1: a doorway east to $31; background 2: a doorway south to $20; background 4; background 7.

Objects:

Deadly after a turn: graphic 72.

Room $31

Room $31 (row 3, column 1) -- ROOM31: square, 128 by 128, green; 35 records built. A cryogenic chamber, wanting a valve of kind 2 (graphic 98), with 6 crew.

Backgrounds: background 0: a doorway north to $41; background 3: a doorway west to $30; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $33

Room $33 (row 3, column 3) -- ROOM33: long from south to north, 64 by 128, cyan; 24 records built.

Backgrounds: background 0: a doorway north to $43; background 2: a doorway south to $23; background 8.

Objects:

Deadly after a turn: graphic 72.

Room $34

Room $34 (row 3, column 4) -- ROOM34: long from south to north, 64 by 128, magenta; 36 records built. Place 11 is here, at U 104, V 168, Z 64: in this game, a valve of kind 3.

Backgrounds: background 0: a doorway north to $44; background 2: a doorway south to $24; background 8.

Objects:

Deadly after a turn: graphic 72.

Room $36

Room $36 (row 3, column 6) -- ROOM36: square, 128 by 128, green; 36 records built.

Backgrounds: background 0: a doorway north to $46; background 1: a doorway east to $37; background 4; background 7.

Objects:

Deadly after a turn: graphics 72, 75.

Room $37

Room $37 (row 3, column 7) -- ROOM37: square, 128 by 128, cyan; 29 records built. Place 12 is here, at U 184, V 88, Z 76: in this game, a valve of kind 0.

Backgrounds: background 0: a doorway north to $47; background 2: a doorway south to $27; background 3: a doorway west to $36; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $38

Room $38 (row 3, column 8) -- ROOM38: square, 128 by 128, cyan; 40 records built.

Backgrounds: background 0: a doorway north to $48; background 1: a doorway east to $39; background 2: a doorway south to $28; background 4; background 7.

Objects:

Deadly after a turn: graphic 72.

Room $39

Room $39 (row 3, column 9) -- ROOM39: square, 128 by 128, green; 21 records built. Place 13 is here, at U 184, V 72, Z 88: in this game, a valve of kind 1.

Backgrounds: background 0: a doorway north to $49; background 3: a doorway west to $38; background 6; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $3B

Room $3B (row 3, column 11) -- ROOM3B: long from south to north, 64 by 128, magenta; 40 records built.

Backgrounds: background 0: a doorway north to $4B; background 11: a raised doorway south to $2B; background 13; background 8.

Objects:

Deadly after a turn: graphic 72.

Room $3C

Room $3C (row 3, column 12) -- ROOM3C: long from south to north, 64 by 128, cyan; 15 records built.

Backgrounds: background 0: a doorway north to $4C; background 2: a doorway south to $2C; background 8.

Objects:

Room $3E

Room $3E (row 3, column 14) -- ROOM3E: square, 128 by 128, green; 43 records built. Place 14 is here, at U 120, V 136, Z 148: in this game, a valve of kind 2.

Backgrounds: background 0: a doorway north to $4E; background 1: a doorway east to $3F; background 4; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $3F

Room $3F (row 3, column 15) -- ROOM3F: square, 128 by 128, magenta; 35 records built.

Backgrounds: background 0: a doorway north to $4F; background 11: a raised doorway south to $2F; background 13; background 3: a doorway west to $3E; background 6; background 7.

Objects:

Deadly after a turn: graphic 117.

Room $40

Room $40 (row 4, column 0) -- ROOM40: square, 128 by 128, yellow; 33 records built.

Backgrounds: background 10: a raised doorway east to $41; background 2: a doorway south to $30; background 12; background 4; background 5.

Objects:

Deadly after a turn: graphic 46.

Room $41

Room $41 (row 4, column 1) -- ROOM41: square, 128 by 128, cyan; 38 records built. A cryogenic chamber, wanting a valve of kind 1 (graphic 97), with 6 crew.

Backgrounds: background 0: a doorway north to $51; background 1: a doorway east to $42; background 2: a doorway south to $31; background 3: a doorway west to $40; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $42

Room $42 (row 4, column 2) -- ROOM42: long from west to east, 128 by 64, magenta; 25 records built.

Backgrounds: background 1: a doorway east to $43; background 3: a doorway west to $41; background 9.

Objects:

Deadly after a turn: graphics 75, 119.

Room $43

Room $43 (row 4, column 3) -- ROOM43: square, 128 by 128, green; 42 records built.

Backgrounds: background 11: a raised doorway south to $33; background 13; background 3: a doorway west to $42; background 5; background 6.

Objects:

Deadly after a turn: graphic 72.

Room $44

Room $44 (row 4, column 4) -- ROOM44: square, 128 by 128, yellow; 44 records built. A remote-controlled robot is here.

Backgrounds: background 0: a doorway north to $54; background 1: a doorway east to $45; background 2: a doorway south to $34; background 4; background 7.

Objects:

Deadly after a turn: graphic 129.

Room $45

Room $45 (row 4, column 5) -- ROOM45: long from west to east, 128 by 64, cyan; 27 records built. Place 15 is here, at U 128, V 152, Z 100: in this game, an extra life.

Backgrounds: background 1: a doorway east to $46; background 3: a doorway west to $44; background 9.

Objects:

Deadly after a turn: graphics 72, 117.

Room $46

Room $46 (row 4, column 6) -- ROOM46: square, 128 by 128, magenta; 36 records built. Place 16 is here, at U 184, V 128, Z 112: in this game, a valve of kind 0.

Backgrounds: background 0: a doorway north to $56; background 2: a doorway south to $36; background 3: a doorway west to $45; background 6; background 7.

Objects:

Deadly after a turn: graphic 72.

Room $47

Room $47 (row 4, column 7) -- ROOM47: long from south to north, 64 by 128, green; 12 records built.

Backgrounds: background 0: a doorway north to $57; background 2: a doorway south to $37; background 8.

Objects: none.

Room $48

Room $48 (row 4, column 8) -- ROOM48: long from south to north, 64 by 128, green; 38 records built.

Backgrounds: background 0: a doorway north to $58; background 2: a doorway south to $38; background 8.

Objects:

Deadly after a turn: graphic 72.

Room $49

Room $49 (row 4, column 9) -- ROOM49: square, 128 by 128, magenta; 22 records built.

Backgrounds: background 0: a doorway north to $59; background 2: a doorway south to $39; background 10: a raised doorway east to $4A; background 12; background 4; background 7.

Objects:

Room $4A

Room $4A (row 4, column 10) -- ROOM4A: long from west to east, 128 by 64, cyan; 30 records built.

Backgrounds: background 10: a raised doorway east to $4B; background 3: a doorway west to $49 (walked through from on top of what stands in front of it); background 12; background 9.

Objects:

Deadly after a turn: graphic 46.

Room $4B

Room $4B (row 4, column 11) -- ROOM4B: square, 128 by 128, yellow; 45 records built. A cryogenic chamber, wanting a valve of kind 2 (graphic 98), with 6 crew.

Backgrounds: background 0: a doorway north to $5B; background 2: a doorway south to $3B; background 3: a doorway west to $4A; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $4C

Room $4C (row 4, column 12) -- ROOM4C: square, 128 by 128, green; 46 records built.

Backgrounds: background 10: a raised doorway east to $4D; background 11: a raised doorway south to $3C; background 12; background 13; background 4; background 5.

Objects:

Deadly after a turn: graphic 46.

Room $4D

Room $4D (row 4, column 13) -- ROOM4D: long from west to east, 128 by 64, magenta; 14 records built.

Backgrounds: background 1: a doorway east to $4E; background 3: a doorway west to $4C; background 9.

Objects:

Deadly after a turn: graphics 117, 119.

Room $4E

Room $4E (row 4, column 14) -- ROOM4E: square, 128 by 128, cyan; 36 records built. A game can start here.

Backgrounds: background 0: a doorway north to $5E; background 1: a doorway east to $4F; background 2: a doorway south to $3E; background 3: a doorway west to $4D; background 6; background 7.

Objects:

Room $4F

Room $4F (row 4, column 15) -- ROOM4F: square, 128 by 128, yellow; 36 records built. A cryogenic chamber, wanting a valve of kind 3 (graphic 99), with 6 crew.

Backgrounds: background 2: a doorway south to $3F; background 3: a doorway west to $4E; background 5; background 6.

Objects:

Deadly after a turn: graphic 46.

Room $51

Room $51 (row 5, column 1) -- ROOM51: long from south to north, 64 by 128, green; 12 records built.

Backgrounds: background 0: a doorway north to $61; background 2: a doorway south to $41; background 8.

Objects: none.

Room $54

Room $54 (row 5, column 4) -- ROOM54: long from south to north, 64 by 128, cyan; 32 records built.

Backgrounds: background 0: a doorway north to $64 (a jump needed to get through it); background 2: a doorway south to $44 (a jump needed to get through it); background 8.

Objects:

Deadly after a turn: graphics 46, 72.

Room $56

Room $56 (row 5, column 6) -- ROOM56: square, 128 by 128, yellow; 42 records built. Place 17 is here, at U 128, V 184, Z 64: in this game, a valve of kind 1; a remote-controlled robot is here.

Backgrounds: background 2: a doorway south to $46; background 4; background 5.

Objects:

Deadly after a turn: graphics 72, 129.

Room $57

Room $57 (row 5, column 7) -- ROOM57: long from south to north, 64 by 128, magenta; 21 records built.

Backgrounds: background 0: a doorway north to $67 (a jump needed to get through it); background 2: a doorway south to $47 (a jump needed to get through it); background 8.

Objects:

Deadly after a turn: graphic 46.

Room $58

Room $58 (row 5, column 8) -- ROOM58: long from south to north, 64 by 128, magenta; 44 records built. Place 18 is here, at U 128, V 128, Z 76: in this game, a valve of kind 2; something hangs from the ceiling, ready to drop.

Backgrounds: background 0: a doorway north to $68; background 2: a doorway south to $48; background 8.

Objects:

Deadly after a turn: graphic 73.

Room $59

Room $59 (row 5, column 9) -- ROOM59: square, 128 by 128, yellow; 30 records built. Place 19 is here, at U 136, V 120, Z 124: in this game, a valve of kind 3.

Backgrounds: background 11: a raised doorway south to $49; background 13; background 4; background 5.

Objects:

Deadly after a turn: graphic 46.

Room $5B

Room $5B (row 5, column 11) -- ROOM5B: long from south to north, 64 by 128, cyan; 28 records built.

Backgrounds: background 0: a doorway north to $6B; background 2: a doorway south to $4B; background 8.

Objects:

Deadly after a turn: graphic 46.

Room $5E

Room $5E (row 5, column 14) -- ROOM5E: long from south to north, 64 by 128, green; 13 records built.

Backgrounds: background 0: a doorway north to $6E; background 2: a doorway south to $4E; background 8.

Objects:

Deadly after a turn: graphic 121.

Room $61

Room $61 (row 6, column 1) -- ROOM61: square, 128 by 128, yellow; 40 records built. Place 20 is here, at U 168, V 168, Z 124: in this game, a valve of kind 0.

Backgrounds: background 1: a doorway east to $62; background 11: a raised doorway south to $51; background 13; background 4; background 5.

Objects:

Deadly after a turn: graphics 72, 75.

Room $62

Room $62 (row 6, column 2) -- ROOM62: square, 128 by 128, magenta; 38 records built. A cryogenic chamber, wanting a valve of kind 1 (graphic 97), with 3 crew.

Backgrounds: background 0: a doorway north to $72; background 3: a doorway west to $61; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $64

Room $64 (row 6, column 4) -- ROOM64: square, 128 by 128, green; 43 records built. Place 21 is here, at U 72, V 120, Z 100: in this game, a valve of kind 1.

Backgrounds: background 0: a doorway north to $74; background 1: a doorway east to $65; background 2: a doorway south to $54; background 4; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $65

Room $65 (row 6, column 5) -- ROOM65: square, 128 by 128, cyan; 38 records built. A cryogenic chamber, wanting a valve of kind 3 (graphic 99), with 4 crew.

Backgrounds: background 0: a doorway north to $75; background 3: a doorway west to $64; background 6; background 7.

Objects:

Room $67

Room $67 (row 6, column 7) -- ROOM67: long from south to north, 64 by 128, yellow; 22 records built.

Backgrounds: background 0: a doorway north to $77; background 2: a doorway south to $57; background 8.

Objects:

Deadly after a turn: graphics 75, 95.

Room $68

Room $68 (row 6, column 8) -- ROOM68: long from south to north, 64 by 128, yellow; 12 records built.

Backgrounds: background 0: a doorway north to $78; background 2: a doorway south to $58; background 8.

Objects: none.

Room $6A

Room $6A (row 6, column 10) -- ROOM6A: square, 128 by 128, cyan; 44 records built. Place 22 is here, at U 72, V 72, Z 64: in this game, a valve of kind 2; a remote-controlled robot is here.

Backgrounds: background 0: a doorway north to $7A; background 1: a doorway east to $6B; background 4; background 7.

Objects:

Deadly after a turn: graphic 129.

Room $6B

Room $6B (row 6, column 11) -- ROOM6B: square, 128 by 128, green; 37 records built. Place 23 is here, at U 184, V 184, Z 112: in this game, a valve of kind 3; a remote-controlled robot is here.

Backgrounds: background 0: a doorway north to $7B (a jump needed to get through it); background 2: a doorway south to $5B; background 3: a doorway west to $6A; background 6; background 7.

Objects:

Deadly after a turn: graphic 72.

Room $6D

Room $6D (row 6, column 13) -- ROOM6D: square, 128 by 128, magenta; 14 records built.

Backgrounds: background 0: a doorway north to $7D; background 1: a doorway east to $6E; background 4; background 7.

Objects: none.

Room $6E

Room $6E (row 6, column 14) -- ROOM6E: square, 128 by 128, yellow; 45 records built. A cryogenic chamber, wanting a valve of kind 1 (graphic 97), with 4 crew.

Backgrounds: background 2: a doorway south to $5E; background 3: a doorway west to $6D; background 5; background 6.

Objects:

Deadly after a turn: graphic 75.

Room $72

Room $72 (row 7, column 2) -- ROOM72: square, 128 by 128, cyan; 44 records built.

Backgrounds: background 0: a doorway north to $82; background 2: a doorway south to $62; background 4; background 7.

Objects:

Deadly after a turn: graphics 117, 119, 129.

Room $74

Room $74 (row 7, column 4) -- ROOM74: square, 128 by 128, magenta; 49 records built. A remote-controlled robot is here.

Backgrounds: background 1: a doorway east to $75 (a jump needed to get through it); background 2: a doorway south to $64; background 4; background 5.

Objects:

Deadly after a turn: graphic 129.

Room $75

Room $75 (row 7, column 5) -- ROOM75: square, 128 by 128, yellow; 40 records built. Place 24 is here, at U 128, V 152, Z 124: in this game, a valve of kind 0.

Backgrounds: background 1: a doorway east to $76; background 2: a doorway south to $65; background 3: a doorway west to $74; background 5; background 6.

Objects:

Deadly after a turn: graphic 46.

Room $76

Room $76 (row 7, column 6) -- ROOM76: long from west to east, 128 by 64, green; 36 records built.

Backgrounds: background 1: a doorway east to $77; background 3: a doorway west to $75; background 9.

Objects:

Deadly after a turn: graphic 46.

Room $77

Room $77 (row 7, column 7) -- ROOM77: square, 128 by 128, cyan; 48 records built.

Backgrounds: background 0: a doorway north to $87; background 1: a doorway east to $78; background 2: a doorway south to $67; background 3: a doorway west to $76; background 6; background 7.

Objects:

Deadly after a turn: graphics 46, 72.

Room $78

Room $78 (row 7, column 8) -- ROOM78: square, 128 by 128, cyan; 31 records built.

Backgrounds: background 0: a doorway north to $88; background 1: a doorway east to $79; background 2: a doorway south to $68; background 3: a doorway west to $77; background 6; background 7.

Objects:

Deadly after a turn: graphic 72.

Room $79

Room $79 (row 7, column 9) -- ROOM79: long from west to east, 128 by 64, green; 12 records built.

Backgrounds: background 1: a doorway east to $7A; background 3: a doorway west to $78; background 9.

Objects: none.

Room $7A

Room $7A (row 7, column 10) -- ROOM7A: square, 128 by 128, yellow; 34 records built. A cryogenic chamber, wanting a valve of kind 0 (graphic 96), with 8 crew.

Backgrounds: background 1: a doorway east to $7B; background 2: a doorway south to $6A; background 3: a doorway west to $79; background 5; background 6.

Objects:

Room $7B

Room $7B (row 7, column 11) -- ROOM7B: square, 128 by 128, magenta; 31 records built. Place 25 is here, at U 184, V 104, Z 64: in this game, a valve of kind 1.

Backgrounds: background 2: a doorway south to $6B; background 3: a doorway west to $7A; background 5; background 6.

Objects:

Deadly after a turn: graphics 75, 87.

Room $7D

Room $7D (row 7, column 13) -- ROOM7D: square, 128 by 128, cyan; 34 records built.

Backgrounds: background 0: a doorway north to $8D; background 2: a doorway south to $6D; background 4; background 7.

Objects:

Deadly after a turn: graphic 72.

Room $82

Room $82 (row 8, column 2) -- ROOM82: square, 128 by 128, green; 37 records built.

Backgrounds: background 10: a raised doorway east to $83; background 11: a raised doorway south to $72; background 12; background 13; background 4; background 5.

Objects:

Deadly after a turn: graphic 86.

Room $83

Room $83 (row 8, column 3) -- ROOM83: square, 128 by 128, yellow; 14 records built.

Backgrounds: background 0: a doorway north to $93; background 1: a doorway east to $84; background 3: a doorway west to $82; background 6; background 7.

Objects: none.

Room $84

Room $84 (row 8, column 4) -- ROOM84: square, 128 by 128, cyan; 30 records built. A cryogenic chamber, wanting a valve of kind 2 (graphic 98), with 3 crew; something hangs from the ceiling, ready to drop.

Backgrounds: background 0: a doorway north to $94; background 1: a doorway east to $85; background 3: a doorway west to $83; background 6; background 7.

Objects:

Deadly after a turn: graphic 73.

Room $85

Room $85 (row 8, column 5) -- ROOM85: long from west to east, 128 by 64, magenta; 12 records built.

Backgrounds: background 1: a doorway east to $86; background 3: a doorway west to $84; background 9.

Objects: none.

Room $86

Room $86 (row 8, column 6) -- ROOM86: long from west to east, 128 by 64, yellow; 32 records built.

Backgrounds: background 1: a doorway east to $87; background 3: a doorway west to $85; background 9.

Objects:

Deadly after a turn: graphics 46, 72.

Room $87

Room $87 (row 8, column 7) -- ROOM87: square, 128 by 128, green; 47 records built. Place 26 is here, at U 120, V 136, Z 64: in this game, a valve of kind 2.

Backgrounds: background 0: a doorway north to $97 (a jump needed to get through it); background 1: a doorway east to $88 (a jump needed to get through it); background 2: a doorway south to $77 (a jump needed to get through it); background 3: a doorway west to $86 (a jump needed to get through it); background 6; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $88

Room $88 (row 8, column 8) -- ROOM88: square, 128 by 128, green; 36 records built. A game can start here.

Backgrounds: background 0: a doorway north to $98; background 1: a doorway east to $89; background 2: a doorway south to $78; background 3: a doorway west to $87; background 6; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $89

Room $89 (row 8, column 9) -- ROOM89: long from west to east, 128 by 64, yellow; 14 records built.

Backgrounds: background 1: a doorway east to $8A; background 3: a doorway west to $88; background 9.

Objects:

Deadly after a turn: graphic 94.

Room $8A

Room $8A (row 8, column 10) -- ROOM8A: long from west to east, 128 by 64, magenta; 22 records built. Place 27 is here, at U 128, V 128, Z 64: in this game, a valve of kind 3.

Backgrounds: background 1: a doorway east to $8B; background 3: a doorway west to $89; background 9.

Objects:

Deadly after a turn: graphics 46, 94.

Room $8B

Room $8B (row 8, column 11) -- ROOM8B: square, 128 by 128, cyan; 32 records built. A remote-controlled robot is here.

Backgrounds: background 0: a doorway north to $9B; background 1: a doorway east to $8C; background 3: a doorway west to $8A; background 6; background 7.

Objects:

Deadly after a turn: graphic 129.

Room $8C

Room $8C (row 8, column 12) -- ROOM8C: square, 128 by 128, yellow; 31 records built. A cryogenic chamber, wanting a valve of kind 3 (graphic 99), with 6 crew.

Backgrounds: background 0: a doorway north to $9C; background 1: a doorway east to $8D; background 3: a doorway west to $8B; background 6; background 7.

Objects:

Room $8D

Room $8D (row 8, column 13) -- ROOM8D: square, 128 by 128, green; 44 records built. A cryogenic chamber, wanting a valve of kind 2 (graphic 98), with 3 crew.

Backgrounds: background 2: a doorway south to $7D; background 3: a doorway west to $8C; background 5; background 6.

Objects:

Deadly after a turn: graphic 75.

Room $93

Room $93 (row 9, column 3) -- ROOM93: square, 128 by 128, magenta; 47 records built.

Backgrounds: background 10: a raised doorway east to $94; background 11: a raised doorway south to $83; background 12; background 13; background 4; background 5.

Objects:

Deadly after a turn: graphic 46.

Room $94

Room $94 (row 9, column 4) -- ROOM94: square, 128 by 128, green; 35 records built. A cryogenic chamber, wanting a valve of kind 2 (graphic 98), with 6 crew.

Backgrounds: background 0: a doorway north to $A4; background 2: a doorway south to $84; background 3: a doorway west to $93; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $95

Room $95 (row 9, column 5) -- ROOM95: square, 128 by 128, yellow; 24 records built. Place 28 is here, at U 104, V 120, Z 88: in this game, a valve of kind 0.

Backgrounds: background 0: a doorway north to $A5; background 1: a doorway east to $96; background 4; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $96

Room $96 (row 9, column 6) -- ROOM96: square, 128 by 128, magenta; 43 records built. A cryogenic chamber, wanting a valve of kind 1 (graphic 97), with 6 crew.

Backgrounds: background 0: a doorway north to $A6; background 3: a doorway west to $95; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $97

Room $97 (row 9, column 7) -- ROOM97: long from south to north, 64 by 128, magenta; 20 records built.

Backgrounds: background 0: a doorway north to $A7; background 2: a doorway south to $87; background 8.

Objects:

Deadly after a turn: graphic 130.

Room $98

Room $98 (row 9, column 8) -- ROOM98: long from south to north, 64 by 128, magenta; 28 records built.

Backgrounds: background 0: a doorway north to $A8; background 2: a doorway south to $88; background 8.

Objects:

Deadly after a turn: graphic 72.

Room $99

Room $99 (row 9, column 9) -- ROOM99: square, 128 by 128, magenta; 36 records built. A cryogenic chamber, wanting a valve of kind 0 (graphic 96), with 8 crew.

Backgrounds: background 0: a doorway north to $A9; background 1: a doorway east to $9A; background 4; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $9A

Room $9A (row 9, column 10) -- ROOM9A: square, 128 by 128, yellow; 28 records built. Place 29 is here, at U 184, V 184, Z 112: in this game, a valve of kind 1.

Backgrounds: background 0: a doorway north to $AA; background 3: a doorway west to $99; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $9B

Room $9B (row 9, column 11) -- ROOM9B: square, 128 by 128, green; 16 records built.

Backgrounds: background 0: a doorway north to $AB; background 1: a doorway east to $9C; background 2: a doorway south to $8B; background 4; background 7.

Objects: none.

Room $9C

Room $9C (row 9, column 12) -- ROOM9C: square, 128 by 128, magenta; 30 records built. Place 30 is here, at U 184, V 184, Z 76: in this game, a valve of kind 2.

Backgrounds: background 2: a doorway south to $8C; background 3: a doorway west to $9B; background 5; background 6.

Objects:

Deadly after a turn: graphic 46.

Room $A4

Room $A4 (row 10, column 4) -- ROOMA4: square, 128 by 128, yellow; 48 records built.

Backgrounds: background 1: a doorway east to $A5; background 11: a raised doorway south to $94; background 13; background 4; background 5.

Objects:

Deadly after a turn: graphic 72.

Room $A5

Room $A5 (row 10, column 5) -- ROOMA5: square, 128 by 128, magenta; 44 records built. A cryogenic chamber, wanting a valve of kind 0 (graphic 96), with 4 crew.

Backgrounds: background 0: a doorway north to $B5; background 1: a doorway east to $A6; background 2: a doorway south to $95; background 3: a doorway west to $A4; background 6; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $A6

Room $A6 (row 10, column 6) -- ROOMA6: square, 128 by 128, cyan; 23 records built.

Backgrounds: background 11: a raised doorway south to $96; background 13; background 3: a doorway west to $A5; background 5; background 6.

Objects:

Deadly after a turn: graphic 86.

Room $A7

Room $A7 (row 10, column 7) -- ROOMA7: long from south to north, 64 by 128, yellow; 29 records built.

Backgrounds: background 0: a doorway north to $B7; background 2: a doorway south to $97 (a jump needed to get through it); background 8.

Objects:

Deadly after a turn: graphic 46.

Room $A8

Room $A8 (row 10, column 8) -- ROOMA8: long from south to north, 64 by 128, yellow; 12 records built.

Backgrounds: background 0: a doorway north to $B8; background 2: a doorway south to $98; background 8.

Objects: none.

Room $A9

Room $A9 (row 10, column 9) -- ROOMA9: square, 128 by 128, cyan; 29 records built. Place 31 is here, at U 120, V 136, Z 64: in this game, an extra life.

Backgrounds: background 1: a doorway east to $AA; background 2: a doorway south to $99; background 4; background 5.

Objects:

Deadly after a turn: graphics 119, 130.

Room $AA

Room $AA (row 10, column 10) -- ROOMAA: square, 128 by 128, magenta; 38 records built. A cryogenic chamber, wanting a valve of kind 1 (graphic 97), with 6 crew.

Backgrounds: background 0: a doorway north to $BA; background 1: a doorway east to $AB; background 2: a doorway south to $9A; background 3: a doorway west to $A9; background 6; background 7.

Objects:

Room $AB

Room $AB (row 10, column 11) -- ROOMAB: square, 128 by 128, yellow; 34 records built. Place 32 is here, at U 184, V 120, Z 64: in this game, a valve of kind 0.

Backgrounds: background 2: a doorway south to $9B; background 3: a doorway west to $AA; background 5; background 6.

Objects:

Deadly after a turn: graphics 72, 94.

Room $B5

Room $B5 (row 11, column 5) -- ROOMB5: square, 128 by 128, cyan; 47 records built.

Backgrounds: background 10: a raised doorway east to $B6; background 2: a doorway south to $A5; background 12; background 4; background 5.

Objects:

Deadly after a turn: graphic 75.

Room $B6

Room $B6 (row 11, column 6) -- ROOMB6: square, 128 by 128, green; 28 records built. A cryogenic chamber, wanting a valve of kind 0 (graphic 96), with 6 crew.

Backgrounds: background 0: a doorway north to $C6; background 3: a doorway west to $B5; background 6; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $B7

Room $B7 (row 11, column 7) -- ROOMB7: long from south to north, 64 by 128, cyan; 20 records built. Place 33 is here, at U 128, V 120, Z 76: in this game, a valve of kind 1.

Backgrounds: background 0: a doorway north to $C7; background 2: a doorway south to $A7; background 8.

Objects:

Deadly after a turn: graphic 130.

Room $B8

Room $B8 (row 11, column 8) -- ROOMB8: long from south to north, 64 by 128, cyan; 36 records built.

Backgrounds: background 0: a doorway north to $C8; background 2: a doorway south to $A8; background 8.

Objects:

Deadly after a turn: graphic 72.

Room $B9

Room $B9 (row 11, column 9) -- ROOMB9: square, 128 by 128, green; 27 records built.

Backgrounds: background 0: a doorway north to $C9; background 10: a raised doorway east to $BA; background 12; background 4; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $BA

Room $BA (row 11, column 10) -- ROOMBA: square, 128 by 128, cyan; 38 records built. A cryogenic chamber, wanting a valve of kind 3 (graphic 99), with 6 crew.

Backgrounds: background 2: a doorway south to $AA; background 3: a doorway west to $B9; background 5; background 6.

Objects:

Deadly after a turn: graphic 75.

Room $C6

Room $C6 (row 12, column 6) -- ROOMC6: square, 128 by 128, magenta; 44 records built.

Backgrounds: background 0: a doorway north to $D6; background 2: a doorway south to $B6; background 4; background 7.

Objects:

Deadly after a turn: graphic 75.

Room $C7

Room $C7 (row 12, column 7) -- ROOMC7: square, 128 by 128, yellow; 32 records built.

Backgrounds: background 0: a doorway north to $D7; background 11: a raised doorway south to $B7; background 13; background 4; background 7.

Objects:

Deadly after a turn: graphic 46.

Room $C8

Room $C8 (row 12, column 8) -- ROOMC8: square, 128 by 128, yellow; 30 records built. Place 34 is here, at U 184, V 184, Z 76: in this game, a valve of kind 2.

Backgrounds: background 0: a doorway north to $D8; background 2: a doorway south to $B8; background 4; background 7.

Objects:

Deadly after a turn: graphics 46, 75.

Room $C9

Room $C9 (row 12, column 9) -- ROOMC9: square, 128 by 128, magenta; 42 records built.

Backgrounds: background 0: a doorway north to $D9; background 11: a raised doorway south to $B9; background 13; background 4; background 7.

Objects:

Room $D6

Room $D6 (row 13, column 6) -- ROOMD6: square, 128 by 128, green; 35 records built. A cryogenic chamber, wanting a valve of kind 1 (graphic 97), with 12 crew.

Backgrounds: background 1: a doorway east to $D7; background 2: a doorway south to $C6; background 4; background 5.

Objects:

Deadly after a turn: graphic 72.

Room $D7

Room $D7 (row 13, column 7) -- ROOMD7: square, 128 by 128, cyan; 32 records built. A game can start here.

Backgrounds: background 0: a doorway north to $E7; background 2: a doorway south to $C7; background 3: a doorway west to $D6; background 6; background 7.

Objects:

Deadly after a turn: graphic 72.

Room $D8

Room $D8 (row 13, column 8) -- ROOMD8: square, 128 by 128, cyan; 22 records built.

Backgrounds: background 0: a doorway north to $E8; background 1: a doorway east to $D9; background 2: a doorway south to $C8; background 4; background 7.

Objects:

Deadly after a turn: graphics 117, 121.

Room $D9

Room $D9 (row 13, column 9) -- ROOMD9: square, 128 by 128, green; 36 records built. Place 35 is here, at U 184, V 184, Z 64: in this game, a valve of kind 3; a remote-controlled robot is here.

Backgrounds: background 2: a doorway south to $C9; background 3: a doorway west to $D8; background 5; background 6.

Objects:

Deadly after a turn: graphic 129.

Room $E7

Room $E7 (row 14, column 7) -- ROOME7: long from south to north, 64 by 128, yellow; 30 records built.

Backgrounds: background 0: a doorway north to $F7; background 2: a doorway south to $D7; background 8.

Objects:

Deadly after a turn: graphics 46, 72.

Room $E8

Room $E8 (row 14, column 8) -- ROOME8: long from south to north, 64 by 128, yellow; 12 records built.

Backgrounds: background 0: a doorway north to $F8; background 2: a doorway south to $D8; background 8.

Objects: none.

Room $F7

Room $F7 (row 15, column 7) -- ROOMF7: square, 128 by 128, magenta; 34 records built.

Backgrounds: background 10: a raised doorway east to $F8; background 11: a raised doorway south to $E7; background 12; background 13; background 4; background 5.

Objects:

Room $F8

Room $F8 (row 15, column 8) -- ROOMF8: square, 128 by 128, magenta; 34 records built. A cryogenic chamber, wanting a valve of kind 3 (graphic 99), with 6 crew.

Backgrounds: background 2: a doorway south to $E8; background 3: a doorway west to $F7; background 5; background 6.

Objects:

Deadly after a turn: graphics 75, 95.