The scenery is what a room lists first in its record: the doorways and the walls, and the ledges the raised doorways stand on. A room names each piece of scenery by a template number, an index into the 32 words of SCENERY_TABLE, followed by one more byte; the builder (BUILD_ROOM) copies each 8-byte piece of the template into an object record as it is -- graphic, U, V, Z, the half-sizes in U and V, the height and the flags -- and gives every piece the entry's second byte as its +$08. For a doorway that byte is the room it leads to; for everything else it is 0. So a doorway's destination is in the room's record, not worked out from where the room lies, and rooms are joined any way the designer liked.

Unlike an object template, a scenery template carries its own position, so it always stands in the same place: a template is made for a wall of a room of one size. The 12 doorway templates come in two kinds -- a pair of trees and a stone arch -- for each of the four walls, and the stone arch again raised to the height of the ledges. The walls are lines of trees or ruined stone walls, whole or with a gap in the middle where a doorway goes; a gapped wall is the whole one's bytes read from two pieces further in, so the two share their bytes. 4 of the table's words point back at the table itself, and no room uses those numbers.

Each template is drawn here by the game, on its own: a one-off room record naming just that template, in a room of the size it is made for, is written first in the room directory (ROOMS), and the game builds the room (ENTER_ROOM) and draws its first turn (START), in SkoolKit's simulator. The pictures are white whatever the rooms' own colours. On the screen low U is at the back left, high V at the back right, high U at the front right and low V at the front left; a room's walls stand the room's half-size from its middle at 128 (ROOM_SIZES).

Knight Lore builds its rooms the same way from its own backgrounds (see Knight Lore's scenery), but a background there is one byte in the room's record, and a room's neighbours follow from its number. Pentagram's two-byte entry is what lets its map be joined up by hand.

Doorways

Scenery template 0

0: A doorway between two trees, in the back right wall -- SCENERY0; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 6 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 7 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
71151971283, 5, 40$50 (to be drawn, mirrored)
61411971283, 5, 40$50 (to be drawn, mirrored)

In 41 rooms, each with where it leads: 1 to 3, 3 to 7, 4 to 9, 8 to 20, 9 to 21, 12 to 22, 14 to 23, 17 to 26, 19 to 28, 22 to 29, 23 to 31, 25 to 34, 26 to 35, 27 to 36, 28 to 40, 32 to 46, 33 to 47, 34 to 48, 45 to 61, 47 to 62, 51 to 63, 61 to 67, 63 to 69, 64 to 71, 67 to 76, 75 to 84, 76 to 86, 84 to 99, 91 to 106, 92 to 107, 100 to 110, 102 to 112, 107 to 117, 109 to 118, 111 to 119, 117 to 122, 118 to 123, 119 to 128, 127 to 130, 129 to 131, 130 to 134.

Scenery template 1

1: A doorway between two trees, in the front right wall -- SCENERY1; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 6 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 7 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
71971411285, 3, 40$10 (to be drawn)
61971151285, 3, 40$10 (to be drawn)

In 42 rooms, each with where it leads: 5 to 6, 6 to 7, 7 to 8, 9 to 10, 10 to 11, 11 to 12, 12 to 13, 13 to 14, 18 to 19, 19 to 20, 20 to 21, 30 to 31, 31 to 32, 32 to 33, 34 to 35, 35 to 36, 45 to 46, 48 to 49, 49 to 50, 50 to 51, 51 to 52, 70 to 71, 74 to 75, 76 to 77, 77 to 78, 84 to 85, 85 to 86, 91 to 92, 99 to 100, 100 to 101, 101 to 102, 102 to 103, 106 to 107, 110 to 111, 119 to 120, 123 to 124, 124 to 125, 125 to 126, 126 to 127, 131 to 132, 132 to 133, 133 to 134.

Scenery template 2

2: A doorway between two trees, in the front left wall -- SCENERY2; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 6 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 7 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
7115591283, 5, 40$50 (to be drawn, mirrored)
6141591283, 5, 40$50 (to be drawn, mirrored)

In 41 rooms, each with where it leads: 3 to 1, 7 to 3, 9 to 4, 20 to 8, 21 to 9, 22 to 12, 23 to 14, 26 to 17, 28 to 19, 29 to 22, 31 to 23, 34 to 25, 35 to 26, 36 to 27, 40 to 28, 46 to 32, 47 to 33, 48 to 34, 61 to 45, 62 to 47, 63 to 51, 67 to 61, 69 to 63, 71 to 64, 76 to 67, 84 to 75, 86 to 76, 99 to 84, 106 to 91, 107 to 92, 110 to 100, 112 to 102, 117 to 107, 118 to 109, 119 to 111, 122 to 117, 123 to 118, 128 to 119, 130 to 127, 131 to 129, 134 to 130.

Scenery template 3

3: A doorway between two trees, in the back left wall -- SCENERY3; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 6 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 7 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
7591411285, 3, 40$10 (to be drawn)
6591151285, 3, 40$10 (to be drawn)

In 42 rooms, each with where it leads: 6 to 5, 7 to 6, 8 to 7, 10 to 9, 11 to 10, 12 to 11, 13 to 12, 14 to 13, 19 to 18, 20 to 19, 21 to 20, 31 to 30, 32 to 31, 33 to 32, 35 to 34, 36 to 35, 46 to 45, 49 to 48, 50 to 49, 51 to 50, 52 to 51, 71 to 70, 75 to 74, 77 to 76, 78 to 77, 85 to 84, 86 to 85, 92 to 91, 100 to 99, 101 to 100, 102 to 101, 103 to 102, 107 to 106, 111 to 110, 120 to 119, 124 to 123, 125 to 124, 126 to 125, 127 to 126, 132 to 131, 133 to 132, 134 to 133.

Scenery template 4

4: A stone arch, in the back right wall -- SCENERY4; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 8 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 9 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
91151971283, 5, 40$50 (to be drawn, mirrored)
81411971283, 5, 40$50 (to be drawn, mirrored)

In 27 rooms, each with where it leads: 15 to 24, 37 to 53, 38 to 54, 39 to 55, 40 to 56, 41 to 57, 42 to 58, 43 to 59, 44 to 60, 53 to 64, 65 to 72, 66 to 73, 72 to 80, 77 to 87, 80 to 93, 81 to 94, 82 to 97, 83 to 98, 88 to 103, 96 to 108, 97 to 109, 134 to 135, 135 to 137, 136 to 138, 139 to 142, 140 to 143, 141 to 144.

Scenery template 5

5: A stone arch, in the front right wall -- SCENERY5; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 8 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 9 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
91971411285, 3, 40$10 (to be drawn)
81971151285, 3, 40$10 (to be drawn)

In 23 rooms, each with where it leads: 1 to 2, 16 to 17, 24 to 25, 38 to 39, 43 to 44, 52 to 53, 53 to 54, 57 to 58, 58 to 59, 59 to 60, 71 to 72, 73 to 74, 92 to 93, 95 to 96, 96 to 97, 97 to 98, 135 to 136, 137 to 138, 139 to 140, 140 to 41, 143 to 144, 145 to 146, 148 to 149.

Scenery template 6

6: A stone arch, in the front left wall -- SCENERY6; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 8 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 9 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
9115591283, 5, 40$50 (to be drawn, mirrored)
8141591283, 5, 40$50 (to be drawn, mirrored)

In 29 rooms, each with where it leads: 24 to 15, 53 to 37, 54 to 38, 55 to 39, 56 to 40, 57 to 41, 58 to 42, 59 to 43, 60 to 44, 64 to 53, 65 to 54, 66 to 59, 73 to 66, 83 to 73, 93 to 80, 94 to 81, 97 to 82, 98 to 83, 103 to 88, 108 to 96, 109 to 97, 135 to 134, 137 to 135, 138 to 136, 142 to 139, 143 to 140, 144 to 141, 147 to 0, 149 to 2.

Scenery template 7

7: A stone arch, in the back left wall -- SCENERY7; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 8 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 9 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
9591411285, 3, 40$10 (to be drawn)
8591151285, 3, 40$10 (to be drawn)

In 25 rooms, each with where it leads: 2 to 1, 17 to 16, 25 to 24, 39 to 38, 44 to 43, 53 to 52, 54 to 53, 57 to 56, 58 to 57, 60 to 59, 72 to 71, 81 to 80, 88 to 87, 95 to 94, 96 to 95, 97 to 96, 98 to 97, 136 to 135, 138 to 137, 140 to 139, 143 to 55, 144 to 143, 145 to 86, 146 to 145, 148 to 147.

Scenery template 24

24: A stone arch raised to a height of 176, in the back right wall -- SCENERY24; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 8 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 9 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
91471971763, 5, 40$50 (to be drawn, mirrored)
81731971763, 5, 40$50 (to be drawn, mirrored)

In 5 rooms, each with where it leads: 0 to 147, 2 to 149, 54 to 65, 59 to 66, 73 to 83.

Scenery template 25

25: A stone arch raised to a height of 176, in the front right wall -- SCENERY25; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 8 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 9 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
91971731765, 3, 40$10 (to be drawn)
81971471765, 3, 40$10 (to be drawn)

In 7 rooms, each with where it leads: 55 to 143, 56 to 57, 80 to 81, 86 to 145, 87 to 88, 94 to 95, 147 to 148.

Scenery template 26

26: A stone arch raised to a height of 176, in the front left wall -- SCENERY26; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 8 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 9 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
983591763, 5, 40$50 (to be drawn, mirrored)
8109591763, 5, 40$50 (to be drawn, mirrored)

In 3 rooms, each with where it leads: 72 to 65, 80 to 72, 87 to 77.

Scenery template 27

27: A stone arch raised to a height of 176, in the back left wall -- SCENERY27; drawn in a room of size 0 (64 by 64 about the middle).

Graphic 8 is the doorway's working pillar (FIRST_PILLAR): the room it leads to is the second byte of the room's scenery entry, which the builder puts in every piece's +$08. Graphic 9 only draws (SECOND_PILLAR).

GraphicUVZHalf U, V; heightFlags
9591091765, 3, 40$10 (to be drawn)
859831765, 3, 40$10 (to be drawn)

In 5 rooms, each with where it leads: 41 to 140, 59 to 58, 74 to 73, 93 to 92, 149 to 148.

Walls

Scenery template 8

8: A line of trees along the back left side -- SCENERY8; drawn in a room of size 0 (64 by 64 about the middle).

GraphicUVZHalf U, V; heightFlags
15641201280, 8, 24$50 (to be drawn, mirrored)
12641361280, 8, 24$50 (to be drawn, mirrored)
1264721280, 8, 24$50 (to be drawn, mirrored)
1364881280, 8, 24$50 (to be drawn, mirrored)
14641041280, 8, 24$50 (to be drawn, mirrored)
13641521280, 8, 24$50 (to be drawn, mirrored)
14641681280, 8, 24$50 (to be drawn, mirrored)
15641841280, 8, 24$50 (to be drawn, mirrored)

In 33 rooms: 1, 3, 4, 5, 9, 18, 22, 23, 27, 29, 30, 34, 45, 48, 62, 69, 70, 76, 84, 91, 99, 106, 108, 109, 110, 112, 118, 119, 122, 123, 128, 129, 131.

Scenery template 9

9: A line of trees along the back right side -- SCENERY9; drawn in a room of size 0 (64 by 64 about the middle).

GraphicUVZHalf U, V; heightFlags
151201921288, 0, 24$10 (to be drawn)
121361921288, 0, 24$10 (to be drawn)
12721921288, 0, 24$10 (to be drawn)
13881921288, 0, 24$10 (to be drawn)
141041921288, 0, 24$10 (to be drawn)
131521921288, 0, 24$10 (to be drawn)
141681921288, 0, 24$10 (to be drawn)
151841921288, 0, 24$10 (to be drawn)

In 33 rooms: 5, 7, 18, 20, 21, 29, 30, 31, 35, 36, 46, 48, 62, 69, 70, 71, 74, 85, 86, 99, 103, 106, 108, 110, 112, 120, 122, 123, 124, 125, 128, 131, 133.

Scenery template 10

10: A line of trees along the back left side, with a gap in the middle for a doorway -- SCENERY10; drawn in a room of size 0 (64 by 64 about the middle).

Its bytes are the last 6 pieces of template 8's: the table points 2 pieces further in, and the same wall is built without them.

GraphicUVZHalf U, V; heightFlags
1264721280, 8, 24$50 (to be drawn, mirrored)
1364881280, 8, 24$50 (to be drawn, mirrored)
14641041280, 8, 24$50 (to be drawn, mirrored)
13641521280, 8, 24$50 (to be drawn, mirrored)
14641681280, 8, 24$50 (to be drawn, mirrored)
15641841280, 8, 24$50 (to be drawn, mirrored)

In 32 rooms: 7, 8, 12, 14, 19, 20, 21, 31, 32, 33, 35, 36, 46, 51, 71, 75, 77, 78, 85, 86, 92, 100, 102, 103, 107, 111, 120, 124, 125, 127, 133, 134.

Scenery template 11

11: A line of trees along the back right side, with a gap in the middle for a doorway -- SCENERY11; drawn in a room of size 0 (64 by 64 about the middle).

Its bytes are the last 6 pieces of template 9's: the table points 2 pieces further in, and the same wall is built without them.

GraphicUVZHalf U, V; heightFlags
12721921288, 0, 24$10 (to be drawn)
13881921288, 0, 24$10 (to be drawn)
141041921288, 0, 24$10 (to be drawn)
131521921288, 0, 24$10 (to be drawn)
141681921288, 0, 24$10 (to be drawn)
151841921288, 0, 24$10 (to be drawn)

In 32 rooms: 1, 3, 4, 8, 9, 12, 14, 17, 19, 22, 23, 25, 27, 32, 33, 34, 45, 51, 75, 76, 84, 91, 92, 100, 102, 107, 109, 111, 118, 119, 127, 129.

Scenery template 12

12: A ruined stone wall along the back left side -- SCENERY12; drawn in a room of size 0 (64 by 64 about the middle).

GraphicUVZHalf U, V; heightFlags
52641201280, 8, 24$10 (to be drawn)
53641361280, 8, 24$10 (to be drawn)
5764721280, 8, 24$10 (to be drawn)
5564881280, 8, 24$10 (to be drawn)
56641041280, 8, 24$10 (to be drawn)
55641521280, 8, 24$10 (to be drawn)
54641681280, 8, 24$10 (to be drawn)
53641841280, 8, 24$10 (to be drawn)

In 26 rooms: 0, 15, 16, 24, 37, 38, 41, 42, 43, 55, 56, 59, 73, 74, 80, 82, 87, 93, 94, 135, 137, 139, 141, 142, 147, 149.

Scenery template 13

13: A ruined stone wall along the back right side -- SCENERY13; drawn in a room of size 0 (64 by 64 about the middle).

GraphicUVZHalf U, V; heightFlags
551201921288, 0, 24$50 (to be drawn, mirrored)
561361921288, 0, 24$50 (to be drawn, mirrored)
54721921288, 0, 24$50 (to be drawn, mirrored)
53881921288, 0, 24$50 (to be drawn, mirrored)
521041921288, 0, 24$50 (to be drawn, mirrored)
541521921288, 0, 24$50 (to be drawn, mirrored)
551681921288, 0, 24$50 (to be drawn, mirrored)
571841921288, 0, 24$50 (to be drawn, mirrored)

In 28 rooms: 0, 2, 16, 24, 54, 55, 56, 57, 58, 59, 60, 73, 78, 87, 93, 94, 95, 98, 137, 138, 142, 143, 144, 145, 146, 147, 148, 149.

Scenery template 14

14: A ruined stone wall along the back left side, with a gap in the middle for a doorway -- SCENERY14; drawn in a room of size 0 (64 by 64 about the middle).

Its bytes are the last 6 pieces of template 12's: the table points 2 pieces further in, and the same wall is built without them.

GraphicUVZHalf U, V; heightFlags
5764721280, 8, 24$10 (to be drawn)
5564881280, 8, 24$10 (to be drawn)
56641041280, 8, 24$10 (to be drawn)
55641521280, 8, 24$10 (to be drawn)
54641681280, 8, 24$10 (to be drawn)
53641841280, 8, 24$10 (to be drawn)

In 25 rooms: 2, 17, 25, 39, 44, 53, 54, 57, 58, 60, 72, 81, 88, 95, 96, 97, 98, 136, 138, 140, 143, 144, 145, 146, 148.

Scenery template 15

15: A ruined stone wall along the back right side, with a gap in the middle for a doorway -- SCENERY15; drawn in a room of size 0 (64 by 64 about the middle).

Its bytes are the last 6 pieces of template 13's: the table points 2 pieces further in, and the same wall is built without them.

GraphicUVZHalf U, V; heightFlags
54721921288, 0, 24$50 (to be drawn, mirrored)
53881921288, 0, 24$50 (to be drawn, mirrored)
521041921288, 0, 24$50 (to be drawn, mirrored)
541521921288, 0, 24$50 (to be drawn, mirrored)
551681921288, 0, 24$50 (to be drawn, mirrored)
571841921288, 0, 24$50 (to be drawn, mirrored)

In 23 rooms: 15, 37, 38, 39, 41, 42, 43, 44, 53, 72, 77, 80, 81, 82, 88, 96, 97, 134, 135, 136, 139, 140, 141.

Scenery template 16

16: A line of trees along the back left side, and a piece round the corner -- SCENERY16; drawn in a room of size 1 (32 by 64 about the middle).

GraphicUVZHalf U, V; heightFlags
15961201280, 8, 24$50 (to be drawn, mirrored)
12961361280, 8, 24$50 (to be drawn, mirrored)
1296721280, 8, 24$50 (to be drawn, mirrored)
1396881280, 8, 24$50 (to be drawn, mirrored)
14961041280, 8, 24$50 (to be drawn, mirrored)
13961521280, 8, 24$50 (to be drawn, mirrored)
14961681280, 8, 24$50 (to be drawn, mirrored)
15961841280, 8, 24$50 (to be drawn, mirrored)
141041921288, 0, 24$10 (to be drawn)

In 10 rooms: 26, 28, 40, 47, 61, 63, 64, 67, 117, 130.

Scenery template 17

17: A line of trees along the back right side, and a piece round the corner -- SCENERY17; drawn in a room of size 2 (64 by 32 about the middle).

GraphicUVZHalf U, V; heightFlags
151201601288, 0, 24$10 (to be drawn)
121361601288, 0, 24$10 (to be drawn)
12721601288, 0, 24$10 (to be drawn)
13881601288, 0, 24$10 (to be drawn)
141041601288, 0, 24$10 (to be drawn)
131521601288, 0, 24$10 (to be drawn)
141681601288, 0, 24$10 (to be drawn)
151841601288, 0, 24$10 (to be drawn)
13641521280, 8, 24$50 (to be drawn, mirrored)

In 10 rooms: 6, 10, 11, 13, 49, 50, 52, 101, 126, 132.

Scenery template 20

20: A ruined stone wall along the back left side, and a piece round the corner -- SCENERY20; drawn in a room of size 1 (32 by 64 about the middle).

GraphicUVZHalf U, V; heightFlags
52961201280, 8, 24$10 (to be drawn)
53961361280, 8, 24$10 (to be drawn)
5796721280, 8, 24$10 (to be drawn)
5596881280, 8, 24$10 (to be drawn)
54961041280, 8, 24$10 (to be drawn)
55961521280, 8, 24$10 (to be drawn)
53961681280, 8, 24$10 (to be drawn)
52961841280, 8, 24$10 (to be drawn)
541041921288, 0, 24$50 (to be drawn, mirrored)

In 3 rooms: 65, 66, 83.

Scenery template 21

21: A ruined stone wall along the back right side, and a piece round the corner -- SCENERY21; drawn in a room of size 2 (64 by 32 about the middle).

GraphicUVZHalf U, V; heightFlags
521201601288, 0, 24$50 (to be drawn, mirrored)
551361601288, 0, 24$50 (to be drawn, mirrored)
54721601288, 0, 24$50 (to be drawn, mirrored)
53881601288, 0, 24$50 (to be drawn, mirrored)
541041601288, 0, 24$50 (to be drawn, mirrored)
551521601288, 0, 24$50 (to be drawn, mirrored)
531681601288, 0, 24$50 (to be drawn, mirrored)
571841601288, 0, 24$50 (to be drawn, mirrored)
54641521280, 8, 24$10 (to be drawn)

No room uses it.

Ledges under the raised doorways

Scenery template 28

28: Two stone blocks at a height of 164, against the back right wall -- SCENERY28; drawn in a room of size 0 (64 by 64 about the middle).

It is in exactly the rooms that have template 24, the raised stone arch in the same wall, whose pillars stand at a height of 176, the top of these blocks: they are what that doorway stands on.

GraphicUVZHalf U, V; heightFlags
111522001648, 8, 12$10 (to be drawn)
111682001648, 8, 12$10 (to be drawn)

In 5 rooms: 0, 2, 54, 59, 73.

Scenery template 29

29: Two stone blocks at a height of 164, against the front right wall -- SCENERY29; drawn in a room of size 0 (64 by 64 about the middle).

It is in exactly the rooms that have template 25, the raised stone arch in the same wall, whose pillars stand at a height of 176, the top of these blocks: they are what that doorway stands on.

GraphicUVZHalf U, V; heightFlags
112001521648, 8, 12$10 (to be drawn)
112001681648, 8, 12$10 (to be drawn)

In 7 rooms: 55, 56, 80, 86, 87, 94, 147.

Scenery template 30

30: Two stone blocks at a height of 164, against the front left wall -- SCENERY30; drawn in a room of size 0 (64 by 64 about the middle).

It is in exactly the rooms that have template 26, the raised stone arch in the same wall, whose pillars stand at a height of 176, the top of these blocks: they are what that doorway stands on.

GraphicUVZHalf U, V; heightFlags
1188571648, 8, 12$10 (to be drawn)
11104571648, 8, 12$10 (to be drawn)

In 3 rooms: 72, 80, 87.

Scenery template 31

31: Two stone blocks at a height of 164, against the back left wall -- SCENERY31; drawn in a room of size 0 (64 by 64 about the middle).

It is in exactly the rooms that have template 27, the raised stone arch in the same wall, whose pillars stand at a height of 176, the top of these blocks: they are what that doorway stands on.

GraphicUVZHalf U, V; heightFlags
1156881648, 8, 12$10 (to be drawn)
11561041648, 8, 12$10 (to be drawn)

In 5 rooms: 41, 59, 74, 93, 149.

Numbers with no template

18, 19, 22, 23: their words in SCENERY_TABLE hold the table's own address. A room naming one would have its bytes read as pieces; none does.