Pentagram's world is 139 rooms of forest and ruin, each a record in the room directory at ROOMS. 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. Knight Lore, whose engine this is, keeps its castle on a numbered grid (its rooms); Pentagram does not, and working out its map is part of what follows.

What is measured and what is read. The pictures are measured: each room is built and drawn by the game in a simulator, and read out of its screen buffer. So are the things found in the rooms as built (the well, lifts, crumbling blocks), the deadly things (from the bits the game sets, after a turn), and the doorways (each one walked through). Read from the game's tables: the record format, the doorways' destinations and walls, the start rooms, the quest records and the collectables' places. Worked out from those, and not something the game itself holds anywhere: the layout of the map.

The world

No arithmetic on room numbers leads from one room to the next. A doorway is a scenery entry whose template stands the two pillars of an arch in one of the walls, and its second byte is the number of the room it leads to: the room builder (BUILD_ROOM) copies that byte into every piece's +$08, and the first pillar's update routine (FIRST_PILLAR) sends him there once he is through. Which wall the arch is in, the template says by where it puts the pillars: at the high or the low U wall, or the high or the low V wall. On the screen, +U runs down to the right and +V up to the right (CALC_PIXEL_XY); here +U is called east and +V north. Leaving by the east wall he arrives at the west wall of the next room, lined up with its arch (ADJUST_PLYR_UVZ_FOR_ROOM_SIZE).

There are 290 doorways, and every one has a partner: the room it leads to has a doorway in the opposite wall leading back (290 of 290). Taking each doorway as one step the way it faces, and starting anywhere, every room gets a square, and every loop comes back to where it started: no two routes to a room disagree. The squares span 19 columns by 18 rows. But the world is not quite flat: rooms 139-144 land on the squares of 39-41, 55-57; rooms 145-146 land on the squares of 87-88; room 148 lands on the squares of 3. A doorway only names a room, so nothing in the game needs the rooms to fit on a plan, and nothing stops two of them sharing a place: walking through one, the player cannot see the other. On the map each of these is drawn aside, on a darker floor, and a line joins each of its doorways to the room it leads to.

Below, each room is drawn by the game and put on its square, in the game's projection, 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 world 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 world
Room 0Room 1Room 2Room 3Room 4Room 5Room 6Room 7Room 8Room 9Room 10Room 11Room 12Room 13Room 14Room 15Room 16Room 17Room 18Room 19Room 20Room 21Room 22Room 23Room 24Room 25Room 26Room 27Room 28Room 29Room 30Room 31Room 32Room 33Room 34Room 35Room 36Room 37Room 38Room 39Room 40Room 41Room 42Room 43Room 44Room 45Room 46Room 47Room 48Room 49Room 50Room 51Room 52Room 53Room 54Room 55Room 56Room 57Room 58Room 59Room 60Room 61Room 62Room 63Room 64Room 65Room 66Room 67Room 69Room 70Room 71Room 72Room 73Room 74Room 75Room 76Room 77Room 78Room 80Room 81Room 82Room 83Room 84Room 85Room 86Room 87Room 88Room 91Room 92Room 93Room 94Room 95Room 96Room 97Room 98Room 99Room 100Room 101Room 102Room 103Room 106Room 107Room 108Room 109Room 110Room 111Room 112Room 117Room 118Room 119Room 120Room 122Room 123Room 124Room 125Room 126Room 127Room 128Room 129Room 130Room 131Room 132Room 133Room 134Room 135Room 136Room 137Room 138Room 139Room 140Room 141Room 142Room 143Room 144Room 145Room 146Room 147Room 148Room 149

Where a game starts: 51, 92, 100, 12. CHOOSE_START copies one of the four bytes at START_ROOMS into the player's template, picked by the two low bits of the random number, which the menu has been stirring.

The well: 29, 71, 123. The rooms whose built records include graphic 120, the graphic whose update routine is the well's (WELL): shot at for long enough, it gives the bucket.

The four quest items: 122 (record 0, graphic 112); 128 (record 1, graphic 113); 17 (record 2, graphic 114); 33 (record 3, graphic 115). From the first four quest records at QUEST_START, which NEW_QUEST copies for play at every new game; each room's picture shows its item, put there by QUEST_INTO_ROOM as the room is entered. A bucket put down in one of these rooms flies to the item and finishes it.

The pentagram: 82. All eight pieces' records (9 to 16 at QUEST_START) name this room, but QUEST_INTO_ROOM leaves them out until all four quest items are done; the room's entry below shows it both ways.

Where the collectables can start: 0 (place 5); 4 (place 14); 5 (place 11); 15 (place 9); 16 (place 15); 18 (place 17); 27 (place 19); 37 (place 1); 42 (place 10); 62 (place 2); 69 (place 6); 70 (place 13); 78 (place 8); 108 (place 4); 112 (place 3); 120 (place 0); 129 (place 16); 141 (place 12); 142 (place 7); 146 (place 18). The 20 places at SPOTS: NEW_QUEST puts the five collectables in five places in a row from the list, starting at one of the first sixteen chosen at random, so each game uses a different run of five.

Deadly things: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 11, 12, 13, 14, 15, 16, 18, 19, 20, 21, 24, 26, 27, 28, 29, 31, 34, 36, 37, 38, 41, 42, 44, 46, 47, 49, 51, 52, 53, 54, 55, 56, 59, 61, 62, 63, 64, 67, 69, 70, 71, 74, 76, 77, 78, 80, 83, 84, 86, 87, 88, 92, 93, 94, 96, 98, 99, 100, 101, 103, 106, 107, 108, 109, 111, 112, 117, 120, 123, 125, 126, 129, 130, 131, 133, 134, 141, 142, 145, 146, 147, 149. 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. The graphics found deadly this way, with the update routines that made them so: 23, 30, 74-75 (STILL_DEADLY); 28 (SPIKES); 86 (DEADLY_BOBBER); 92 (DEADLY_PACER_U); 93 (DEADLY_PACER_V); 89 (SPIDER); 16-17 (ROAMER). Things that fall from the sky are not counted: they can come in any room where nothing bans them (BAN_DROPS).

Lifts and conveyors: 2, 19, 37, 54, 67, 87, 94, 108, 129, 147, 149. Rooms whose built records include a lift (graphic 84, LIFT) or a conveyor (graphics 140-143, CONVEYOR_PLUS_U and its neighbours, the push itself in CONVEYOR_PUSH).

Crumbling and sinking blocks: 4, 15, 16, 27, 47, 54, 55, 62, 64, 69, 80, 86, 87, 93, 94, 123, 141, 142, 146, 149. Rooms with a block that crumbles a stage a turn while stood on (graphics 136-139, CRUMBLING_BLOCK) or one that sinks (graphic 78, SINKING_BLOCK).

Raised doorways: one way unless climbed to: 0 north to 147, 2 north to 149, 41 west to 140, 54 north to 65, 55 east to 143, 56 east to 57, 59 north to 66, 59 west to 58, 72 south to 65, 73 north to 83, 74 west to 73, 80 east to 81, 80 south to 72, 86 east to 145, 87 east to 88, 87 south to 77, 93 west to 92, 94 east to 95, 147 east to 148, 149 west to 148. Doorways whose arch stands on a ledge above the floor, marked on their wall. Coming the other way he arrives on the ledge and steps down; to leave by one he must first climb to the ledge's height, which the page does not try to settle.

The doorways

270 doorways are at floor level and 20 are raised: their arch stands on a ledge (the scenery templates with graphic 11 beside them), and each raised doorway's partner on the other side is at floor level (20 of 20). Every doorway was tried in the simulator when this page was built: the room built, the player 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. 268 of the 270 floor-level doorways let him straight through; 2 more only with jump held as well (room 38's north doorway, room 78's west doorway); none is blocked. Standing on the ledge of a raised doorway and walking out took him through 20 of the 20. In all 290, he came out in the room the doorway's byte names. So no doorway is shut and none leads one way only, except that a raised one must be climbed to.

Room 147's south doorway leads to room 0: a destination byte of zero is a real doorway, like any other, since the pillar's routine takes whatever the byte holds.

A room record

The records are packed end to end at ROOMS, 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.
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 (rooms 13, 108 have a group cut short this way).
2Bits 0-2 the ink the whole room is drawn in (the builder adds BRIGHT); bits 3-7 its size, an index into ROOM_SIZES.
3 ...The scenery, two bytes an entry: a scenery template, an index into SCENERY_TABLE (see the scenery), and a byte the builder copies into +$08 of every piece: for a doorway, the room it leads to; for other scenery, zero.
$FFThe end of the scenery, if objects follow.
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. Template 31 would switch to a second page of templates; no room uses it.

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's height + 12 times the level. Scenery carries its own coordinates, so a scenery template always stands in the same place in a room.

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

SizeHalf UHalf VFloorShapeRooms
06464128128 by 128, square116
1326412864 by 128, long from south to north13
26432128128 by 64, long from west to east10

23 of the 23 narrow rooms are corridors with a doorway at each end and none in the long walls.

Every room

Each drawn by the game as it is entered at the start of a game: the quest items are in their rooms, the collectables (which start in random places) are left out, and so is the player. Positions are cells (U, V, level).

Room 0

Room 0 -- its record: square, 128 by 128, white; square (0, 0) from room 0's. A collectable can start here (place 5 at U 104, V 120, Z 152).

Scenery: scenery 24: a raised doorway north to 147; scenery 28; scenery 12; scenery 13.

Objects: graphic 11template 0 (graphic 11) x2 at (5, 7, 3), (6, 7, 3); graphic 82template 23 (graphic 82) x6 at (2, 3, 1), (5, 6, 1), (5, 6, 2), (5, 6, 3), (5, 6, 0), (2, 3, 0); graphic 23template 3 (graphic 23) x6 at (6, 5, 0), (5, 4, 0), (6, 3, 0), (4, 3, 0), (5, 2, 0), (3, 6, 0); graphic 88template 17 (graphic 88) at (5, 3, 2).

Deadly after a turn: graphic 23.

Room 1

Room 1 -- its record: square, 128 by 128, red; square (1, 0) from room 0's.

Scenery: scenery 0: a doorway north to 3; scenery 5: a doorway east to 2; scenery 8; scenery 11.

Objects: graphic 30template 5 (graphic 30) x6 at (7, 5, 0), (6, 4, 0), (6, 3, 0), (5, 5, 0), (4, 4, 0), (3, 4, 0).

Deadly after a turn: graphic 30.

Room 2

Room 2 -- its record: square, 128 by 128, magenta; square (2, 0) from room 0's.

Scenery: scenery 7: a doorway west to 1; scenery 24: a raised doorway north to 149; scenery 28; scenery 14; scenery 13.

Objects: graphic 76template 8 (graphic 76) x3 at (6, 5, 0), (6, 2, 0), (1, 7, 0); graphic 76template 8 (graphic 76) x7 at (1, 7, 1), (1, 7, 2), (1, 7, 3), (6, 2, 1), (6, 2, 2), (6, 5, 1), (6, 5, 2); graphic 87template 16 (graphic 87) at (1, 2, 2); graphic 88template 17 (graphic 88) at (1, 3, 2); graphic 84template 12 (graphic 84) at (0, 7, 0); graphic 11template 0 (graphic 11) x2 at (5, 7, 3), (6, 7, 3); graphic 30template 5 (graphic 30) x5 at (1, 3, 0), (3, 3, 0), (1, 1, 0), (3, 1, 0), (6, 4, 0).

Deadly after a turn: graphic 30.

Room 3

Room 3 -- its record: square, 128 by 128, green; square (1, 1) from room 0's.

Scenery: scenery 0: a doorway north to 7; scenery 2: a doorway south to 1; scenery 8; scenery 11.

Objects: graphic 72template 4 (graphic 72) x3 at (2, 3, 0), (3, 3, 0), (4, 3, 0); graphic 89template 18 (graphic 89) at (6, 1, 0).

Deadly after a turn: graphic 89.

Room 4

Room 4 -- its record: square, 128 by 128, cyan; square (3, 1) from room 0's. A collectable can start here (place 14 at U 184, V 120, Z 176).

Scenery: scenery 0: a doorway north to 9; scenery 8; scenery 11.

Objects: graphic 30template 5 (graphic 30) x7 at (2, 5, 0), (2, 4, 0), (2, 3, 0), (2, 2, 0), (6, 3, 0), (7, 4, 0), (7, 2, 0); graphic 11template 0 (graphic 11) x3 at (7, 3, 0), (7, 3, 1), (7, 3, 3); graphic 136template 24 (graphic 136) at (2, 5, 1); graphic 87template 16 (graphic 87) at (7, 3, 2).

Deadly after a turn: graphic 30.

Room 5

Room 5 -- its record: square, 128 by 128, yellow; square (-1, 2) from room 0's. A collectable can start here (place 11 at U 104, V 120, Z 164).

Scenery: scenery 1: a doorway east to 6; scenery 8; scenery 9.

Objects: graphic 10template 1 (graphic 10) x3 at (2, 3, 0), (2, 3, 1), (2, 3, 2); graphic 30template 5 (graphic 30) x4 at (2, 4, 0), (3, 3, 0), (2, 2, 0), (1, 3, 0); graphic 72template 4 (graphic 72) x2 at (5, 5, 0), (5, 5, 1).

Deadly after a turn: graphic 30.

Room 6

Room 6 -- its record: long from west to east, 128 by 64, white; square (0, 2) from room 0's.

Scenery: scenery 1: a doorway east to 7; scenery 3: a doorway west to 5; scenery 17.

Objects: graphic 93template 30 (graphic 93) x2 at (4, 2, 0), (3, 5, 0).

Deadly after a turn: graphic 93.

Room 7

Room 7 -- its record: square, 128 by 128, red; square (1, 2) from room 0's.

Scenery: scenery 1: a doorway east to 8; scenery 2: a doorway south to 3; scenery 3: a doorway west to 6; scenery 10; scenery 9.

Objects: graphic 23template 3 (graphic 23) x8 at (5, 0, 0), (6, 1, 0), (7, 2, 0), (7, 5, 0), (6, 6, 0), (5, 7, 0), (2, 7, 0), (1, 6, 0); graphic 23template 3 (graphic 23) x8 at (0, 5, 0), (0, 2, 0), (1, 1, 0), (2, 0, 0), (3, 4, 0), (4, 4, 0), (3, 3, 0), (4, 3, 0).

Deadly after a turn: graphic 23.

Room 8

Room 8 -- its record: square, 128 by 128, green; square (2, 2) from room 0's.

Scenery: scenery 0: a doorway north to 20; scenery 3: a doorway west to 7; scenery 10; scenery 11.

Objects: graphic 28template 14 (graphic 28) x3 at (2, 5, 3), (2, 2, 3), (5, 5, 3).

Deadly after a turn: graphic 28.

Room 9

Room 9 -- its record: square, 128 by 128, cyan; square (3, 2) from room 0's.

Scenery: scenery 0: a doorway north to 21; scenery 1: a doorway east to 10; scenery 2: a doorway south to 4; scenery 8; scenery 11.

Objects: graphic 72template 4 (graphic 72) x8 at (3, 5, 0), (4, 5, 0), (5, 4, 0), (5, 3, 0), (3, 2, 0), (4, 2, 0), (2, 4, 0), (2, 3, 0); graphic 89template 18 (graphic 89) at (4, 4, 0).

Deadly after a turn: graphic 89.

Room 10

Room 10 -- its record: long from west to east, 128 by 64, cyan; square (4, 2) from room 0's.

Scenery: scenery 1: a doorway east to 11; scenery 3: a doorway west to 9; scenery 17.

Objects: none.

Room 11

Room 11 -- its record: long from west to east, 128 by 64, yellow; square (5, 2) from room 0's.

Scenery: scenery 1: a doorway east to 12; scenery 3: a doorway west to 10; scenery 17.

Objects: graphic 10template 1 (graphic 10) x8 at (4, 2, 0), (4, 2, 1), (4, 2, 2), (4, 2, 3), (4, 3, 0), (4, 3, 1), (4, 3, 2), (4, 3, 3); graphic 10template 1 (graphic 10) x4 at (4, 5, 0), (4, 5, 1), (4, 5, 2), (4, 5, 3); graphic 72template 4 (graphic 72) x3 at (4, 4, 0), (4, 4, 1), (4, 4, 2); graphic 86template 15 (graphic 86) at (4, 4, 3).

Deadly after a turn: graphic 86.

Room 12

Room 12 -- its record: square, 128 by 128, white; square (6, 2) from room 0's. A game can start here.

Scenery: scenery 0: a doorway north to 22; scenery 1: a doorway east to 13; scenery 3: a doorway west to 11; scenery 10; scenery 11.

Objects: graphic 23template 3 (graphic 23) x8 at (0, 2, 0), (1, 2, 0), (2, 2, 0), (3, 2, 0), (4, 2, 0), (5, 2, 0), (6, 2, 0), (7, 2, 0); graphic 23template 3 (graphic 23) x8 at (0, 5, 0), (1, 5, 0), (2, 5, 0), (2, 6, 0), (2, 7, 0), (5, 7, 0), (5, 6, 0), (5, 5, 0); graphic 23template 3 (graphic 23) x2 at (6, 5, 0), (7, 5, 0).

Deadly after a turn: graphic 23.

Room 13

Room 13 -- its record: long from west to east, 128 by 64, red; square (7, 2) from room 0's.

Scenery: scenery 1: a doorway east to 14; scenery 3: a doorway west to 12; scenery 17.

Objects: graphic 23template 3 (graphic 23) x8 at (2, 4, 0), (3, 4, 0), (4, 4, 0), (5, 4, 0), (2, 3, 0), (3, 3, 0), (4, 3, 0), (5, 3, 0); graphic 72template 4 (graphic 72) x6 at (2, 2, 0), (4, 2, 0), (5, 2, 0), (2, 5, 0), (3, 5, 0), (5, 5, 0); graphic 89template 18 (graphic 89) x2 at (4, 5, 0), (3, 2, 0) (the header says 3; the byte count runs out first).

Deadly after a turn: graphics 23, 89.

Room 14

Room 14 -- its record: square, 128 by 128, magenta; square (8, 2) from room 0's.

Scenery: scenery 0: a doorway north to 23; scenery 3: a doorway west to 13; scenery 10; scenery 11.

Objects: graphic 28template 14 (graphic 28) x4 at (3, 5, 0), (4, 4, 0), (2, 4, 0), (3, 3, 0); graphic 89template 18 (graphic 89) at (3, 4, 0).

Deadly after a turn: graphics 28, 89.

Room 15

Room 15 -- its record: square, 128 by 128, green; square (-8, 3) from room 0's. A collectable can start here (place 9 at U 120, V 72, Z 164).

Scenery: scenery 4: a doorway north to 24; scenery 12; scenery 15.

Objects: graphic 82template 23 (graphic 82) x3 at (3, 0, 0), (3, 0, 1), (3, 0, 2); graphic 23template 3 (graphic 23) x8 at (0, 4, 0), (1, 4, 0), (2, 4, 0), (3, 4, 0), (3, 3, 0), (3, 2, 0), (3, 1, 0), (4, 0, 0); graphic 89template 18 (graphic 89) at (1, 3, 0); graphic 87template 16 (graphic 87) at (5, 0, 3); graphic 78template 10 (graphic 78) at (5, 3, 2); graphic 136template 24 (graphic 136) at (5, 5, 0); graphic 23template 3 (graphic 23) at (5, 0, 0).

Deadly after a turn: graphics 23, 89.

Room 16

Room 16 -- its record: square, 128 by 128, cyan; square (-7, 3) from room 0's. A collectable can start here (place 15 at U 72, V 120, Z 176).

Scenery: scenery 5: a doorway east to 17; scenery 12; scenery 13.

Objects: graphic 11template 0 (graphic 11) at (0, 3, 3); graphic 136template 24 (graphic 136) at (0, 1, 2); graphic 23template 3 (graphic 23) x5 at (0, 2, 0), (0, 1, 0), (0, 0, 0), (0, 3, 0), (1, 3, 0); graphic 73template 7 (graphic 73) at (4, 4, 0).

Deadly after a turn: graphic 23.

Room 17

Room 17 -- its record: square, 128 by 128, yellow; square (-6, 3) from room 0's. Quest item 2 is here.

Scenery: scenery 7: a doorway west to 16; scenery 0: a doorway north to 26; scenery 14; scenery 11.

Objects: none.

Room 18

Room 18 -- its record: square, 128 by 128, white; square (0, 3) from room 0's. A collectable can start here (place 17 at U 88, V 88, Z 176).

Scenery: scenery 1: a doorway east to 19; scenery 8; scenery 9.

Objects: graphic 10template 1 (graphic 10) x4 at (1, 1, 0), (1, 1, 1), (1, 1, 2), (1, 1, 3); graphic 72template 4 (graphic 72) x2 at (5, 5, 0), (4, 1, 1); graphic 23template 3 (graphic 23) x8 at (1, 0, 0), (2, 0, 0), (0, 1, 0), (1, 2, 0), (2, 2, 0), (2, 1, 0), (3, 1, 0), (4, 1, 0).

Deadly after a turn: graphic 23.

Room 19

Room 19 -- its record: square, 128 by 128, red; square (1, 3) from room 0's.

Scenery: scenery 0: a doorway north to 28; scenery 1: a doorway east to 20; scenery 3: a doorway west to 18; scenery 10; scenery 11.

Objects: graphic 73template 7 (graphic 73) at (3, 3, 0); graphic 84template 12 (graphic 84) at (2, 0, 0); graphic 28template 14 (graphic 28) at (5, 1, 0).

Deadly after a turn: graphic 28.

Room 20

Room 20 -- its record: square, 128 by 128, magenta; square (2, 3) from room 0's.

Scenery: scenery 1: a doorway east to 21; scenery 2: a doorway south to 8; scenery 3: a doorway west to 19; scenery 10; scenery 9.

Objects: graphic 30template 5 (graphic 30) at (4, 3, 0); graphic 16template 20 (graphic 16) at (2, 3, 2).

Deadly after a turn: graphics 16, 30.

Room 21

Room 21 -- its record: square, 128 by 128, green; square (3, 3) from room 0's.

Scenery: scenery 2: a doorway south to 9; scenery 3: a doorway west to 20; scenery 10; scenery 9.

Objects: graphic 30template 5 (graphic 30) x8 at (1, 7, 0), (0, 5, 0), (0, 0, 0), (1, 2, 0), (2, 4, 0), (3, 6, 0), (3, 1, 0), (4, 3, 0); graphic 30template 5 (graphic 30) x5 at (5, 5, 0), (6, 7, 0), (5, 0, 0), (6, 2, 0), (7, 4, 0).

Deadly after a turn: graphic 30.

Room 22

Room 22 -- its record: square, 128 by 128, cyan; square (6, 3) from room 0's.

Scenery: scenery 2: a doorway south to 12; scenery 0: a doorway north to 29; scenery 8; scenery 11.

Objects: graphic 72template 4 (graphic 72) x2 at (3, 0, 3), (4, 0, 3).

Room 23

Room 23 -- its record: square, 128 by 128, yellow; square (8, 3) from room 0's.

Scenery: scenery 2: a doorway south to 14; scenery 0: a doorway north to 31; scenery 8; scenery 11.

Objects: none.

Room 24

Room 24 -- its record: square, 128 by 128, white; square (-8, 4) from room 0's.

Scenery: scenery 5: a doorway east to 25; scenery 6: a doorway south to 15; scenery 12; scenery 13.

Objects: graphic 63template 6 (graphic 63) x4 at (4, 2, 0), (3, 3, 0), (5, 3, 0), (4, 4, 0); graphic 89template 18 (graphic 89) at (4, 3, 0).

Deadly after a turn: graphic 89.

Room 25

Room 25 -- its record: square, 128 by 128, red; square (-7, 4) from room 0's.

Scenery: scenery 0: a doorway north to 34; scenery 7: a doorway west to 24; scenery 14; scenery 11.

Objects: none.

Room 26

Room 26 -- its record: long from south to north, 64 by 128, magenta; square (-6, 4) from room 0's.

Scenery: scenery 0: a doorway north to 35; scenery 2: a doorway south to 17; scenery 16.

Objects: graphic 89template 18 (graphic 89) at (4, 2, 1); graphic 10template 1 (graphic 10) x2 at (4, 2, 0), (4, 5, 0).

Deadly after a turn: graphic 89.

Room 27

Room 27 -- its record: square, 128 by 128, green; square (-5, 4) from room 0's. A collectable can start here (place 19 at U 72, V 120, Z 176).

Scenery: scenery 0: a doorway north to 36; scenery 8; scenery 11.

Objects: graphic 136template 24 (graphic 136) at (7, 0, 1); graphic 11template 0 (graphic 11) x2 at (7, 2, 3), (0, 3, 3); graphic 87template 16 (graphic 87) at (7, 3, 3); graphic 30template 5 (graphic 30) x2 at (5, 0, 0), (6, 0, 0); graphic 86template 15 (graphic 86) at (7, 0, 0).

Deadly after a turn: graphics 30, 86.

Room 28

Room 28 -- its record: long from south to north, 64 by 128, cyan; square (1, 4) from room 0's.

Scenery: scenery 0: a doorway north to 40; scenery 2: a doorway south to 19; scenery 16.

Objects: graphic 30template 5 (graphic 30) x8 at (2, 5, 0), (3, 5, 0), (4, 5, 0), (5, 5, 0), (2, 2, 0), (3, 2, 0), (4, 2, 0), (5, 2, 0).

Deadly after a turn: graphic 30.

Room 29

Room 29 -- its record: square, 128 by 128, yellow; square (6, 4) from room 0's. The well is here.

Scenery: scenery 2: a doorway south to 22; scenery 8; scenery 9.

Objects: graphic 120template 19 (graphic 120) at (1, 6, 0); graphic 30template 5 (graphic 30) x7 at (0, 4, 0), (1, 4, 0), (2, 4, 0), (3, 4, 0), (3, 7, 0), (3, 6, 0), (3, 5, 0); graphic 72template 4 (graphic 72) at (4, 3, 0); graphic 92template 29 (graphic 92) at (0, 3, 0); graphic 93template 30 (graphic 93) at (4, 7, 0).

Deadly after a turn: graphics 30, 92-93.

Room 30

Room 30 -- its record: square, 128 by 128, white; square (7, 4) from room 0's.

Scenery: scenery 1: a doorway east to 31; scenery 8; scenery 9.

Objects: none.

Room 31

Room 31 -- its record: square, 128 by 128, red; square (8, 4) from room 0's.

Scenery: scenery 1: a doorway east to 32; scenery 2: a doorway south to 23; scenery 3: a doorway west to 30; scenery 10; scenery 9.

Objects: graphic 11template 0 (graphic 11) x8 at (2, 0, 0), (2, 1, 0), (2, 2, 0), (3, 3, 0), (4, 4, 0), (5, 5, 0), (6, 5, 0), (7, 5, 0); graphic 23template 3 (graphic 23) x8 at (2, 0, 1), (2, 1, 1), (2, 2, 1), (3, 3, 1), (4, 4, 1), (5, 5, 1), (6, 5, 1), (7, 5, 1).

Deadly after a turn: graphic 23.

Room 32

Room 32 -- its record: square, 128 by 128, magenta; square (9, 4) from room 0's.

Scenery: scenery 0: a doorway north to 46; scenery 1: a doorway east to 33; scenery 3: a doorway west to 31; scenery 10; scenery 11.

Objects: none.

Room 33

Room 33 -- its record: square, 128 by 128, green; square (10, 4) from room 0's. Quest item 3 is here.

Scenery: scenery 0: a doorway north to 47; scenery 3: a doorway west to 32; scenery 10; scenery 11.

Objects: none.

Room 34

Room 34 -- its record: square, 128 by 128, cyan; square (-7, 5) from room 0's.

Scenery: scenery 0: a doorway north to 48; scenery 1: a doorway east to 35; scenery 2: a doorway south to 25; scenery 8; scenery 11.

Objects: graphic 23template 3 (graphic 23) x2 at (1, 0, 0), (6, 0, 0); graphic 92template 29 (graphic 92) at (2, 0, 0).

Deadly after a turn: graphics 23, 92.

Room 35

Room 35 -- its record: square, 128 by 128, yellow; square (-6, 5) from room 0's.

Scenery: scenery 1: a doorway east to 36; scenery 2: a doorway south to 26; scenery 3: a doorway west to 34; scenery 10; scenery 9.

Objects: none.

Room 36

Room 36 -- its record: square, 128 by 128, white; square (-5, 5) from room 0's.

Scenery: scenery 2: a doorway south to 27; scenery 3: a doorway west to 35; scenery 10; scenery 9.

Objects: graphic 30template 5 (graphic 30) x2 at (3, 1, 0), (4, 1, 0).

Deadly after a turn: graphic 30.

Room 37

Room 37 -- its record: square, 128 by 128, red; square (-2, 5) from room 0's. A collectable can start here (place 1 at U 72, V 72, Z 164).

Scenery: scenery 4: a doorway north to 53; scenery 12; scenery 15.

Objects: graphic 11template 0 (graphic 11) x3 at (0, 0, 0), (0, 0, 1), (0, 0, 2); graphic 140template 25 (graphic 140) x3 at (0, 1, 0), (0, 2, 0), (0, 3, 0); graphic 142template 27 (graphic 142) x3 at (1, 0, 0), (2, 0, 0), (3, 0, 0); graphic 23template 3 (graphic 23) x6 at (1, 1, 0), (2, 1, 0), (3, 1, 0), (1, 2, 0), (2, 2, 0), (1, 3, 0).

Deadly after a turn: graphic 23.

Room 38

Room 38 -- its record: square, 128 by 128, magenta; square (-1, 5) from room 0's.

Scenery: scenery 4: a doorway north to 54 (a jump needed to get through it); scenery 5: a doorway east to 39; scenery 12; scenery 15.

Objects: graphic 11template 0 (graphic 11) x5 at (2, 7, 1), (3, 6, 1), (4, 6, 1), (5, 6, 1), (6, 7, 2); graphic 23template 3 (graphic 23) x8 at (5, 7, 0), (6, 7, 0), (6, 6, 0), (6, 5, 0), (2, 7, 2), (3, 6, 2), (4, 6, 2), (5, 6, 2); graphic 87template 16 (graphic 87) at (7, 7, 1).

Deadly after a turn: graphic 23.

Room 39

Room 39 -- its record: square, 128 by 128, green; square (0, 5) from room 0's.

Scenery: scenery 4: a doorway north to 55; scenery 7: a doorway west to 38; scenery 14; scenery 15.

Objects: none.

Room 40

Room 40 -- its record: long from south to north, 64 by 128, cyan; square (1, 5) from room 0's.

Scenery: scenery 4: a doorway north to 56; scenery 2: a doorway south to 28; scenery 16.

Objects: none.

Room 41

Room 41 -- its record: square, 128 by 128, magenta; square (2, 5) from room 0's.

Scenery: scenery 4: a doorway north to 57; scenery 27: a raised doorway west to 140; scenery 31; scenery 12; scenery 15.

Objects: graphic 11template 0 (graphic 11) x7 at (0, 2, 3), (0, 1, 3), (2, 2, 0), (2, 2, 1), (2, 5, 0), (2, 5, 1), (2, 5, 2); graphic 73template 7 (graphic 73) at (5, 4, 0); graphic 28template 14 (graphic 28) at (2, 2, 2); graphic 23template 3 (graphic 23) x4 at (2, 3, 0), (3, 2, 0), (2, 1, 0), (1, 2, 0).

Deadly after a turn: graphics 23, 28.

Room 42

Room 42 -- its record: square, 128 by 128, white; square (3, 5) from room 0's. A collectable can start here (place 10 at U 120, V 120, Z 176).

Scenery: scenery 4: a doorway north to 58; scenery 12; scenery 15.

Objects: graphic 11template 0 (graphic 11) x8 at (2, 3, 0), (2, 3, 1), (2, 3, 2), (2, 3, 3), (4, 3, 0), (4, 3, 1), (4, 3, 2), (4, 3, 3); graphic 11template 0 (graphic 11) at (3, 3, 3); graphic 79template 11 (graphic 79) x2 at (3, 3, 0), (3, 3, 1); graphic 86template 15 (graphic 86) at (3, 3, 2).

Deadly after a turn: graphic 86.

Room 43

Room 43 -- its record: square, 128 by 128, red; square (4, 5) from room 0's.

Scenery: scenery 4: a doorway north to 59; scenery 5: a doorway east to 44; scenery 12; scenery 15.

Objects: none.

Room 44

Room 44 -- its record: square, 128 by 128, magenta; square (5, 5) from room 0's.

Scenery: scenery 4: a doorway north to 60; scenery 7: a doorway west to 43; scenery 14; scenery 15.

Objects: graphic 10template 1 (graphic 10) x8 at (0, 7, 0), (1, 6, 0), (2, 5, 0), (3, 4, 0), (4, 3, 0), (5, 2, 0), (6, 1, 0), (7, 0, 0); graphic 23template 3 (graphic 23) x8 at (0, 7, 1), (1, 6, 1), (2, 5, 1), (3, 4, 1), (4, 3, 1), (5, 2, 1), (6, 1, 1), (7, 0, 1).

Deadly after a turn: graphic 23.

Room 45

Room 45 -- its record: square, 128 by 128, green; square (8, 5) from room 0's.

Scenery: scenery 0: a doorway north to 61; scenery 1: a doorway east to 46; scenery 8; scenery 11.

Objects: none.

Room 46

Room 46 -- its record: square, 128 by 128, cyan; square (9, 5) from room 0's.

Scenery: scenery 2: a doorway south to 32; scenery 3: a doorway west to 45; scenery 10; scenery 9.

Objects: graphic 10template 1 (graphic 10) x7 at (0, 5, 0), (1, 5, 0), (2, 4, 0), (2, 3, 0), (1, 2, 0), (0, 2, 0), (1, 3, 0); graphic 87template 16 (graphic 87) at (4, 4, 2); graphic 88template 17 (graphic 88) at (5, 0, 0); graphic 30template 5 (graphic 30) x6 at (0, 5, 1), (1, 5, 1), (2, 4, 1), (2, 3, 1), (1, 2, 1), (0, 2, 1).

Deadly after a turn: graphic 30.

Room 47

Room 47 -- its record: long from south to north, 64 by 128, yellow; square (10, 5) from room 0's.

Scenery: scenery 0: a doorway north to 62; scenery 2: a doorway south to 33; scenery 16.

Objects: graphic 23template 3 (graphic 23) x4 at (2, 4, 0), (3, 4, 0), (4, 4, 0), (5, 4, 0); graphic 136template 24 (graphic 136) x4 at (2, 4, 1), (3, 4, 1), (4, 4, 1), (5, 4, 1); graphic 92template 29 (graphic 92) at (2, 4, 2).

Deadly after a turn: graphics 23, 92.

Room 48

Room 48 -- its record: square, 128 by 128, white; square (-7, 6) from room 0's.

Scenery: scenery 1: a doorway east to 49; scenery 2: a doorway south to 34; scenery 8; scenery 9.

Objects: none.

Room 49

Room 49 -- its record: long from west to east, 128 by 64, red; square (-6, 6) from room 0's.

Scenery: scenery 1: a doorway east to 50; scenery 3: a doorway west to 48; scenery 17.

Objects: graphic 93template 30 (graphic 93) x2 at (4, 2, 0), (4, 5, 0).

Deadly after a turn: graphic 93.

Room 50

Room 50 -- its record: long from west to east, 128 by 64, magenta; square (-5, 6) from room 0's.

Scenery: scenery 1: a doorway east to 51; scenery 3: a doorway west to 49; scenery 17.

Objects: none.

Room 51

Room 51 -- its record: square, 128 by 128, green; square (-4, 6) from room 0's. A game can start here.

Scenery: scenery 0: a doorway north to 63; scenery 1: a doorway east to 52; scenery 3: a doorway west to 50; scenery 10; scenery 11.

Objects: graphic 23template 3 (graphic 23) x8 at (0, 2, 0), (1, 2, 0), (2, 2, 0), (3, 2, 0), (4, 2, 0), (5, 2, 0), (6, 2, 0), (7, 2, 0); graphic 23template 3 (graphic 23) x8 at (0, 5, 0), (1, 5, 0), (2, 5, 0), (2, 6, 0), (2, 7, 0), (5, 7, 0), (5, 6, 0), (5, 5, 0); graphic 23template 3 (graphic 23) x2 at (6, 5, 0), (7, 5, 0).

Deadly after a turn: graphic 23.

Room 52

Room 52 -- its record: long from west to east, 128 by 64, cyan; square (-3, 6) from room 0's.

Scenery: scenery 5: a doorway east to 53; scenery 3: a doorway west to 51; scenery 17.

Objects: graphic 30template 5 (graphic 30) x4 at (2, 2, 0), (2, 3, 0), (5, 5, 0), (5, 4, 0); graphic 16template 20 (graphic 16) at (3, 2, 0).

Deadly after a turn: graphics 17, 30.

Room 53

Room 53 -- its record: square, 128 by 128, yellow; square (-2, 6) from room 0's.

Scenery: scenery 4: a doorway north to 64; scenery 5: a doorway east to 54; scenery 6: a doorway south to 37; scenery 7: a doorway west to 52; scenery 14; scenery 15.

Objects: graphic 23template 3 (graphic 23) x8 at (0, 7, 0), (1, 6, 0), (2, 5, 0), (3, 4, 0), (4, 3, 0), (5, 2, 0), (6, 1, 0), (7, 0, 0); graphic 23template 3 (graphic 23) x8 at (0, 0, 0), (1, 1, 0), (2, 2, 0), (3, 3, 0), (4, 4, 0), (5, 5, 0), (6, 6, 0), (7, 7, 0); graphic 89template 18 (graphic 89) at (4, 3, 1).

Deadly after a turn: graphics 23, 89.

Room 54

Room 54 -- its record: square, 128 by 128, white; square (-1, 6) from room 0's.

Scenery: scenery 24: a raised doorway north to 65; scenery 6: a doorway south to 38; scenery 7: a doorway west to 53; scenery 14; scenery 13; scenery 28.

Objects: graphic 11template 0 (graphic 11) x2 at (5, 7, 3), (6, 7, 3); graphic 84template 12 (graphic 84) at (5, 3, 0); graphic 136template 24 (graphic 136) x2 at (5, 3, 1), (5, 6, 3); graphic 23template 3 (graphic 23) x5 at (5, 4, 0), (6, 3, 0), (5, 2, 0), (4, 3, 0), (5, 6, 0).

Deadly after a turn: graphic 23.

Room 55

Room 55 -- its record: square, 128 by 128, red; square (0, 6) from room 0's.

Scenery: scenery 6: a doorway south to 39; scenery 25: a raised doorway east to 143; scenery 29; scenery 12; scenery 13.

Objects: graphic 11template 0 (graphic 11) x4 at (1, 5, 0), (2, 5, 2), (7, 6, 3), (7, 5, 3); graphic 23template 3 (graphic 23) x6 at (4, 5, 0), (5, 5, 0), (6, 5, 0), (7, 5, 0), (2, 5, 0), (3, 5, 0); graphic 136template 24 (graphic 136) at (3, 5, 2); graphic 79template 11 (graphic 79) at (3, 5, 3); graphic 86template 15 (graphic 86) at (4, 5, 1).

Deadly after a turn: graphics 23, 86.

Room 56

Room 56 -- its record: square, 128 by 128, yellow; square (1, 6) from room 0's.

Scenery: scenery 25: a raised doorway east to 57; scenery 6: a doorway south to 40; scenery 12; scenery 13; scenery 29.

Objects: graphic 11template 0 (graphic 11) x3 at (7, 6, 3), (7, 5, 3), (0, 5, 0); graphic 87template 16 (graphic 87) at (0, 6, 0); graphic 79template 11 (graphic 79) at (0, 5, 1); graphic 23template 3 (graphic 23) at (7, 6, 0).

Deadly after a turn: graphic 23.

Room 57

Room 57 -- its record: square, 128 by 128, green; square (2, 6) from room 0's.

Scenery: scenery 5: a doorway east to 58; scenery 6: a doorway south to 41; scenery 7: a doorway west to 56; scenery 14; scenery 13.

Objects: none.

Room 58

Room 58 -- its record: square, 128 by 128, cyan; square (3, 6) from room 0's.

Scenery: scenery 5: a doorway east to 59; scenery 6: a doorway south to 42; scenery 7: a doorway west to 57; scenery 14; scenery 13.

Objects: none.

Room 59

Room 59 -- its record: square, 128 by 128, yellow; square (4, 6) from room 0's.

Scenery: scenery 24: a raised doorway north to 66; scenery 5: a doorway east to 60; scenery 6: a doorway south to 43; scenery 27: a raised doorway west to 58; scenery 12; scenery 13; scenery 31; scenery 28.

Objects: graphic 11template 0 (graphic 11) x6 at (5, 7, 3), (6, 7, 3), (0, 2, 3), (0, 1, 3), (6, 1, 0), (6, 1, 1); graphic 87template 16 (graphic 87) at (1, 1, 3); graphic 88template 17 (graphic 88) at (6, 6, 3); graphic 23template 3 (graphic 23) x4 at (6, 2, 0), (7, 1, 0), (6, 0, 0), (5, 1, 0).

Deadly after a turn: graphic 23.

Room 60

Room 60 -- its record: square, 128 by 128, white; square (5, 6) from room 0's.

Scenery: scenery 6: a doorway south to 44; scenery 7: a doorway west to 59; scenery 14; scenery 13.

Objects: none.

Room 61

Room 61 -- its record: long from south to north, 64 by 128, red; square (8, 6) from room 0's.

Scenery: scenery 0: a doorway north to 67; scenery 2: a doorway south to 45; scenery 16.

Objects: graphic 30template 5 (graphic 30) x8 at (2, 5, 0), (3, 5, 0), (4, 5, 0), (5, 5, 0), (2, 2, 0), (3, 2, 0), (4, 2, 0), (5, 2, 0).

Deadly after a turn: graphic 30.

Room 62

Room 62 -- its record: square, 128 by 128, magenta; square (10, 6) from room 0's. A collectable can start here (place 2 at U 120, V 184, Z 128).

Scenery: scenery 2: a doorway south to 47; scenery 8; scenery 9.

Objects: graphic 30template 5 (graphic 30) x6 at (2, 7, 0), (3, 6, 0), (3, 5, 0), (5, 5, 0), (5, 6, 0), (5, 7, 0); graphic 11template 0 (graphic 11) x3 at (3, 7, 2), (4, 6, 2), (4, 5, 2); graphic 86template 15 (graphic 86) x2 at (4, 4, 0), (4, 7, 0); graphic 136template 24 (graphic 136) x2 at (4, 4, 1), (4, 7, 1).

Deadly after a turn: graphics 30, 86.

Room 63

Room 63 -- its record: long from south to north, 64 by 128, green; square (-4, 7) from room 0's.

Scenery: scenery 0: a doorway north to 69; scenery 2: a doorway south to 51; scenery 16.

Objects: graphic 75template 21 (graphic 75) x4 at (5, 1, 0), (3, 2, 0), (2, 6, 0), (4, 5, 0).

Deadly after a turn: graphic 75.

Room 64

Room 64 -- its record: long from south to north, 64 by 128, cyan; square (-2, 7) from room 0's.

Scenery: scenery 0: a doorway north to 71; scenery 6: a doorway south to 53; scenery 16.

Objects: graphic 30template 5 (graphic 30) x8 at (2, 3, 0), (3, 3, 0), (4, 3, 0), (5, 3, 0), (2, 4, 0), (3, 4, 0), (4, 4, 0), (5, 4, 0); graphic 136template 24 (graphic 136) x4 at (5, 1, 0), (5, 3, 2), (5, 4, 2), (5, 6, 0).

Deadly after a turn: graphic 30.

Room 65

Room 65 -- its record: long from south to north, 64 by 128, yellow; square (-1, 7) from room 0's.

Scenery: scenery 4: a doorway north to 72; scenery 6: a doorway south to 54; scenery 20.

Objects: none.

Room 66

Room 66 -- its record: long from south to north, 64 by 128, red; square (4, 7) from room 0's.

Scenery: scenery 4: a doorway north to 73; scenery 6: a doorway south to 59; scenery 20.

Objects: none.

Room 67

Room 67 -- its record: long from south to north, 64 by 128, magenta; square (8, 7) from room 0's.

Scenery: scenery 0: a doorway north to 76; scenery 2: a doorway south to 61; scenery 16.

Objects: graphic 142template 27 (graphic 142) x4 at (2, 3, 0), (3, 3, 0), (4, 3, 0), (5, 3, 0); graphic 23template 3 (graphic 23) x4 at (2, 4, 1), (3, 4, 1), (4, 4, 1), (5, 4, 1).

Deadly after a turn: graphic 23.

Room 69

Room 69 -- its record: square, 128 by 128, cyan; square (-4, 8) from room 0's. A collectable can start here (place 6 at U 184, V 184, Z 128).

Scenery: scenery 2: a doorway south to 63; scenery 8; scenery 9.

Objects: graphic 79template 11 (graphic 79) x2 at (6, 7, 3), (7, 6, 0); graphic 87template 16 (graphic 87) at (2, 7, 3); graphic 136template 24 (graphic 136) at (1, 4, 3); graphic 30template 5 (graphic 30) at (1, 7, 0); graphic 89template 18 (graphic 89) at (5, 4, 0); graphic 11template 0 (graphic 11) x6 at (6, 7, 0), (1, 2, 1), (6, 7, 1), (7, 6, 2), (6, 7, 2), (7, 6, 3); graphic 11template 0 (graphic 11) x5 at (1, 2, 0), (6, 6, 0), (6, 6, 1), (6, 6, 2), (6, 6, 3).

Deadly after a turn: graphics 30, 89.

Room 70

Room 70 -- its record: square, 128 by 128, yellow; square (-3, 8) from room 0's. A collectable can start here (place 13 at U 128, V 128, Z 128).

Scenery: scenery 1: a doorway east to 71; scenery 8; scenery 9.

Objects: graphic 10template 1 (graphic 10) x8 at (3, 5, 0), (4, 5, 0), (2, 4, 0), (2, 3, 0), (3, 2, 0), (4, 2, 0), (5, 3, 0), (5, 4, 0); graphic 30template 5 (graphic 30) x8 at (3, 5, 1), (4, 5, 1), (2, 4, 1), (2, 3, 1), (3, 2, 1), (4, 2, 1), (5, 3, 1), (5, 4, 1); graphic 72template 4 (graphic 72) at (6, 1, 0).

Deadly after a turn: graphic 30.

Room 71

Room 71 -- its record: square, 128 by 128, white; square (-2, 8) from room 0's. The well is here.

Scenery: scenery 5: a doorway east to 72; scenery 2: a doorway south to 64; scenery 3: a doorway west to 70; scenery 10; scenery 9.

Objects: graphic 120template 19 (graphic 120) at (3, 6, 0); graphic 72template 4 (graphic 72) x2 at (5, 2, 0), (5, 2, 1); graphic 23template 3 (graphic 23) x8 at (1, 7, 0), (1, 6, 0), (1, 5, 0), (1, 4, 0), (2, 4, 0), (3, 4, 0), (4, 4, 0), (5, 4, 0); graphic 23template 3 (graphic 23) x3 at (5, 5, 0), (5, 6, 0), (5, 7, 0).

Deadly after a turn: graphic 23.

Room 72

Room 72 -- its record: square, 128 by 128, red; square (-1, 8) from room 0's.

Scenery: scenery 4: a doorway north to 80; scenery 26: a raised doorway south to 65; scenery 7: a doorway west to 71; scenery 14; scenery 15; scenery 30.

Objects: graphic 11template 0 (graphic 11) x2 at (1, 0, 3), (2, 0, 3).

Room 73

Room 73 -- its record: square, 128 by 128, magenta; square (4, 8) from room 0's.

Scenery: scenery 24: a raised doorway north to 83; scenery 5: a doorway east to 74; scenery 6: a doorway south to 66; scenery 28; scenery 12; scenery 13.

Objects: graphic 73template 7 (graphic 73) at (2, 4, 0); graphic 10template 1 (graphic 10) x2 at (5, 2, 0), (5, 2, 1); graphic 72template 4 (graphic 72) at (5, 2, 2); graphic 11template 0 (graphic 11) x2 at (5, 7, 3), (6, 7, 3).

Room 74

Room 74 -- its record: square, 128 by 128, green; square (5, 8) from room 0's.

Scenery: scenery 1: a doorway east to 75; scenery 27: a raised doorway west to 73; scenery 12; scenery 9; scenery 31.

Objects: graphic 10template 1 (graphic 10) x2 at (4, 2, 0), (4, 2, 1); graphic 72template 4 (graphic 72) x2 at (4, 2, 2), (4, 2, 3); graphic 11template 0 (graphic 11) x2 at (0, 2, 3), (0, 1, 3); graphic 30template 5 (graphic 30) x3 at (4, 3, 0), (3, 2, 0), (4, 1, 0).

Deadly after a turn: graphic 30.

Room 75

Room 75 -- its record: square, 128 by 128, cyan; square (6, 8) from room 0's.

Scenery: scenery 0: a doorway north to 84; scenery 3: a doorway west to 74; scenery 10; scenery 11.

Objects: none.

Room 76

Room 76 -- its record: square, 128 by 128, yellow; square (8, 8) from room 0's.

Scenery: scenery 0: a doorway north to 86; scenery 1: a doorway east to 77; scenery 2: a doorway south to 67; scenery 8; scenery 11.

Objects: graphic 28template 14 (graphic 28) x6 at (2, 0, 0), (5, 0, 0), (7, 2, 0), (7, 5, 0), (5, 7, 0), (2, 7, 0); graphic 16template 20 (graphic 16) at (7, 0, 0).

Deadly after a turn: graphics 16, 28.

Room 77

Room 77 -- its record: square, 128 by 128, white; square (9, 8) from room 0's.

Scenery: scenery 4: a doorway north to 87; scenery 1: a doorway east to 78; scenery 3: a doorway west to 76; scenery 10; scenery 15.

Objects: graphic 75template 21 (graphic 75) x4 at (4, 4, 0), (2, 5, 0), (2, 3, 0), (4, 2, 0).

Deadly after a turn: graphic 75.

Room 78

Room 78 -- its record: square, 128 by 128, red; square (10, 8) from room 0's. A collectable can start here (place 8 at U 128, V 128, Z 129).

Scenery: scenery 3: a doorway west to 77 (a jump needed to get through it); scenery 10; scenery 13.

Objects: graphic 75template 21 (graphic 75) x6 at (3, 5, 0), (4, 4, 0), (5, 3, 0), (1, 3, 0), (4, 2, 0), (3, 3, 0); graphic 74template 13 (graphic 74) x7 at (5, 5, 0), (2, 4, 0), (6, 4, 0), (2, 2, 0), (6, 2, 0), (3, 1, 0), (5, 1, 0).

Deadly after a turn: graphics 74-75.

Room 80

Room 80 -- its record: square, 128 by 128, green; square (-1, 9) from room 0's.

Scenery: scenery 4: a doorway north to 93; scenery 25: a raised doorway east to 81; scenery 26: a raised doorway south to 72; scenery 12; scenery 15; scenery 29; scenery 30.

Objects: graphic 11template 0 (graphic 11) x8 at (1, 0, 3), (2, 0, 3), (7, 5, 3), (7, 6, 3), (3, 3, 0), (3, 3, 1), (3, 3, 2), (3, 3, 3); graphic 136template 24 (graphic 136) x5 at (4, 0, 1), (5, 4, 0), (5, 4, 1), (5, 4, 2), (5, 4, 3); graphic 78template 10 (graphic 78) at (5, 5, 3); graphic 23template 3 (graphic 23) x4 at (4, 0, 0), (2, 3, 0), (5, 3, 0), (7, 5, 0).

Deadly after a turn: graphic 23.

Room 81

Room 81 -- its record: square, 128 by 128, cyan; square (0, 9) from room 0's.

Scenery: scenery 4: a doorway north to 94; scenery 7: a doorway west to 80; scenery 14; scenery 15.

Objects: none.

Room 82

Room 82 -- its record: square, 128 by 128, yellow; square (3, 9) from room 0's. The pentagram appears here.

Scenery: scenery 4: a doorway north to 97; scenery 12; scenery 15.

Objects: none.

Room 82 with the pentagram

The same room drawn again with the flag that all four quest items are done set: the game brings in the eight pieces of the pentagram, where the five collectables are to be brought.

Room 83

Room 83 -- its record: long from south to north, 64 by 128, white; square (4, 9) from room 0's.

Scenery: scenery 4: a doorway north to 98; scenery 6: a doorway south to 73; scenery 20.

Objects: graphic 23template 3 (graphic 23) x8 at (2, 5, 0), (3, 5, 0), (4, 5, 0), (5, 5, 0), (2, 2, 0), (3, 2, 0), (4, 2, 0), (5, 2, 0); graphic 92template 29 (graphic 92) at (2, 5, 1).

Deadly after a turn: graphics 23, 92.

Room 84

Room 84 -- its record: square, 128 by 128, red; square (6, 9) from room 0's.

Scenery: scenery 0: a doorway north to 99; scenery 1: a doorway east to 85; scenery 2: a doorway south to 75; scenery 8; scenery 11.

Objects: graphic 30template 5 (graphic 30) x8 at (2, 0, 0), (2, 1, 0), (2, 2, 0), (2, 3, 0), (2, 4, 0), (2, 5, 0), (2, 6, 0), (2, 7, 0); graphic 30template 5 (graphic 30) x8 at (5, 0, 0), (5, 1, 0), (5, 2, 0), (5, 3, 0), (5, 4, 0), (5, 5, 0), (5, 6, 0), (5, 7, 0).

Deadly after a turn: graphic 30.

Room 85

Room 85 -- its record: square, 128 by 128, magenta; square (7, 9) from room 0's.

Scenery: scenery 1: a doorway east to 86; scenery 3: a doorway west to 84; scenery 10; scenery 9.

Objects: none.

Room 86

Room 86 -- its record: square, 128 by 128, green; square (8, 9) from room 0's.

Scenery: scenery 2: a doorway south to 76; scenery 3: a doorway west to 85; scenery 25: a raised doorway east to 145; scenery 29; scenery 10; scenery 9.

Objects: graphic 11template 0 (graphic 11) x2 at (7, 6, 3), (7, 5, 3); graphic 30template 5 (graphic 30) x5 at (5, 1, 0), (4, 2, 0), (6, 2, 0), (5, 3, 0), (5, 4, 0); graphic 78template 10 (graphic 78) at (5, 2, 2); graphic 76template 8 (graphic 76) x2 at (2, 2, 0), (5, 5, 0); graphic 76template 8 (graphic 76) x4 at (2, 2, 1), (5, 5, 1), (5, 5, 2), (5, 5, 3).

Deadly after a turn: graphic 30.

Room 87

Room 87 -- its record: square, 128 by 128, cyan; square (9, 9) from room 0's.

Scenery: scenery 25: a raised doorway east to 88; scenery 26: a raised doorway south to 77; scenery 12; scenery 13; scenery 29; scenery 30.

Objects: graphic 11template 0 (graphic 11) x8 at (1, 0, 3), (2, 0, 3), (3, 0, 3), (4, 0, 3), (7, 6, 3), (7, 5, 3), (7, 4, 3), (7, 3, 3); graphic 136template 24 (graphic 136) x5 at (4, 1, 3), (4, 2, 3), (4, 3, 3), (5, 3, 3), (6, 3, 3); graphic 23template 3 (graphic 23) x5 at (4, 1, 0), (4, 2, 0), (4, 3, 0), (5, 3, 0), (6, 3, 0); graphic 84template 12 (graphic 84) at (1, 2, 0).

Deadly after a turn: graphic 23.

Room 88

Room 88 -- its record: square, 128 by 128, yellow; square (10, 9) from room 0's.

Scenery: scenery 4: a doorway north to 103; scenery 7: a doorway west to 87; scenery 14; scenery 15.

Objects: graphic 86template 15 (graphic 86) x2 at (3, 7, 3), (4, 7, 3).

Deadly after a turn: graphic 86.

Room 91

Room 91 -- its record: square, 128 by 128, magenta; square (-3, 10) from room 0's.

Scenery: scenery 0: a doorway north to 106; scenery 1: a doorway east to 92; scenery 8; scenery 11.

Objects: graphic 91template 9 (graphic 91) x2 at (7, 3, 3), (7, 4, 3).

Room 92

Room 92 -- its record: square, 128 by 128, green; square (-2, 10) from room 0's. A game can start here.

Scenery: scenery 0: a doorway north to 107; scenery 5: a doorway east to 93; scenery 3: a doorway west to 91; scenery 10; scenery 11.

Objects: graphic 23template 3 (graphic 23) x8 at (0, 2, 0), (1, 2, 0), (2, 2, 0), (3, 2, 0), (4, 2, 0), (5, 2, 0), (6, 2, 0), (7, 2, 0); graphic 23template 3 (graphic 23) x8 at (0, 5, 0), (1, 5, 0), (2, 5, 0), (2, 6, 0), (2, 7, 0), (5, 7, 0), (5, 6, 0), (5, 5, 0); graphic 23template 3 (graphic 23) x2 at (6, 5, 0), (7, 5, 0).

Deadly after a turn: graphic 23.

Room 93

Room 93 -- its record: square, 128 by 128, cyan; square (-1, 10) from room 0's.

Scenery: scenery 6: a doorway south to 80; scenery 27: a raised doorway west to 92; scenery 12; scenery 13; scenery 31.

Objects: graphic 136template 24 (graphic 136) x8 at (0, 1, 3), (0, 2, 3), (6, 7, 1), (7, 7, 3), (7, 6, 3), (7, 5, 3), (7, 4, 3), (7, 3, 3); graphic 87template 16 (graphic 87) at (7, 2, 3); graphic 23template 3 (graphic 23) x8 at (7, 7, 0), (7, 6, 0), (7, 5, 0), (7, 4, 0), (7, 3, 0), (7, 2, 0), (0, 2, 0), (0, 1, 0).

Deadly after a turn: graphic 23.

Room 94

Room 94 -- its record: square, 128 by 128, yellow; square (0, 10) from room 0's.

Scenery: scenery 25: a raised doorway east to 95; scenery 6: a doorway south to 81; scenery 12; scenery 13; scenery 29.

Objects: graphic 11template 0 (graphic 11) x2 at (7, 6, 3), (7, 5, 3); graphic 23template 3 (graphic 23) x8 at (1, 3, 0), (2, 3, 0), (4, 3, 0), (5, 3, 0), (3, 1, 0), (3, 2, 0), (3, 4, 0), (3, 5, 0); graphic 84template 12 (graphic 84) at (3, 3, 0); graphic 88template 17 (graphic 88) at (6, 5, 3); graphic 136template 24 (graphic 136) at (1, 3, 1).

Deadly after a turn: graphic 23.

Room 95

Room 95 -- its record: square, 128 by 128, white; square (1, 10) from room 0's.

Scenery: scenery 5: a doorway east to 96; scenery 7: a doorway west to 94; scenery 14; scenery 13.

Objects: none.

Room 96

Room 96 -- its record: square, 128 by 128, red; square (2, 10) from room 0's.

Scenery: scenery 4: a doorway north to 108; scenery 5: a doorway east to 97; scenery 7: a doorway west to 95; scenery 14; scenery 15.

Objects: graphic 23template 3 (graphic 23) x8 at (0, 5, 0), (1, 5, 0), (2, 5, 0), (3, 5, 0), (4, 5, 0), (5, 5, 0), (6, 5, 0), (7, 5, 0); graphic 16template 20 (graphic 16) at (0, 6, 0).

Deadly after a turn: graphics 16, 23.

Room 97

Room 97 -- its record: square, 128 by 128, magenta; square (3, 10) from room 0's.

Scenery: scenery 4: a doorway north to 109; scenery 5: a doorway east to 98; scenery 6: a doorway south to 82; scenery 7: a doorway west to 96; scenery 14; scenery 15.

Objects: none.

Room 98

Room 98 -- its record: square, 128 by 128, green; square (4, 10) from room 0's.

Scenery: scenery 6: a doorway south to 83; scenery 7: a doorway west to 97; scenery 14; scenery 13.

Objects: graphic 63template 6 (graphic 63) x4 at (4, 2, 0), (3, 3, 0), (5, 3, 0), (4, 4, 0); graphic 89template 18 (graphic 89) at (4, 3, 0).

Deadly after a turn: graphic 89.

Room 99

Room 99 -- its record: square, 128 by 128, cyan; square (6, 10) from room 0's.

Scenery: scenery 1: a doorway east to 100; scenery 2: a doorway south to 84; scenery 8; scenery 9.

Objects: graphic 10template 1 (graphic 10) x2 at (1, 0, 0), (6, 0, 0); graphic 92template 29 (graphic 92) at (2, 0, 0); graphic 75template 21 (graphic 75) x3 at (2, 4, 0), (4, 3, 0), (5, 5, 0).

Deadly after a turn: graphics 75, 92.

Room 100

Room 100 -- its record: square, 128 by 128, yellow; square (7, 10) from room 0's. A game can start here.

Scenery: scenery 0: a doorway north to 110; scenery 1: a doorway east to 101; scenery 3: a doorway west to 99; scenery 10; scenery 11.

Objects: graphic 23template 3 (graphic 23) x8 at (0, 2, 0), (1, 2, 0), (2, 2, 0), (3, 2, 0), (4, 2, 0), (5, 2, 0), (6, 2, 0), (7, 2, 0); graphic 23template 3 (graphic 23) x8 at (0, 5, 0), (1, 5, 0), (2, 5, 0), (2, 6, 0), (2, 7, 0), (5, 7, 0), (5, 6, 0), (5, 5, 0); graphic 23template 3 (graphic 23) x2 at (6, 5, 0), (7, 5, 0).

Deadly after a turn: graphic 23.

Room 101

Room 101 -- its record: long from west to east, 128 by 64, white; square (8, 10) from room 0's.

Scenery: scenery 1: a doorway east to 102; scenery 3: a doorway west to 100; scenery 17.

Objects: graphic 30template 5 (graphic 30) x8 at (3, 5, 0), (4, 5, 0), (3, 4, 0), (4, 4, 0), (3, 3, 0), (4, 3, 0), (3, 2, 0), (4, 2, 0); graphic 87template 16 (graphic 87) at (3, 5, 1).

Deadly after a turn: graphic 30.

Room 102

Room 102 -- its record: square, 128 by 128, red; square (9, 10) from room 0's.

Scenery: scenery 0: a doorway north to 112; scenery 1: a doorway east to 103; scenery 3: a doorway west to 101; scenery 10; scenery 11.

Objects: none.

Room 103

Room 103 -- its record: square, 128 by 128, magenta; square (10, 10) from room 0's.

Scenery: scenery 6: a doorway south to 88; scenery 3: a doorway west to 102; scenery 10; scenery 9.

Objects: graphic 28template 14 (graphic 28) x2 at (3, 0, 3), (4, 0, 3); graphic 75template 21 (graphic 75) x3 at (2, 2, 0), (4, 3, 0), (3, 5, 0).

Deadly after a turn: graphics 28, 75.

Room 106

Room 106 -- its record: square, 128 by 128, yellow; square (-3, 11) from room 0's.

Scenery: scenery 1: a doorway east to 107; scenery 2: a doorway south to 91; scenery 8; scenery 9.

Objects: graphic 89template 18 (graphic 89) at (0, 7, 1); graphic 16template 20 (graphic 16) at (0, 7, 0).

Deadly after a turn: graphics 16, 89.

Room 107

Room 107 -- its record: square, 128 by 128, white; square (-2, 11) from room 0's.

Scenery: scenery 0: a doorway north to 117; scenery 2: a doorway south to 92; scenery 3: a doorway west to 106; scenery 10; scenery 11.

Objects: graphic 72template 4 (graphic 72) x4 at (3, 5, 0), (4, 5, 0), (3, 5, 1), (4, 5, 1); graphic 86template 15 (graphic 86) x2 at (3, 5, 2), (4, 5, 2); graphic 30template 5 (graphic 30) x8 at (0, 7, 0), (1, 7, 0), (1, 6, 0), (2, 6, 0), (2, 5, 0), (6, 7, 0), (7, 7, 0), (5, 6, 0); graphic 30template 5 (graphic 30) x2 at (6, 6, 0), (5, 5, 0).

Deadly after a turn: graphics 30, 86.

Room 108

Room 108 -- its record: square, 128 by 128, red; square (2, 11) from room 0's. A collectable can start here (place 4 at U 120, V 184, Z 152).

Scenery: scenery 6: a doorway south to 96; scenery 8; scenery 9.

Objects: graphic 142template 27 (graphic 142) at (3, 4, 0); graphic 143template 28 (graphic 143) at (3, 6, 0); graphic 11template 0 (graphic 11) x3 at (2, 6, 0), (4, 6, 0), (3, 7, 1); graphic 23template 3 (graphic 23) x2 at (2, 6, 1), (4, 6, 1); graphic 86template 15 (graphic 86) at (3, 5, 0); graphic 30template 5 (graphic 30) x4 at (1, 7, 0), (2, 7, 0), (4, 7, 0), (5, 7, 0) (the header says 5; the byte count runs out first).

Deadly after a turn: graphics 23, 30, 86.

Room 109

Room 109 -- its record: square, 128 by 128, magenta; square (3, 11) from room 0's.

Scenery: scenery 0: a doorway north to 118; scenery 6: a doorway south to 97; scenery 8; scenery 11.

Objects: graphic 30template 5 (graphic 30) x8 at (6, 0, 0), (5, 1, 0), (4, 2, 0), (3, 3, 0), (3, 4, 0), (4, 5, 0), (5, 6, 0), (6, 7, 0); graphic 30template 5 (graphic 30) x8 at (2, 0, 0), (1, 1, 0), (0, 2, 0), (0, 3, 0), (0, 4, 0), (0, 5, 0), (1, 6, 0), (2, 7, 0); graphic 89template 18 (graphic 89) at (6, 3, 0).

Deadly after a turn: graphics 30, 89.

Room 110

Room 110 -- its record: square, 128 by 128, green; square (7, 11) from room 0's.

Scenery: scenery 1: a doorway east to 111; scenery 2: a doorway south to 100; scenery 8; scenery 9.

Objects: none.

Room 111

Room 111 -- its record: square, 128 by 128, cyan; square (8, 11) from room 0's.

Scenery: scenery 0: a doorway north to 119; scenery 3: a doorway west to 110; scenery 10; scenery 11.

Objects: graphic 28template 14 (graphic 28) x4 at (3, 5, 0), (4, 4, 0), (2, 4, 0), (3, 3, 0); graphic 89template 18 (graphic 89) at (3, 4, 0).

Deadly after a turn: graphics 28, 89.

Room 112

Room 112 -- its record: square, 128 by 128, yellow; square (9, 11) from room 0's. A collectable can start here (place 3 at U 184, V 184, Z 129).

Scenery: scenery 2: a doorway south to 102; scenery 8; scenery 9.

Objects: graphic 74template 13 (graphic 74) x8 at (6, 4, 0), (4, 5, 0), (6, 5, 0), (7, 5, 0), (5, 6, 0), (7, 6, 0), (5, 7, 0), (7, 7, 0); graphic 75template 21 (graphic 75) x6 at (5, 4, 0), (7, 4, 0), (5, 5, 0), (4, 6, 0), (6, 6, 0), (6, 7, 0); graphic 10template 1 (graphic 10) x3 at (7, 5, 2), (7, 2, 0), (7, 2, 1).

Deadly after a turn: graphics 74-75.

Room 117

Room 117 -- its record: long from south to north, 64 by 128, cyan; square (-2, 12) from room 0's.

Scenery: scenery 0: a doorway north to 122; scenery 2: a doorway south to 107; scenery 16.

Objects: graphic 10template 1 (graphic 10) x4 at (2, 2, 0), (3, 2, 0), (4, 5, 0), (5, 5, 0); graphic 30template 5 (graphic 30) x4 at (2, 2, 1), (3, 2, 1), (4, 5, 1), (5, 5, 1); graphic 16template 20 (graphic 16) at (2, 3, 0).

Deadly after a turn: graphics 16, 30.

Room 118

Room 118 -- its record: square, 128 by 128, yellow; square (3, 12) from room 0's.

Scenery: scenery 0: a doorway north to 123; scenery 2: a doorway south to 109; scenery 8; scenery 11.

Objects: none.

Room 119

Room 119 -- its record: square, 128 by 128, white; square (8, 12) from room 0's.

Scenery: scenery 0: a doorway north to 128; scenery 1: a doorway east to 120; scenery 2: a doorway south to 111; scenery 8; scenery 11.

Objects: none.

Room 120

Room 120 -- its record: square, 128 by 128, red; square (9, 12) from room 0's. A collectable can start here (place 0 at U 184, V 72, Z 128).

Scenery: scenery 3: a doorway west to 119; scenery 10; scenery 9.

Objects: graphic 10template 1 (graphic 10) x7 at (3, 1, 0), (4, 1, 0), (5, 1, 0), (6, 1, 0), (7, 1, 0), (6, 1, 1), (7, 1, 1); graphic 72template 4 (graphic 72) at (3, 4, 0); graphic 30template 5 (graphic 30) x5 at (3, 1, 1), (4, 1, 1), (5, 1, 1), (6, 1, 2), (7, 1, 2); graphic 92template 29 (graphic 92) at (0, 0, 0).

Deadly after a turn: graphics 30, 92.

Room 122

Room 122 -- its record: square, 128 by 128, green; square (-2, 13) from room 0's. Quest item 0 is here.

Scenery: scenery 2: a doorway south to 117; scenery 8; scenery 9.

Objects: none.

Room 123

Room 123 -- its record: square, 128 by 128, cyan; square (3, 13) from room 0's. The well is here.

Scenery: scenery 1: a doorway east to 124; scenery 2: a doorway south to 118; scenery 8; scenery 9.

Objects: graphic 120template 19 (graphic 120) at (1, 6, 0); graphic 74template 13 (graphic 74) x8 at (0, 4, 0), (1, 3, 0), (2, 3, 0), (2, 4, 0), (3, 4, 0), (4, 5, 0), (4, 6, 0), (3, 7, 0); graphic 75template 21 (graphic 75) x5 at (0, 3, 0), (1, 4, 0), (3, 5, 0), (3, 6, 0), (4, 7, 0); graphic 78template 10 (graphic 78) at (4, 6, 2); graphic 10template 1 (graphic 10) at (6, 6, 0).

Deadly after a turn: graphics 74-75.

Room 124

Room 124 -- its record: square, 128 by 128, yellow; square (4, 13) from room 0's.

Scenery: scenery 1: a doorway east to 125; scenery 3: a doorway west to 123; scenery 10; scenery 9.

Objects: none.

Room 125

Room 125 -- its record: square, 128 by 128, white; square (5, 13) from room 0's.

Scenery: scenery 1: a doorway east to 126; scenery 3: a doorway west to 124; scenery 10; scenery 9.

Objects: graphic 75template 21 (graphic 75) x8 at (2, 5, 0), (4, 5, 0), (3, 4, 0), (5, 4, 0), (2, 3, 0), (4, 3, 0), (3, 2, 0), (5, 2, 0); graphic 16template 20 (graphic 16) at (4, 3, 1).

Deadly after a turn: graphics 16, 75.

Room 126

Room 126 -- its record: long from west to east, 128 by 64, red; square (6, 13) from room 0's.

Scenery: scenery 1: a doorway east to 127; scenery 3: a doorway west to 125; scenery 17.

Objects: graphic 30template 5 (graphic 30) x8 at (2, 5, 0), (4, 5, 0), (3, 4, 0), (5, 4, 0), (2, 3, 0), (4, 3, 0), (3, 2, 0), (5, 2, 0); graphic 72template 4 (graphic 72) x4 at (1, 4, 0), (1, 4, 1), (6, 3, 0), (6, 3, 1).

Deadly after a turn: graphic 30.

Room 127

Room 127 -- its record: square, 128 by 128, magenta; square (7, 13) from room 0's.

Scenery: scenery 0: a doorway north to 130; scenery 3: a doorway west to 126; scenery 10; scenery 11.

Objects: none.

Room 128

Room 128 -- its record: square, 128 by 128, green; square (8, 13) from room 0's. Quest item 1 is here.

Scenery: scenery 2: a doorway south to 119; scenery 8; scenery 9.

Objects: none.

Room 129

Room 129 -- its record: square, 128 by 128, cyan; square (4, 14) from room 0's. A collectable can start here (place 16 at U 168, V 72, Z 129).

Scenery: scenery 0: a doorway north to 131; scenery 8; scenery 11.

Objects: graphic 11template 0 (graphic 11) at (7, 0, 2); graphic 87template 16 (graphic 87) at (3, 0, 2); graphic 93template 30 (graphic 93) at (7, 0, 3); graphic 140template 25 (graphic 140) at (1, 2, 0); graphic 75template 21 (graphic 75) x8 at (6, 0, 0), (7, 1, 0), (5, 1, 0), (6, 2, 0), (4, 0, 0), (4, 2, 0), (5, 3, 0), (3, 0, 0).

Deadly after a turn: graphics 75, 93.

Room 130

Room 130 -- its record: long from south to north, 64 by 128, yellow; square (7, 14) from room 0's.

Scenery: scenery 0: a doorway north to 134; scenery 2: a doorway south to 127; scenery 16.

Objects: graphic 10template 1 (graphic 10) x3 at (3, 3, 1), (4, 3, 1), (5, 3, 1); graphic 72template 4 (graphic 72) x3 at (3, 3, 0), (4, 3, 0), (5, 3, 0); graphic 30template 5 (graphic 30) x4 at (2, 3, 2), (3, 3, 2), (4, 3, 2), (5, 3, 2); graphic 92template 29 (graphic 92) at (2, 3, 0).

Deadly after a turn: graphics 30, 92.

Room 131

Room 131 -- its record: square, 128 by 128, white; square (4, 15) from room 0's.

Scenery: scenery 1: a doorway east to 132; scenery 2: a doorway south to 129; scenery 8; scenery 9.

Objects: graphic 75template 21 (graphic 75) x8 at (6, 0, 0), (5, 1, 0), (6, 2, 0), (4, 2, 0), (5, 3, 0), (3, 3, 0), (4, 4, 0), (5, 5, 0); graphic 16template 20 (graphic 16) at (1, 2, 0).

Deadly after a turn: graphics 17, 75.

Room 132

Room 132 -- its record: long from west to east, 128 by 64, red; square (5, 15) from room 0's.

Scenery: scenery 1: a doorway east to 133; scenery 3: a doorway west to 131; scenery 17.

Objects: none.

Room 133

Room 133 -- its record: square, 128 by 128, magenta; square (6, 15) from room 0's.

Scenery: scenery 1: a doorway east to 134; scenery 3: a doorway west to 132; scenery 10; scenery 9.

Objects: graphic 72template 4 (graphic 72) x8 at (3, 5, 0), (4, 5, 0), (5, 4, 0), (5, 3, 0), (3, 2, 0), (4, 2, 0), (2, 4, 0), (2, 3, 0); graphic 89template 18 (graphic 89) at (4, 4, 0).

Deadly after a turn: graphic 89.

Room 134

Room 134 -- its record: square, 128 by 128, green; square (7, 15) from room 0's.

Scenery: scenery 4: a doorway north to 135; scenery 2: a doorway south to 130; scenery 3: a doorway west to 133; scenery 10; scenery 15.

Objects: graphic 74template 13 (graphic 74) at (3, 2, 0); graphic 75template 21 (graphic 75) at (5, 4, 0).

Deadly after a turn: graphics 74-75.

Room 135

Room 135 -- its record: square, 128 by 128, cyan; square (7, 16) from room 0's.

Scenery: scenery 4: a doorway north to 137; scenery 5: a doorway east to 136; scenery 6: a doorway south to 134; scenery 12; scenery 15.

Objects: none.

Room 136

Room 136 -- its record: square, 128 by 128, yellow; square (8, 16) from room 0's.

Scenery: scenery 4: a doorway north to 138; scenery 7: a doorway west to 135; scenery 14; scenery 15.

Objects: none.

Room 137

Room 137 -- its record: square, 128 by 128, white; square (7, 17) from room 0's.

Scenery: scenery 5: a doorway east to 138; scenery 6: a doorway south to 135; scenery 12; scenery 13.

Objects: none.

Room 138

Room 138 -- its record: square, 128 by 128, red; square (8, 17) from room 0's.

Scenery: scenery 6: a doorway south to 136; scenery 7: a doorway west to 137; scenery 14; scenery 13.

Objects: none.

Room 139

Room 139 -- its record: square, 128 by 128, magenta; square (0, 5) from room 0's, which is also room 39's: drawn aside on the map.

Scenery: scenery 4: a doorway north to 142; scenery 5: a doorway east to 140; scenery 12; scenery 15.

Objects: none.

Room 140

Room 140 -- its record: square, 128 by 128, green; square (1, 5) from room 0's, which is also room 40's: drawn aside on the map.

Scenery: scenery 4: a doorway north to 143; scenery 5: a doorway east to 41; scenery 7: a doorway west to 139; scenery 14; scenery 15.

Objects: none.

Room 141

Room 141 -- its record: square, 128 by 128, cyan; square (2, 5) from room 0's, which is also room 41's: drawn aside on the map. A collectable can start here (place 12 at U 120, V 104, Z 176).

Scenery: scenery 4: a doorway north to 144; scenery 12; scenery 15.

Objects: graphic 136template 24 (graphic 136) x3 at (4, 2, 0), (4, 3, 1), (3, 3, 2); graphic 11template 0 (graphic 11) at (3, 2, 3); graphic 23template 3 (graphic 23) x3 at (4, 3, 0), (3, 3, 0), (3, 2, 0).

Deadly after a turn: graphic 23.

Room 142

Room 142 -- its record: square, 128 by 128, yellow; square (0, 6) from room 0's, which is also room 55's: drawn aside on the map. A collectable can start here (place 7 at U 72, V 152, Z 176).

Scenery: scenery 6: a doorway south to 139; scenery 12; scenery 13.

Objects: graphic 11template 0 (graphic 11) x5 at (0, 6, 0), (0, 6, 1), (0, 6, 2), (0, 5, 3), (0, 7, 0); graphic 136template 24 (graphic 136) x3 at (1, 7, 0), (1, 7, 1), (1, 7, 2); graphic 91template 9 (graphic 91) x2 at (1, 7, 3), (0, 7, 3); graphic 89template 18 (graphic 89) x2 at (0, 7, 1), (0, 7, 2).

Deadly after a turn: graphic 89.

Room 143

Room 143 -- its record: square, 128 by 128, white; square (1, 6) from room 0's, which is also room 56's: drawn aside on the map.

Scenery: scenery 5: a doorway east to 144; scenery 6: a doorway south to 140; scenery 7: a doorway west to 55; scenery 14; scenery 13.

Objects: none.

Room 144

Room 144 -- its record: square, 128 by 128, red; square (2, 6) from room 0's, which is also room 57's: drawn aside on the map.

Scenery: scenery 6: a doorway south to 141; scenery 7: a doorway west to 143; scenery 14; scenery 13.

Objects: none.

Room 145

Room 145 -- its record: square, 128 by 128, magenta; square (9, 9) from room 0's, which is also room 87's: drawn aside on the map.

Scenery: scenery 5: a doorway east to 146; scenery 7: a doorway west to 86; scenery 14; scenery 13.

Objects: graphic 89template 18 (graphic 89) at (3, 3, 1); graphic 11template 0 (graphic 11) at (3, 3, 0).

Deadly after a turn: graphic 89.

Room 146

Room 146 -- its record: square, 128 by 128, green; square (10, 9) from room 0's, which is also room 88's: drawn aside on the map. A collectable can start here (place 18 at U 168, V 152, Z 176).

Scenery: scenery 7: a doorway west to 145; scenery 14; scenery 13.

Objects: graphic 136template 24 (graphic 136) x4 at (1, 3, 0), (3, 3, 0), (3, 3, 1), (3, 3, 2); graphic 78template 10 (graphic 78) at (6, 3, 2); graphic 11template 0 (graphic 11) x4 at (6, 5, 0), (6, 5, 1), (6, 5, 2), (6, 5, 3); graphic 91template 9 (graphic 91) at (3, 3, 3); graphic 23template 3 (graphic 23) x4 at (5, 3, 0), (6, 4, 0), (7, 3, 0), (6, 2, 0).

Deadly after a turn: graphic 23.

Room 147

Room 147 -- its record: square, 128 by 128, cyan; square (0, 1) from room 0's.

Scenery: scenery 25: a raised doorway east to 148; scenery 6: a doorway south to 0; scenery 12; scenery 13; scenery 29.

Objects: graphic 84template 12 (graphic 84) at (4, 5, 0); graphic 11template 0 (graphic 11) x2 at (7, 5, 3), (7, 6, 3); graphic 93template 30 (graphic 93) at (4, 4, 2); graphic 23template 3 (graphic 23) x2 at (7, 6, 0), (7, 5, 0).

Deadly after a turn: graphics 23, 93.

Room 148

Room 148 -- its record: square, 128 by 128, yellow; square (1, 1) from room 0's, which is also room 3's: drawn aside on the map.

Scenery: scenery 5: a doorway east to 149; scenery 7: a doorway west to 147; scenery 14; scenery 13.

Objects: none.

Room 149

Room 149 -- its record: square, 128 by 128, white; square (2, 1) from room 0's.

Scenery: scenery 6: a doorway south to 2; scenery 27: a raised doorway west to 148; scenery 12; scenery 13; scenery 31.

Objects: graphic 23template 3 (graphic 23) x7 at (2, 7, 0), (1, 7, 0), (1, 6, 0), (0, 6, 0), (0, 5, 0), (0, 1, 0), (0, 2, 0); graphic 136template 24 (graphic 136) x3 at (0, 1, 3), (0, 2, 3), (0, 5, 3); graphic 84template 12 (graphic 84) at (3, 7, 0); graphic 78template 10 (graphic 78) at (0, 7, 3).

Deadly after a turn: graphic 23.