# other.txt - tile definitions for 'other' (walls, furniture, explosions) # Note: lines beginning with '# tile ' are not comments; other # lines beginning with '#' are. . = (71, 108, 108) A = (0, 0, 0) B = (0, 182, 255) C = (255, 108, 0) D = (255, 0, 0) E = (0, 0, 255) F = (0, 145, 0) G = (108, 255, 0) H = (255, 255, 0) I = (255, 0, 255) J = (145, 71, 0) K = (204, 79, 0) L = (255, 182, 145) M = (237, 237, 237) N = (255, 255, 255) O = (215, 215, 215) P = (108, 145, 182) Q = (18, 18, 18) R = (54, 54, 54) S = (73, 73, 73) T = (82, 82, 82) U = (205,205,205) V = (104, 104, 104) W = (131, 131, 131) X = (140, 140, 140) Y = (149, 149, 149) Z = (195, 195, 195) 0 = (100, 100, 100) 1 = (72, 108, 108) # tile 0 (stone) { PPPPPPPPPPPPJPPP PAPPPJPPAPPPPPPP PPPPPPPPPPPPPPPP PPJPPPPPPPJPPPAP PPPPPAPPPPPPPPPP PPPPPPPPPPPPPPPP PAPPPPPPPAPPPJPP PPPPPPPPPPPPPPPP JPPPAPPJPPPPPPPP PPPPPPPPPPJPPPPP PPPPPPPPPPPPPAPP PPPJPPPPAPPPPPPP PPPPPPPPPPPPPPPP PPPPPJPPPPPPAPPJ PPAPPPPPPJPPPPPP PPPPPPPPPPPPPPPP } # tile 1 (main walls vertical) { ANNOA1PPPPP1NNOA AOOOA1P1PP11OOOA AOOOA1PPPPP1OOOA AOOOA1PPPPP1OOOA AOOOA11PPPP1OOOA A1AAA11PPPP11A1A A111A11PPPP1111A AOPPA11PP1P1OP1A ANNOA1PPPPP1NNOA AOOOA1PPPPP1OOOA AOOOA1PPPPP1OOOA AOOOA1PPPPP1OOOA AOOOA11P1P11OOOA A1AAA11PPPP11A1A A111A11PPPP1111A AOPPA11PPPP1OP1A } # tile 2 (main walls horizontal) { AAANOOAAAAANOOAA OOONOOA1OOONOOA1 POO111A1POO111A1 1111111111111111 PP111PPPPP111PPP PPNOOPPPPPNOOPPP OONOOA1OOONOOA1O OO111A1POO111A1P 1111111111111111 PP1OPPPP1OPPP1OP PP1PPPPP1PPPP1PP 1111111111111111 1OPPPP1OPPPP1OPP 1PPPPP1PPPPP1PPP 1111111111111111 AAAAAAAAAAAAAAAA } # tile 3 (main walls tlcorn) { AAANNNNOOOOOOAAA NNNNAA11PPPPO111 OOONA11PPPBBO111 OOOOOOOOOOOOO111 OOOPPPPPPPPPP111 OOOPPPPPPPPPP111 OOPPPPPPPPPPPP11 OPPPPPPPPPPPPPP1 1111111111111111 APP111111111PPP1 AOOOAAAAAAAAOOOA AOOOA1PPPPP1OOOA AOOOA1PPPPP1OOOA A1AAA11PPPP11A1A A111A11PPPP1111A AOPPA11PPPP1OP1A } # tile 4 (main walls trcorn) { AAANNNNOOOOOOAAA NNNNAA11PPPPO111 OOONA11PPPBBO111 OOOOOOOOOOOOO111 OOOPPPPPPPPPP111 OOOPPPPPPPPPP111 OOPPPPPPPPPPPP11 OPPPPPPPPPPPPPP1 1111111111111111 APP111111111PPP1 AOOOAAAAAAAAOOOA AOOOA1PPPPP1OOOA AOOOA1PPPPP1OOOA A1AAA11PPPP11A1A A111A11PPPP1111A AOPPA11PPPP1OP1A } # tile 5 (main walls blcorn) { AAANNNNOOOOOOAAA NNNNAA11PPPPO111 OOONA11PPPBBO111 OOOOOOOOOOOOO111 OOOPPPPPPPPPP111 OOOPPPPPPPPPP111 OOPPPPPPPPPPPP11 OPPPPPPPPPPPPPP1 1111111111111111 PP1OPPPP1OPPP1OP PP1PPPPP1PPPP1PP 1111111111111111 1OPPPP1OPPPP1OPP 1PPPPP1PPPPP1PPP 1111111111111111 AAAAAAAAAAAAAAAA } # tile 6 (main walls brcorn) { AAANNNNOOOOOOAAA NNNNAA11PPPPO111 OOONA11PPPBBO111 OOOOOOOOOOOOO111 OOOPPPPPPPPPP111 OOOPPPPPPPPPP111 OOPPPPPPPPPPPP11 OPPPPPPPPPPPPPP1 1111111111111111 PP1OPPPP1OPPP1OP PP1PPPPP1PPPP1PP 1111111111111111 1OPPPP1OPPPP1OPP 1PPPPP1PPPPP1PPP 1111111111111111 AAAAAAAAAAAAAAAA } # tile 7 (main walls cross wall) { AAANNNNOOOOOOAAA NNNNAA11PPPPO111 OOONA11PPPBBO111 OOOOOOOOOOOOO111 OOOPPPPPPPPPP111 OOOPPPPPPPPPP111 OOPPPPPPPPPPPP11 OPPPPPPPPPPPPPP1 1111111111111111 APP111111111PPP1 AOOOAAAAAAAAOOOA AOOOA1PPPPP1OOOA AOOOA1PPPPP1OOOA A1AAA11PPPP11A1A A111A11PPPP1111A AOPPA11PPPP1OP1A } # tile 8 (main walls tuwall) { AAANNNNOOOOOOAAA NNNNAA11PPPPO111 OOONA11PPPBBO111 OOOOOOOOOOOOO111 OOOPPPPPPPPPP111 OOOPPPPPPPPPP111 OOPPPPPPPPPPPP11 OPPPPPPPPPPPPPP1 1111111111111111 PP1OPPPP1OPPP1OP PP1PPPPP1PPPP1PP 1111111111111111 1OPPPP1OPPPP1OPP 1PPPPP1PPPPP1PPP 1111111111111111 AAAAAAAAAAAAAAAA } # tile 9 (main walls tdwall) { AAANNNNOOOOOOAAA NNNNAA11PPPPO111 OOONA11PPPBBO111 OOOOOOOOOOOOO111 OOOPPPPPPPPPP111 OOOPPPPPPPPPP111 OOPPPPPPPPPPPP11 OPPPPPPPPPPPPPP1 1111111111111111 APP111111111PPP1 AOOOAAAAAAAAOOOA AOOOA1PPPPP1OOOA AOOOA1PPPPP1OOOA A1AAA11PPPP11A1A A111A11PPPP1111A AOPPA11PPPP1OP1A } # tile 10 (main walls tlwall) { AAANNNNOOOOOOAAA NNNNAA11PPPPO111 OOONA11PPPBBO111 OOOOOOOOOOOOO111 OOOPPPPPPPPPP111 OOOPPPPPPPPPP111 OOPPPPPPPPPPPP11 OPPPPPPPPPPPPPP1 1111111111111111 APP111111111PPP1 AOOOAAAAAAAAOOOA AOOOA1PPPPP1OOOA AOOOA1PPPPP1OOOA A1AAA11PPPP11A1A A111A11PPPP1111A AOPPA11PPPP1OP1A } # tile 11 (main walls trwall) { AAANNNNOOOOOOAAA NNNNAA11PPPPO111 OOONA11PPPBBO111 OOOOOOOOOOOOO111 OOOPPPPPPPPPP111 OOOPPPPPPPPPP111 OOPPPPPPPPPPPP11 OPPPPPPPPPPPPPP1 1111111111111111 APP111111111PPP1 AOOOAAAAAAAAOOOA AOOOA1PPPPP1OOOA AOOOA1PPPPP1OOOA A1AAA11PPPP11A1A A111A11PPPP1111A AOPPA11PPPP1OP1A } # tile 12 (no door) { AAAAAAAAAAAAAAAA AA............AA A..............A A..............A A..............A A..............A A..............A A..............A A..............A A..............A A..............A A..............A A..............A A..............A AA............AA AAAAAAAAAAAAAAAA } # tile 13 (vertical open door) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAJJ.JJJJJJJJJAA AJKJJKJJKJJJJJJA AAAAAAAAAAAAAAAA A..............A A..............A A..............A A..............A A..............A A..............A A..............A A..............A A..............A A..............A AAAAAAAAAAAAAAAA } # tile 14 (horizontal open door) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AK............AA ACK............A APJ............A A.J............A A.J............A A.J............A AJJ............A APJ............A A.J............A A.J............A A.J............A AK.............A AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } # tile 15 (vertical closed door) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AACCKKKKKKKKJJAA ACKJJJJJJJJJJKJA APJJPKJJKJJJJJJA A.PP.PPPPP.BPPJA A.........BPP.JA A.JJ.JJJJJPAPAJA AJJJJKJJJJ.P.AJA APKJPKJJJJJAAAJA A.PP.PPPPPP..PJA A.............JA A.JJ.JJJJJJJJJJA AJKJJKJJKJJJJJJA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } # tile 16 (horizontal closed door) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AACCKKKKKKKKJJAA ACKJJJJJJJJJJKJA APJJPKJJKJJJJJJA A.PP.PPPPP.BPPJA A.........BPP.JA A.JJ.JJJJJPAPAJA AJJJJKJJJJ.P.AJA APKJPKJJJJJAAAJA A.PP.PPPPPP..PJA A.............JA A.JJ.JJJJJJJJJJA AJKJJKJJKJJJJJJA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } # tile 17 (iron bars) { ................ ................ .......BB....... ....BB.BP.BP.... .BB.BP.BP.PP.BP. .BP.BP.BP.PP.PP. .BP.BP.BP.PP.PP. .BP.BP.BP.PPAPP. .BP.BP.BPAPPAPP. .BP.BPABPAPPAPP. .BPABPABPAPPAPPA .BPABPABPAPPAPPA .BPABPABPAPPAPPA .BPABPABPAPPAPPA .BP.BP.BP.PP.PP. ................ } # tile 18 (tree) { ................ .....FFFFFF..... ...FFFFFFFFFF... ..FFFFFFFFFFFF.. ..FFFFFFFFFFFF.. ..FFFFJFFFJFFF.. ...FFFFJFJFFF... ....FFJJJJFF.... .......KJJ.AAAA. .......KJ.AAAAAA .......JJ.AAAAAA .......KJ.AAAAA. .......KJAAA.... ......KJJJAA.... ...JJJJ.J.JJJA.. ................ } # tile 19 (floor of a room) { ................ ................ ................ ................ ................ ................ ................ .......PP....... .......PP....... ................ ................ ................ ................ ................ ................ ................ } # tile 20 (dark part of a room) { .A.A.A.A.A.A.A.A A.A.A.A.A.A.A.A. .A.A.A.A.A.A.A.A A.A.A.A.A.A.A.A. .A.A.A.A.A.A.A.A A.A.A.A.A.A.A.A. .A.A.A.A.A.A.A.A A.A.A.APP.A.A.A. .A.A.A.PPA.A.A.A A.A.A.A.A.A.A.A. .A.A.A.A.A.A.A.A A.A.A.A.A.A.A.A. .A.A.A.A.A.A.A.A A.A.A.A.A.A.A.A. .A.A.A.A.A.A.A.A A.A.A.A.A.A.A.A. } # tile 21 (engraving in a room) { ................ ................ ...H...H........ ....H...H....... .........H..H... ..........H..... ................ .......PP....... .......PP....... ................ ................ ................ ................ ................ ................ ................ } # tile 22 (corridor) { ................ ................ ................ ................ ................ ................ .......PP....... ......P..P...... ......P..P...... .......PP....... ................ ................ ................ ................ ................ ................ } # tile 23 (lit corridor) { ................ ................ ................ ................ ................ ................ .......PP....... ......PPPP...... ......PPPP...... .......PP....... ................ ................ ................ ................ ................ ................ } # tile 24 (engraving in a corridor) { ................ ...H...H........ ....H...H....... .........H..H... ..........H..... ................ .......PP....... ......P.PP...... ......PP.P...... .......PP....... ................ ................ ................ ................ ................ ................ } # tile 25 (staircase up) { AAAAAAAAAAAAAA.A AADJJJJJJJJJDA.A AACDDJKNKKDDCA.A AAAAAANNNAAAA..A AAADJNNNNNJDA..A AAACNOONONNCA..A AAAAAAOONAAA...A AAAAKDOOOKJA...A AAAACKPONKCA...A AAAAAAOPOAA....A AAAAAKPPPJA....A AAAAACKJJKA....A AAAAAAAAAAAA...A AAAAAAAAAAAAA..A AAAAAAAAAAAAAA.A AAAAAAAAAAAAAAAA } # tile 26 (staircase down) { AAAAAAAAAAAAAA.A AADJJJJJJJJJDA.A AACDDJNNNKDDCA.A AAAAAANNNAAAA..A AAADJJNONJJDA..A AAACDDONNKDCA..A AAAAAAONOAAA...A AAAAPOOONONA...A AAAACPOOOPCA...A AAAAAANPNAA....A AAAAAKKOJJA....A AAAAACKJJKA....A AAAAAAAAAAAA...A AAAAAAAAAAAAA..A AAAAAAAAAAAAAA.A AAAAAAAAAAAAAAAA } # tile 27 (ladder up) { ADAAAAAAAAAAAD.A AADAAAANAAAADA.A AACCCCNNNCCCCA.A AADAANANANAAD..A AAADAAANAAADA..A AAACDDDNDDDCA..A AAADAAAOAAAD...A AAAAKAAOAAJA...A AAAACKKOKKCA...A AAAADAAPAAD....A AAAAAKJPJJA....A AAAAADAAAKA....A AAAAAAAAAAAA...A AAAAAAAAAAAAA..A AAAAAAAAAAAAAA.A AAAAAAAAAAAAAAAA } # tile 28 (ladder down) { ADAAAAAAAAAAAD.A AADAAAANAAAADA.A AACCCCCNCCCCCA.A AADAAAANAAAAD..A AAADAAANAAADA..A AAACDDDNDDDCA..A AAADAAAOAAAD...A AAAAKAAOAAJA...A AAAACOKOKOCA...A AAAADAOOOAD....A AAAAAKJOJJA....A AAAAADAAAKA....A AAAAAAAAAAAA...A AAAAAAAAAAAAA..A AAAAAAAAAAAAAA.A AAAAAAAAAAAAAAAA } # tile 29 (branch staircase up) { AAAAAAAAAAAAAA.A AADJJJJJJJJJDA.A AACDDJKHKKDDCA.A AAAAAAHHHAAAA..A AAADJHHHHHJDA..A AAACHGGHGHHCA..A AAAAAAGGHAAA...A AAAAKDGGGKJA...A AAAACKFGHKCA...A AAAAAAGFGAA....A AAAAAKFFFJA....A AAAAACKJJKA....A AAAAAAAAAAAA...A AAAAAAAAAAAAA..A AAAAAAAAAAAAAA.A AAAAAAAAAAAAAAAA } # tile 30 (branch staircase down) { AAAAAAAAAAAAAA.A AADJJJJJJJJJDA.A AACDDJHHHKDDCA.A AAAAAAHHHAAAA..A AAADJJHGHJJDA..A AAACDDGHHKDCA..A AAAAAAGHGAAA...A AAAAFGGGHGHA...A AAAACFGGGFCA...A AAAAAAHFHAA....A AAAAAKKGJJA....A AAAAACKJJKA....A AAAAAAAAAAAA...A AAAAAAAAAAAAA..A AAAAAAAAAAAAAA.A AAAAAAAAAAAAAAAA } # tile 31 (branch ladder up) { ADAAAAAAAAAAAD.A AADAAAAHAAAADA.A AACCCCHHHCCCCA.A AADAAHAHAHAAD..A AAADAAAHAAADA..A AAACDDDHDDDCA..A AAADAAAGAAAD...A AAAAKAAGAAJA...A AAAACKKGKKCA...A AAAADAAFAAD....A AAAAAKJFJJA....A AAAAADAAAKA....A AAAAAAAAAAAA...A AAAAAAAAAAAAA..A AAAAAAAAAAAAAA.A AAAAAAAAAAAAAAAA } # tile 32 (branch ladder down) { ADAAAAAAAAAAAD.A AADAAAAHAAAADA.A AACCCCCHCCCCCA.A AADAAAAHAAAAD..A AAADAAAHAAADA..A AAACDDDHDDDCA..A AAADAAAGAAAD...A AAAAKAAGAAJA...A AAAACGKGKGCA...A AAAADAGGGAD....A AAAAAKJGJJA....A AAAAADAAAKA....A AAAAAAAAAAAA...A AAAAAAAAAAAAA..A AAAAAAAAAAAAAA.A AAAAAAAAAAAAAAAA } # tile 33 (unaligned altar) { ................ ................ ................ ................ ................ ................ ................ ................ ................ ...QDDQDDDDQ.... ..QQQDDQDDQDQ... ...RRDQDQDQQAA.. ...RQDQQQQQQA... ..QQQQQQDQQQQ... ...AAAAAAAAAAA.. ................ } # tile 34 (chaotic altar) { ................ ................ ................ ................ ................ ................ ................ ................ ................ ...SDDDDDSDS.... ..SSSDSDDSSSS... ...TTSDSDSSRQQ.. ...TSSSSSSRRQ... ..SSRRRRRRRSS... ...AAAAAAAAAAA.. ................ } # tile 35 (neutral altar) { ................ ................ ................ ................ ................ ................ ................ ................ ................ ...PDPDPDPDP.... ..PPPDPDDDPPP... ...BBPPPDPP.AA.. ...BPPPPPP..A... ..PP.......PP... ...AAAAAAAAAAA.. ................ } # tile 36 (lawful altar) { ................ ................ ................ ................ ................ ................ ................ ................ ................ ...MMMDMDMDM.... ..MMMDMMMDMMM... ...NNMMMMMMZAA.. ...NMMMMMMZZA... ..MMZZZZZZZMM... ...AAAAAAAAAAA.. ................ } # tile 37 (other altar) { ................ ................ ................ ................ ......N.N....... ...N..N.N..N.... .N..N.....N..N.. ..N.........N... ................ NN.IIIIIIIII.NN. ..IIIIIIIIIII... ...LLIIIIIIKAA.. ...LIIIIIIKKQ... ..IIKKKKKKKII... ...AAAAAAAAAAA.. ................ } # tile 38 (grave) { ................ ................ .....ONOPP...... ...ONPPPPPP..... ..OPPPPPPPPP.... .OPPPPPPPPPPP... .OPAAPPAPAAPP... .OPAPAPAPAPAPAA. .OPAAPPAPAAPPAAA .OPAPAPAPAPPPAAA .OPAPAPAPAPPPAAA .OPPPPPPPPPPPAAA .OPPPPPPPFPPPAA. .OPPF..PPF.PPA.. FFFFFFFFFFFFFFF. ................ } # tile 39 (throne) { ................ .....HHHHH...... ....HCCCDDH..... ....HCCEDDH..... ....HCEEEDH..... ....HCCEDDH..... ....HCCEDDH..AA. .....HCDDHAAAAA. ..CCOHCDDHOCCAAA .HHHDHHHHHCHHHAA .H.HODDDCCOHAHAA ...HHHHHHHHHAAA. ...HALAAALAHAA.. ..HA.AAAAAAAH... ................ ................ } # tile 40 (sink) { ................ ................ ................ ....P....P...... ..NPPPPPPPPN.... .NO.P.PP.P.ON... .NOB..PP..BON... .NOBBBPPBBBONAA. .NOBBBBBBBBONAAA .NOOOOOOOOOONAAA ..NNNNNNNNNNAAAA .....OOOOAAAAAAA .....OOOOAAAAA.. ....OOOOOOA..... ................ ................ } # tile 41 (fountain) { ....E....E...... ..EEEE..EEE..... ..E...EEE.EE.... ...E.EEEE.E..... ..E..EEOE.EE.A.. .EE.EENOE.E.EAA. .E..E.NO.E.EAAA. ...PPPNOPPPAAA.. ..PEEENOEEEPAA.. .OEENNNOOOEEPA.. .NOEEEEEEEEONAA. .PNOOOOOOOONPAA. ..PNNNNNNNNPAAA. ...PPPPPPPPAAA.. ....AAAAAAAAA... ................ } # tile 42 (pool) { ..........NNN... .EEEE....NE.EN.. ....EE.EEE...... .....EEE........ .NN......EE..... E.EN....E.EE..EE ...EN.E....E..E. ....EE......EE.. ................ N..EE...EEEE.... NNE..E.E...EE..N .E....E.NN..EEN. .......NEEEE.... ..EEE..E...EEE.. .E..EE...E..EEE. EE....EEE.....EE } # tile 43 (ice) { NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN NNNNNNN..NNNNNNN NNNNNN.NN.NNNNNN NNNNNN.NN.NNNNNN NNNNNNN..NNNNNNN NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN } # tile 44 (molten lava) { DDDDDDCDDDDDDDDD DDDDDCDKDDDDDDDD DDCCDDKDDDDCCCDD DCJJKDDDDDCKJJKD DCJDKDDDDDCJKDKD DDKKDDDDDDCJDKKD DDDDDDDCDDDKKKDD DDDCDDDDDDDDDDDD DDDDJDCDDDDCDDDD DDDDDDDDDDCJKDDD DDDDDDDDDDDKDDDC DDDDCCDDDDDDDDDD DDDCJJKDDDDDDDDD CDDCJDKDDDDDDJDD DDDDKKDDDDCDDDDD DDDDDDDDDDDKDDDD } # tile 45 (wall of lava) { DDDDDDCDDDDDDDDD DDDDDCHKDDCDDDDD DDCCDAKDHADCHCDD DCHJADAADJAAJHKD DCJAAJAAJAJAADKD DDKKAAAAAAAJKHKD DDAAAAAAAAAAJKDD DHDJAAAAAAAJKADD DCJAJAAAAAAAAKHD DDKAAAAAAAAAKCDD DHDJAAAAAAKAKHDC DDAAKAKAKAAJADDD DCDCAAJAAJKAKCDD CDHAJAKJKAJADJDD DDDDHKDHCDCDHDDD DDDDDDDDDDDKDDDD } # tile 46 (vertical open drawbridge) { EKKAKKKKKKKAKKAE EJKKKKKKKKKKKJAA EEJJJJJJJJJJJAAA EJKKKKKKKKKKKJAA EKKAKKKKKKKAKKAE EJKKKKKKKKKKKJAA EEJJJJJJJJJJKAAA EJKKKKKKKKKKKJAA EKKAKKKKKKKAKKAE EJKKKKKKKKKKKJAA EEJJJJJJJJJJJAAA EJKKKKKKKKKKKJAA EKKAKKKKKKKAKKAE EJKKKKKKKKKKKJAA EEJJJJJJJJJJJAAA EJKKKKKKKKKKKJAA } # tile 47 (horizontal open drawbridge) { EEEEEEEEEEEEEEEE JEJKJEJKJEJKJEJK KJKKKJKKKJKKKJKK KJKAKJKAKJKAKJKA KJKKKJKKKJKKKJKK KJKKKJKKKJKKKJKK KJKKKJKKKJKKKJKK KJKKKJKKKJKKKJKK KJKKKJKKKJKKKJKK KJKKKJKKKJKKKJKK KJKKKJKKKJKKKJKK KJKAKJKAKJKAKJKA KJKKKJKKKKKKKJKK JAJKJAJKJAJKJAJK AAAAAAAAAAAAAAAA AAAEAAAEAAAEAAAE } # tile 48 (vertical closed drawbridge) { ................ ..JKJ.JKJ.JKJ... .JKKKJKKKJKKKJ.. .JKAKJKAKJKAKJA. .JKKKJKKKJKKKJA. .JKKKJKKKJKKKJA. .JKKKJKKKJKKKJA. .JKKKJKKKJKKKJA. .JKKKJKKKJKKKJA. .JKKKJKKKJKKKJA. .JKKKJKKKJKKKJA. .JKAKJKAKJKAKJA. .JKKKJKKKKKKKJA. ..JKJAJKJAJKJAA. ...AAA.AAA.AAA.. ................ } # tile 49 (horizontal closed drawbridge) { ................ ..JJJJJJJJJJJ... .JKKKKKKKKKKKJ.. .KKAKKKKKKKAKKA. .JKKKKKKKKKKKJA. ..JJJJJJJJJJJAA. .JKKKKKKKKKKKJ.. .KKAKKKKKKKAKKA. .JKKKKKKKKKKKJA. ..JJJJJJJJJJKAA. .JKKKKKKKKKKKJ.. .KKAKKKKKKKAKKA. .JKKKKKKKKKKKJA. ..JJJJJJJJJJJAA. ...AAAAAAAAAAA.. ................ } # tile 50 (air) { BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB } # tile 51 (cloud) { BBBBBBBBBBBBBBBB BBBBBNNNNNNNBBBB BBBNNNNNNNNNNBBB BBNNNNNNNNNONNBB BBNNNNNNNNNNNNNB BNNNNNNNNNNNNONB NNNONNNNNNNNONNN NNNNNNNNNNOONNNN NNNNNNNNNNNNNONN NNOONNNNNNNOONNO NNNNNOOOOONNNNOO BONNNNNNNNNNOOOB BBOOONNNNOOOOOOB BBBOOOOOOOOOOBBB BBBBBBOOOOBBBBBB BBBBBBBBBBBBBBBB } # tile 52 (water) { EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE } # tile 53 (arrow trap) { ................ .....DDDDD...... ....DDCACDD..... ...DCCAAACCD.... ...CCAAAAACDA... ..DCCHHAHHCDDA.. ..DCHHNANHHCDA.. ..DCHNNANNHCDA.. ..DCHNNANNHCDA.. ..DCCHAAAHCCDA.. ...CCAAAAACCAA.. ...DCAAAAACDA... ....DAACAADAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 54 (dart trap) { ................ .....DDDDD...... ....DDCACDD..... ...DCCCACCCD.... ...CCCHAHCCDA... ..DCCHAAAHCDD... ..DCHHAAAHHCDA.. ..DCHNAAANHCDA.. ..DCHNNANNHCDA.. ..DCCAAAAACDDA.. ...CCAACAACDAA.. ...DCACACACDA... ....DDCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 55 (falling rock trap) { ................ .....DDDDD...... ....DDAACDD..... ...DCCCCCCCD.... ...CCCAAHCCDA... ..DCCHHHHHCDDA.. ..DCHHAAHHHCDA.. ..DCHHHHHHHCDA.. ..DCHHAAHHHCDA.. ..DCHAHAAHHCDA.. ...CCAAAAHCCAA.. ...DCCAAHCCDA... ....DCCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 56 (squeaky board) { ................ .....DDDDD...... ....DDCCCDD..... ...DCCCCCCCD.... ...CCCHHHCCDA... ..DCCHHNHHCDDA.. ..DAAAAAAAAADA.. ..DAAAAAAAAADA.. ..DAAAAAAAAADA.. ..DAAAAAAAAADA.. ...CCHHNHHCCAA.. ...DCCHHHCCDA... ....DCCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 57 (bear trap) { ................ .....DDDDD...... ....DDCCCDD..... ...DAAPCPAAD.... ...DAHHHHHADA... ..DDAAPNPAACD... ..DCANNNNNACDA.. ..DCAAPNPAACDA.. ..DCANNNNNACDA.. ..DDAHHHHHACDA.. ...DAACHCAADAA.. ...DCAAAAACDA... ....DDAAADDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 58 (land mine) { ................ .....DDDDD...... ....DDCCCDD..... ...DCCCCCCCD.... ...CCCHHHCCDA... ..DCCHHAHHCDDA.. ..DCHHAAAHHCDA.. ..DCAAAAAAACDA.. ..DCAAAAAAACDA.. ..DCHHNNNHHCDA.. ...CCHHNHHCCAA.. ...DCCHHHCCDA... ....DCCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 59 (rolling boulder trap) { ................ .....DDDDD...... ....DDCCCDD..... ...DCCCCCCCD.... ...CCCHHHCCDA... ..DCCAAAAHCDDA.. ..DCAAHAAAHCDA.. ..DCAHAAAAHCDA.. ..DCAAAAAAHCDA.. ..DCAAAAAAHCDA.. ...CCAAAAHCCAA.. ...DCCHHHCCDA... ....DCCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 60 (sleeping gas trap) { ................ .....DDDDD...... ....DDCCCDD..... ...DCCHHHCCD.... ...CAAAAAAACA... ..DCAANNAAACDA.. ..DCHNNAAAHCDA.. ..DCHNAAANHCDA.. ..DCHAAANHHCDA.. ..DCAAAHHHACDA.. ...CAAAAAAACAA.. ...DCCHHHCCDA... ....DDCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 61 (rust trap) { ................ .....DDDDD...... ....DDCCCDD..... ...DCCCCCCCD.... ...CCCHHHCCDA... ..DCCAAAAACDDA.. ..DCAAEEEAACDA.. ..DCAEEEEEACDA.. ..DCAEEEEEACDA.. ..DCAAEEEAACDA.. ...CCAAAAACCAA.. ...DCCHHHCCDA... ....DCCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 62 (fire trap) { ................ .....DDDDD...... ....DDCCCDD..... ...DCCAAACCD.... ...CCAADAACDA... ..DCAADDAAADDA.. ..DCAADDDAACDA.. ..DCADCHCDACDA.. ..DCADHNHDACDA.. ..DCAAHNHAACDA.. ...CCAANAACCAA.. ...DCCAAACCDA... ....DCCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 63 (pit) { AAAAAAAAAAAAAAAA A.AAAAAAAAAAAABA A..AAAAAAAAAABBA A...AAAAAAAABBBA A...A......ABBBA A...A......ABBBA A...A......ABBBA A...A......ABBBA A...A......ABBBA A...A......ABBBA A...A......ABBBA A...AAAAAAAABBBA A...PPPPPPPPPBBA A..PPPPPPPPPPPBA A.PPPPPPPPPPPPPA AAAAAAAAAAAAAAAA } # tile 64 (spiked pit) { AAAAAAAAAAAAAAAA A.AAAAAAAAAAAABA A..AAAAAAAAAABBA A...AAAAAAAABBBA A...A......ABBBA A...A.N.N..ABBBA A...A......ABBBA A...A..N.N.ABBBA A...A......ABBBA A...A.N.N..ABBBA A...A......ABBBA A...AAAAAAAABBBA A...PPPPPPPPPBBA A..PPPPPPPPPPPBA A.PPPPPPPPPPPPPA AAAAAAAAAAAAAAAA } # tile 65 (hole) { ................ ......AAAA...... .....AAAAAAB.... ....AAAAAAABB... ...AAAAAAAAABBB. ...AAAAAAAAAABB. ...AAAAAAAAAABB. ...AAAAAAAAAABB. ...AAAAAAAAAABB. ....AAAAAAAAABB. .....AAAAAAAABB. .....AAAAAAABB.. ......AAAAAB.... ................ ................ ................ } # tile 66 (trap door) { AAAAAAAAAAAAAAAA A.AAAAAAAAAAAABA A..AAAAAAAAAABBA A...AAAAAAAABBBA A...AAAAAAAABBBA A...AAAAAAAABBBA A...AAAAAAAABBBA A...AAAAAAAABBBA A...AAAAAAAABBBA A...AAAAAAAABBBA A...AAAAAAAABBBA A...AAAAAAAABBBA A...PPPPPPPPPBBA A..PPPPPPPPPPPBA A.PPPPPPPPPPPPPA AAAAAAAAAAAAAAAA } # tile 67 (teleportation trap) { ................ .....DDDDD...... ....DDCACDD..... ...DCCAAACCD.... ...DCAAAAACCA... ..DDCHHAHHCCD... ..DCOHAAAHOCDA.. ..DCHOAAAOHCDA.. ..DCHOAAAOHCDA.. ..DDCHHAHHCCDA.. ...DCAAAAACCAA.. ...DCCAAACCDA... ....DDCACDDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 68 (level teleporter) { ................ .....DDADD...... ....DDAAADD..... ...DCAAAAADD.... ...DCCCACCCCA... ..DDCHAAAHCCD... ..DCOAAOAAOCDA.. ..DCHAOOOAHCDA.. ..DCHAAOAAHCDA.. ..DDCHAAAHCCDA.. ...DCCCACCCCAA.. ...DCAAAAACDA... ....DDAAADDAA... .....DDADDAA.... ......AAAAA..... ................ } # tile 69 (magic portal) { ................ .....DDDDD...... ....DDCACDD..... ...DCCAAACCD.... ...DCAAAAACCA... ..DDCHHAHHHAD... ..DDCHOAOAACDA.. ..DDOAAAAAOCDA.. ..DDAAOAOOCCDA.. ..DAHHHAHHCCDA.. ...DCAAAAACCAA.. ...DCCAAACCDA... ....DDCACDDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 70 (web) { OAOA.OA...O....O .O.NNNN.NOA..OOA OON.NO.NA..OOA.. .N..OO.N.NOA.... .N.O...NOA...... ONO.O.NA........ .ONNNNA......... ..O.NA.......... .OA.OA.......... .OONA........... OA.OA........... ..OA............ ..OA............ .OA............. .OA............. OA.............. } # tile 71 (statue trap) { ................ .....DDDDD...... ....DDCAADD..... ...DCCAJJACD.... ...CCAKCJJADA... ..DAAAKKJJADDA.. ..ACKACKJAAADA.. ..AJJCKKJACJAA.. ..DAJCKJJJJJAA.. ..DAJCKJJJAADA.. ...CACKJAACCAA.. ...DACKJACCDA... ....DCCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 72 (magic trap) { ................ .....DDDDD...... ....DDCCCDA..... ...DCCCCCCAD.... ...CCCHHHAADA... ..DCAHHNHAADDA.. ..DCAANNAAACDA.. ..DCAAAAAAACDA.. ..DCAAANNAACDA.. ..DCAANNNHACDA.. ...CAAHNHHCCAA.. ...DACHHHCCDA... ....ACCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 73 (anti-magic field) { ................ ......DDDDD..... .....ADCCCDD.... ....DACCCCCCD... ...ADAAHHHCCC... ..ADDAAHNHHACD.. ..ADCAAANNAACD.. ..ADCAAAAAAACD.. ..ADCAANNAAACD.. ..ADCAHNNNAACD.. ..AACCHHNHAAC... ...ADCCHHHCAD... ...AADCCCCCA.... ....AADDDDD..... .....AAAAA...... ................ } # tile 74 (polymorph trap) { ................ .....DDDDD...... ....DDCCCDD..... ...DCAAAPCCD.... ...CCAAPHCCDA... ..DCCAPAAHCDDA.. ..DCHPNAAHHCDA.. ..DCHNPAPNHCDA.. ..DCHNAANPHCDA.. ..DCHHAAPAHCDA.. ...CCHHPAACCAA.. ...DCCPAAACDA... ....DCCCCCDAA... .....DDDDDAA.... ......AAAAA..... ................ } # tile 75 (vibrating square) { ................ ................ ......H.H....... ...H.H.H.H.H.... ....H.H.H.H..... ...H.H.H.H.H.... ....H.H.H.H..... ...H.H.H.H.H.... ...H.H.H.H.H.... ....H.H.H.H..... ...H.H.H.H.H.... ....H.H.H.H..... ...H.H.H.H.H.... ......H.H....... ................ ................ } # tile 76 (trapped door) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AACCKKKKKKKKJJAA ACKJJJJJJJJJJKJA APJJPKJJKJJJJJJA A.PP.PPPPP.BPPJA A.........BPP.JA A.JJ.JJJJJDAPADA AJJJJKJJJJ.D.DJA APKJPKJJJJJADAJA A.PP.PPPPPPD.DJA A.........D...DA A.JJ.JJJJJJJJJJA AJKJJKJJKJJJNJNA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } # tile 77 (trapped chest) { ................ ................ ................ ...CJKKKCJKKKC.. .CKJKKCKJKKCJJK. .KJKKKKJKKKKJJJ. CJKDKCJKDKCJJJJ. CJKKDCJDKKCJJJJ. CCCCCDHCCCCJJJJ. CJJJHQQHJJJJJJJ. CJKKDHHDKKCJJJJN CJKDKHHKDKCJJJJA CJKKKCJKKKCJJJAA CJCCCCJCCCCJJAA. CKKKKKKKKKKJAA.. .NAAAAAAAAAAA... } # tile 78 (missile zap 1 0) { .......II....... ......IIII...... ......IIII...... .......II....... .......II....... ......IIII...... ......IIII...... .......II....... .......II....... ......IIII...... ......IIII...... .......II....... .......II....... ......IIII...... ......IIII...... .......II....... } # tile 79 (missile zap 1 1) { ................ ................ ................ ................ ................ ................ .II..II..II..II. IIIIIIIIIIIIIIII IIIIIIIIIIIIIIII .II..II..II..II. ................ ................ ................ ................ ................ ................ } # tile 80 (missile zap 1 2) { III............. IIII............ IIII............ .IIII........... ...IIII......... ....IIII........ ....IIII........ .....IIII....... .......IIII..... ........IIII.... ........IIII.... .........IIII... ...........IIII. ............IIII ............IIII .............III } # tile 81 (missile zap 1 3) { .............III ............IIII ............IIII ...........IIII. .........IIII... ........IIII.... ........IIII.... .......IIII..... .....IIII....... ....IIII........ ....IIII........ ...IIII......... .IIII........... IIII............ IIII............ III............. } # tile 82 (fire zap 2 0) { .......CC....... ......CCCC...... ......CCCC...... .......CC....... .......CC....... ......CCCC...... ......CCCC...... .......CC....... .......CC....... ......CCCC...... ......CCCC...... .......CC....... .......CC....... ......CCCC...... ......CCCC...... .......CC....... } # tile 83 (fire zap 2 1) { ................ ................ ................ ................ ................ ................ .CC..CC..CC..CC. CCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC .CC..CC..CC..CC. ................ ................ ................ ................ ................ ................ } # tile 84 (fire zap 2 2) { CCC............. CCCC............ CCCC............ .CCCC........... ...CCCC......... ....CCCC........ ....CCCC........ .....CCCC....... .......CCCC..... ........CCCC.... ........CCCC.... .........CCCC... ...........CCCC. ............CCCC ............CCCC .............CCC } # tile 85 (fire zap 2 3) { .............CCC ............CCCC ............CCCC ...........CCCC. .........CCCC... ........CCCC.... ........CCCC.... .......CCCC..... .....CCCC....... ....CCCC........ ....CCCC........ ...CCCC......... .CCCC........... CCCC............ CCCC............ CCC............. } # tile 86 (frost zap 3 0) { .......NN....... ......NNNN...... ......NNNN...... .......NN....... .......NN....... ......NNNN...... ......NNNN...... .......NN....... .......NN....... ......NNNN...... ......NNNN...... .......NN....... .......NN....... ......NNNN...... ......NNNN...... .......NN....... } # tile 87 (frost zap 3 1) { ................ ................ ................ ................ ................ ................ .NN..NN..NN..NN. NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN .NN..NN..NN..NN. ................ ................ ................ ................ ................ ................ } # tile 88 (frost zap 3 2) { NNN............. NNNN............ NNNN............ .NNNN........... ...NNNN......... ....NNNN........ ....NNNN........ .....NNNN....... .......NNNN..... ........NNNN.... ........NNNN.... .........NNNN... ...........NNNN. ............NNNN ............NNNN .............NNN } # tile 89 (frost zap 3 3) { .............NNN ............NNNN ............NNNN ...........NNNN. .........NNNN... ........NNNN.... ........NNNN.... .......NNNN..... .....NNNN....... ....NNNN........ ....NNNN........ ...NNNN......... .NNNN........... NNNN............ NNNN............ NNN............. } # tile 90 (sleep zap 4 0) { .......BB....... ......BBBB...... ......BBBB...... .......BB....... .......BB....... ......BBBB...... ......BBBB...... .......BB....... .......BB....... ......BBBB...... ......BBBB...... .......BB....... .......BB....... ......BBBB...... ......BBBB...... .......BB....... } # tile 91 (sleep zap 4 1) { ................ ................ ................ ................ ................ ................ .BB..BB..BB..BB. BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB .BB..BB..BB..BB. ................ ................ ................ ................ ................ ................ } # tile 92 (sleep zap 4 2) { BBB............. BBBB............ BBBB............ .BBBB........... ...BBBB......... ....BBBB........ ....BBBB........ .....BBBB....... .......BBBB..... ........BBBB.... ........BBBB.... .........BBBB... ...........BBBB. ............BBBB ............BBBB .............BBB } # tile 93 (sleep zap 4 3) { .............BBB ............BBBB ............BBBB ...........BBBB. .........BBBB... ........BBBB.... ........BBBB.... .......BBBB..... .....BBBB....... ....BBBB........ ....BBBB........ ...BBBB......... .BBBB........... BBBB............ BBBB............ BBB............. } # tile 94 (death zap 5 0) { .......AA....... ......AAAA...... ......AAAA...... .......AA....... .......AA....... ......AAAA...... ......AAAA...... .......AA....... .......AA....... ......AAAA...... ......AAAA...... .......AA....... .......AA....... ......AAAA...... ......AAAA...... .......AA....... } # tile 95 (death zap 5 1) { ................ ................ ................ ................ ................ ................ .AA..AA..AA..AA. AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA .AA..AA..AA..AA. ................ ................ ................ ................ ................ ................ } # tile 96 (death zap 5 2) { AAA............. AAAA............ AAAA............ .AAAA........... ...AAAA......... ....AAAA........ ....AAAA........ .....AAAA....... .......AAAA..... ........AAAA.... ........AAAA.... .........AAAA... ...........AAAA. ............AAAA ............AAAA .............AAA } # tile 97 (death zap 5 3) { .............AAA ............AAAA ............AAAA ...........AAAA. .........AAAA... ........AAAA.... ........AAAA.... .......AAAA..... .....AAAA....... ....AAAA........ ....AAAA........ ...AAAA......... .AAAA........... AAAA............ AAAA............ AAA............. } # tile 98 (lightning zap 6 0) { .......NN....... ......NNNN...... ......NNNN...... .......NN....... .......NN....... ......NNNN...... ......NNNN...... .......NN....... .......NN....... ......NNNN...... ......NNNN...... .......NN....... .......NN....... ......NNNN...... ......NNNN...... .......NN....... } # tile 99 (lightning zap 6 1) { ................ ................ ................ ................ ................ ................ .NN..NN..NN..NN. NNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNN .NN..NN..NN..NN. ................ ................ ................ ................ ................ ................ } # tile 100 (lightning zap 6 2) { NNN............. NNNN............ NNNN............ .NNNN........... ...NNNN......... ....NNNN........ ....NNNN........ .....NNNN....... .......NNNN..... ........NNNN.... ........NNNN.... .........NNNN... ...........NNNN. ............NNNN ............NNNN .............NNN } # tile 101 (lightning zap 6 3) { .............NNN ............NNNN ............NNNN ...........NNNN. .........NNNN... ........NNNN.... ........NNNN.... .......NNNN..... .....NNNN....... ....NNNN........ ....NNNN........ ...NNNN......... .NNNN........... NNNN............ NNNN............ NNN............. } # tile 102 (poison gas zap 7 0) { .......FF....... ......FFFF...... ......FFFF...... .......FF....... .......FF....... ......FFFF...... ......FFFF...... .......FF....... .......FF....... ......FFFF...... ......FFFF...... .......FF....... .......FF....... ......FFFF...... ......FFFF...... .......FF....... } # tile 103 (poison gas zap 7 1) { ................ ................ ................ ................ ................ ................ .FF..FF..FF..FF. FFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFF .FF..FF..FF..FF. ................ ................ ................ ................ ................ ................ } # tile 104 (poison gas zap 7 2) { FFF............. FFFF............ FFFF............ .FFFF........... ...FFFF......... ....FFFF........ ....FFFF........ .....FFFF....... .......FFFF..... ........FFFF.... ........FFFF.... .........FFFF... ...........FFFF. ............FFFF ............FFFF .............FFF } # tile 105 (poison gas zap 7 3) { .............FFF ............FFFF ............FFFF ...........FFFF. .........FFFF... ........FFFF.... ........FFFF.... .......FFFF..... .....FFFF....... ....FFFF........ ....FFFF........ ...FFFF......... .FFFF........... FFFF............ FFFF............ FFF............. } # tile 106 (acid zap 8 0) { .......GG....... ......GGGG...... ......GGGG...... .......GG....... .......GG....... ......GGGG...... ......GGGG...... .......GG....... .......GG....... ......GGGG...... ......GGGG...... .......GG....... .......GG....... ......GGGG...... ......GGGG...... .......GG....... } # tile 107 (acid zap 8 1) { ................ ................ ................ ................ ................ ................ .GG..GG..GG..GG. GGGGGGGGGGGGGGGG GGGGGGGGGGGGGGGG .GG..GG..GG..GG. ................ ................ ................ ................ ................ ................ } # tile 108 (acid zap 8 2) { GGG............. GGGG............ GGGG............ .GGGG........... ...GGGG......... ....GGGG........ ....GGGG........ .....GGGG....... .......GGGG..... ........GGGG.... ........GGGG.... .........GGGG... ...........GGGG. ............GGGG ............GGGG .............GGG } # tile 109 (acid zap 8 3) { .............GGG ............GGGG ............GGGG ...........GGGG. .........GGGG... ........GGGG.... ........GGGG.... .......GGGG..... .....GGGG....... ....GGGG........ ....GGGG........ ...GGGG......... .GGGG........... GGGG............ GGGG............ GGG............. } # tile 110 (dig beam) { ....AAAA........ ..A....AA..AA... .AA.AAA......AA. .AA.A....A..AA.. ..A....A.A.A.AA. .A..AAA.A....AA. .A.AA.....A.AA.. ...AA....AA..... .A.A...A...A.A.. ...A......AA.AA. .A.AAA.AAAA.A.A. .AA..AA.......A. ..A...AA..A..AA. ..AAAAA..AAAAA.. ....AA....AAA... ................ } # tile 111 (flash beam) { ................ .....NNNNNN..... ...NNNNNNNNNN... ..NNNNNNNNNNNN.. ..NNNNNNNNNNNN.. .NNNNNNNNNNNNNN. .NNNNNNNNNNNNNN. .NNNNNNNNNNNNNN. .NNNNNNNNNNNNNN. .NNNNNNNNNNNNNN. .NNNNNNNNNNNNNN. ..NNNNNNNNNNNN.. ..NNNNNNNNNNNN.. ...NNNNNNNNNN... .....NNNNNN..... ................ } # tile 112 (boom left) { ................ ................ ....KK.......... ....KHKA........ .....KHKA....... ......KKKA...... .......KKKA..... ........KDKA.... ........JDKA.... .......JKDJA.... ......JKDJA..... .....JHDJA...... ....JHDJA....... .....KJA........ ................ ................ } # tile 113 (boom right) { ................ ................ .........JK..... ........JDHJ.... .......JDHJA.... ......JDKJA..... .....JDKJA...... .....KDJA....... .....KDKA....... ......KKKA...... .......KKKA..... ........KHKA.... .........KHKA... ..........KKA... ................ ................ } # tile 114 (shield1) { ................ .....I....I..... ....I......I.... ...I........I... ..I...IIII...I.. .I............I. ....I..II..I.... ....I.IIII.I.... ....I.IIII.I.... ....I..II..I.... .I............I. ..I...IIII...I.. ...I........I... ....I......I.... .....I....I..... ................ } # tile 115 (shield2) { ................ .CCCCCCCCCCCCCCC .C.............. .C.CCCCCCCCCCCC. .C.C..........C. .C.C.CCCCCCCC.C. .C.C.C......C.C. .C.C.C.CCCC.C.C. .C.C.C.CC.C.C.C. .C.C.C....C.C.C. .C.C.CCCCCC.C.C. .C.C........C.C. .C.CCCCCCCCCC.C. .C............C. .CCCCCCCCCCCCCC. ................ } # tile 116 (shield3) { .......HH....... .......HH....... ....HH.HH.HH.... ...H...HH...H... ..H.H......H.H.. ..H..H....H..H.. ......H..H...... HHHH...HH...HHHH HHHH...HH...HHHH ......H..H...... ..H..H....H..H.. ..H.H......H.H.. ...H...HH...H... ....HH.HH.HH.... .......HH....... .......HH....... } # tile 117 (shield4) { ................ ......NNNNN..... ........N....... ...NNNN.N.NNN... ...N..N.N.N.N... .N.NNNN.N.N.N... .N......N.NNN.N. .NNNNNNNN.....N. .N.....NNNNNNNN. .N.NNN.N......N. ...N.N.N.NNNN.N. ...N.N.N.N..N... ...NNN.N.NNNN... .......N........ .....NNNNN...... ................ } # tile 118 (poison cloud) { BBBBBBBBBBBBBBBB BBBBBFFFFFFFBBBB BBBFFFFFFFFFFBBB BBFFFFFFFFFGFFBB BBFFFFFFFFFFFFFB BFFFFFFFFFFFFGFB FFFGFFFFFFFFGFFF FFFFFFFFFFGGFFFF FFFFFFFFFFFFFGFF FFGGFFFFFFFGGFFG FFFFFGGGGGFFFFGG BGFFFFFFFFFFGGGB BBGGGFFFFGGGGGGB BBBGGGGGGGGGGBBB BBBBBBGGGGBBBBBB BBBBBBBBBBBBBBBB } # S_goodpos (dollar sign from generic coin tile) # tile 119 (valid position) { ................ ................ ................ ........B....... .......OOO...... ......O.BSS..... ......OSB....... .......OOO...... ........BSO..... ........B.OS.... .......OOO.S.... ........BSS..... ................ ................ ................ ................ } # tile 120 (swallow top left) { AAAAAAADDDDDDAAA AAAAADDDDDDDDDDD AAAADDDDDDDDDDDD AAADDDDDDCCDDDDD AAADDDCCCCCCDDDD AADDDDCCCCCDDDDD AADDDCCCCCDDDDDD AADDDCCCCDDDDD.. AADDDCCCDDDD.... AADDDCCCDDDD.... AADDDDDDDDD..... AAADDDDDDD...... AAADDDDDDD...... AAAADDDDDD...... AAAADDDDDD...... AAAADDDDDD...... } # tile 121 (swallow top center) { AAAAAAAAAAAAAAAA DDAAAAAAAAAAAAAA DDDDAAAAAAAAAADD DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDDDDDDCCCCCCDDD .DDDDDDDDCCCCCDD ...DDDDDDDDDDDDD ....DDDDDDDDDDDD ......DDDDDDDD.. .......DDDD..... ................ ................ ................ ................ } # tile 122 (swallow top right) { AAAAAAAAAAAAAAAA AAADDDDDAAAAAAAA DDDDDDDDDDDAAAAA DDDDDDDDDDDDAAAA DDDDDCCCDDDDDAAA DDDDDCCCCDDDDDAA DDDDDCCCCDDDDDDA DDDDDCCCCCDDDDDD DDDDDDCCCCCDDDDD DDDDDDDCCCCDDDDD ...DDDDDCCCDDDDD ...DDDDDDCCDDDDD ....DDDDDDDDDDDD ....DDDDDDDDDDDD ....DDDDDDDDDDDD ....DDDDDDDDDDDA } # tile 123 (swallow middle left) { AAAADDDDDD...... AAAADDDDDDD..... AAAADDDDDDD..... AAAADDDDDDDD.... AAAADDCCCDDD.... AAADDDDCCDDD.... AADDDDCCCDDD.... AADDDDCCCDDD.... AADDDDCDDDDD.... ADDDDDDDDDD..... ADDDDDDDDD...... DDDDDDDDD....... DDDDDDDD........ DDDDDDD......... DDDDDDD......... DDCCDDD......... } # tile 124 (swallow middle right) { ....DDDDDDDDDDDA ....DDDDDDDDDDDA ....DDDDDDDDDDAA ....DDDDDDDDDDAA ...DDDDDDDDDDDAA ..DDDCCDDDDDDAAA ..DDDCCDDDDDDAAA ..DDDCCDDDDDAAAA ..DDDCCDDDDDAAAA ..DDDDDDDDDDAAAA ...DDDDDDDDDAAAA ...DDDDDDDDDAAAA ....DDDDDDDDDAAA .....DDDDDDDDAAA ......DDDDDDDDAA .......DDDDDDDAA } # tile 125 (swallow bottom left) { DDDCDDD......... DDDCDDD......... ADDCDDD......... ADDDDDDD........ ADDDDDDDDDDDD... AADDDDDDDDDDDDDD AADDDDDDDDDDDDDD AAADDDDDDDDCDDDD AAAAADDDDDDCCCCD AAAAAAADDDDDCCCD AAAAAAAAADDDDCCC AAAAAAAAAADDDDCC AAAAAAAAAAADDDDD AAAAAAAAAAADDDDD AAAAAAAAAAAADDDD AAAAAAAAAAAAAADD } # tile 126 (swallow bottom center) { ................ ................ ................ ................ .............DDD ............DDDD D...........DDDD DD..........DDDC DDD.........DDDC DDDD........DDDC DDDDDD....DDDDDC DDDDDDDDDDDDDDDC DDDDDDDDDDDDDDDC DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDAA } # tile 127 (swallow bottom right) { ......DDDDDDDDAA ......DDDDDDDDDA .....DDDDDDDDDDA ....DDDDDDDDDDDA DDDDDDDDDDDDDDDA DDDDDDDDDDDDDDDA CCCDDDDDDDDDDDAA CCCCDDDDDDDDDDAA CCCDDDDDDDDDDDAA CCDDDDDDDDDDDAAA CCDDDDDDAAAAAAAA CDDDDDAAAAAAAAAA CDDDDAAAAAAAAAAA DDDDAAAAAAAAAAAA DDAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } # tile 128 (explosion dark top left) { ................ ................ .............AAA ......A...AAAAAA .........AAAAAAA .........AAAAAA. ........AAAA...A ...AAA.AAAA...AA .A...AAAAAA.AAAA .....AAAAAA.AAAA ....AAAAAAA.AAAA ........AA..AA.. ....AAAAAAAAAA.. ...AAAA..AAA.... ..AAAA..AAAA.... ..AAA..AAAAA.... } # tile 129 (explosion dark top center) { ................ ................ A........AAAAAA. AAAAAA.AAAAAAAA. AAAAAA.....AAAAA ...AAA.AAAAAAAAA AAAAAA.AAAAAAAAA AAAAAA.AAAAAAAA. AA...........A.. ..AAA.A.....AAAA .A.A.A...A...AAA .PPA...AA.....AA .A.....A....AAAA .....A..A...PAAA ........A.A.APAA .PA...APAAAAAAAA } # tile 130 (explosion dark top right) { ................ ................ ................ ........A...A... AAAAA........... AAAAAA...A..A... AAAAAAA......... ......AAAA...... AAAAA..AAAA..... ..AAAAAAAAAA.... AA.AA....AAA.... AA.AAAAA.AAA.... AAPAA.AAAAAA.A.. AAA.....AAAA.... AA.A..A.AAAA.... A.AA..A.AAAAA... } # tile 131 (explosion dark middle left) { ..AAA.A.AAA..... ..AAA.AAAAA.AP.. ...AA.AA.......A ...AAAAAA....PP. ..AAA.AA..A..PAP .AAA...A....P.AP .AAA.AAA.A..P..P .AAA.AAA...AAAAP .AAA.AAA....PAAA .AAA..AA....PPAA ..AAA..AA...PAAP ...AAA...AP.PPPP ....AAA...P..P.A .....AA.....AAA. ..A.A...AAP...PA ....A.........PA } # tile 132 (explosion dark middle center) { APAAA..PPAPAAAAA .APA..A.AAAPAAA. AAP.PAA..AAAAAA. PAPPPAAA..AAPA.. AAAPPAAAAPAAP..A AAPP.PPPAAAAA..A AAPAAAAAAAAAAA.. APPAAAAAAAAAAA.. AAAAAAAAAAAAPAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAA.AA AAAAAAAAAAA.HH.. } # tile 133 (explosion dark middle right) { ..AAA.A.A.AAAA.. ..AAAAA.A.AAAA.. ..AAAAA.A.AAAA.. P.AAAAA...AAAA.. P.AAPAPAA.AAAA.. P...P..A..AAA... ...AP..AAAAAA... .PAAPAAAAAAAA... AAP...PAAAAA.... ..AA.PPAA.A...A. A...PP.......... .AAAAPPAA...A... ..AA.PP.AAA..... A......AAAAA.... AAA...AAAAAAA... ....PPAAAAAAAA.. } # tile 134 (explosion dark bottom left) { ....A.......A..P ....A.......AA.. .A..AA...P..A.A. ...AAA.A..P..AAP ...AAAA..AAP..A. ...AAAA....P...A ...AAAA..A..A..A ...AAAAA.AAA.... ...AAAAA..AA.... ....AAAAAAAAA... .....AAAAAAAAAAA ...A..AAAAAAAAAA ........AA.AAAAA ...A........AAAA ................ ................ } # tile 135 (explosion dark bottom center) { PPPAAAAAPAAA.A.. AAPPAAPPPPA.A... PPPPPPPPPPA..APP .PPAA.AA.APAA... ..AAAA.A..AAAPAA APPAPAP.A.A.PAA. A..PPAAA.......P AA.......A...... PAPA.AAAAAAAAAAP AA.APAAAA......A AAA.A.PP...AAAAA AAAAAA.A..AAAAAA AAAAAAAAAAAAAAAA AAAA..........AA ................ ................ } # tile 136 (explosion dark bottom right) { ....P..AAAAAAA.. ..A..A.AA.A.AA.. PP..A..AA.A.AA.. ...AAA.AA.A.AA.. .AAAAA.AAA..AA.. ..PAA..AAA.AAA.. .AAA..AAA..AAA.. .A.AA.AAAAAAAA.. AA.AAAAAA.AAAA.. ...AAAAAAAAAAA.. .AAAAAAAA.AAA... AAAAAAAA........ AAAAAA....A..... AAA...A......... ................ ................ } # tile 137 (explosion noxious top left) { ................ ................ .............FFF ......F...FFFFFF .........FFFFFFF .........FFFFFF. ........FFFF...F ...FFF.FFFF...FF .F...FFFFFF.FFFF .....FFFFFF.FFFF ....FFFFFFF.FFFF ........FF..FF.. ....FFFFFFFFFF.. ...FFFF..FFF.... ..FFFF..FFFF.... ..FFF..FFFFF.... } # tile 138 (explosion noxious top center) { ................ ................ F........FFFFFF. FFFFFF.FFFFFFFF. FFFFFF.....FFFFF ...FFF.FFFFFFFFF FFFFFF.FFFFFFFFF FFFFFF.FFFFFFFF. FF...........F.. ..FFF.F.....FFFF .H.F.F...F...FFF .GGF...FF.....FF .H.....F....FFFF .....F..F...GFFF ........F.F.FGFF .GH...HGHHFFFFFF } # tile 139 (explosion noxious top right) { ................ ................ ................ ........F...F... FFFFF........... FFFFFF...F..F... FFFFFFF......... ......FFFF...... FFFFF..FFFF..... ..FFFFFFFFFF.... FF.FF....FFF.... FF.FFFFF.FFF.... FFGFF.FFFFFF.F.. FFF.....FFFF.... FF.F..F.FFFF.... F.FF..F.FFFFF... } # tile 140 (explosion noxious middle left) { ..FFF.F.FFF..... ..FFF.FFFFF.FG.. ...FF.FF.......F ...FFFFFF....GG. ..FFF.FF..F..GFG .FFF...F....G.FG .FFF.FFF.H..G..G .FFF.FFF...FFFFG .FFF.FFF....GFHH .FFF..FF....GGHH ..FFF..FF...GHHG ...FFF...FG.GGGG ....FFF...G..G.H .....FF.....HHF. ..F.F...FHG...GH ....F.........GH } # tile 141 (explosion noxious middle center) { FGHFF..GGFGHFFFF .HGH..F.FFHGFHF. HFG.GHF..HHHFFH. GFGGGHHH..HHGF.. HHHGGHHHHGHHG..F HHGG.GGGHHHHF..F HHGHHHHHHHHHHF.. HGGHHHHHHHHHHH.. HHHHHHNNNNHHGHNH GHHHHHHHNHHHHHNH GHHGHGNNNNHHHHGF GGNHNHNNNNHHHGGF HHHHNHNNNHHHGGGG HGGNGHNNNHHHGGGF HHHHNHNHN.GGG.GF GGGGNHHHGGG.HH.. } # tile 142 (explosion noxious middle right) { ..FFF.F.F.FFFF.. ..FFFFF.F.FFFF.. ..FFFFF.F.FFFF.. G.FFFFF...FFFF.. G.FFGFGFF.FFFF.. G...G.GF..FFF... ...FG..FFFFFF... .GFFFFFFFFFFF... FFG...GFFFFF.... ..FF.GGFF.F...F. F...GG.......... .FFFFGGFF...F... ..HF.GG.FFF..... H......FFFFF.... HFH...FFFFFFF... ....GGFFFFFFFF.. } # tile 143 (explosion noxious bottom left) { ....F.......H..G ....F.......FH.. .F..FF...G..F.H. ...FFF.F..G..FFG ...FFFF..FFG..F. ...FFFF....G...F ...FFFF..F..H..F ...FFFFF.FFF.... ...FFFFF..FF.... ....FFFFFFFFF... .....FFFHFFFFFFF ...F..FFFFFFFFFF ........FF.FFFFF ...F........FFFF ................ ................ } # tile 144 (explosion noxious bottom center) { GGGHHHHHGHHH.H.. HHGGHHGGGGH.F... GGGGGGGGGGF..FGG .GGHF.FF.HGFF... ..HHHH.F..FFHGHF HGGFGFG.H.H.GFF. F..GGFFH.......G HF.......F...... GHGF.FFFFFFFFFFG HF.HGHFFF......F FFF.F.GG...FFFFF FFFFFF.F..FFFFFF FFFFFFFFFFFFFFFF FFFF..........FF ................ ................ } # tile 145 (explosion noxious bottom right) { ....G..FFFFFFF.. ..F..F.FF.F.FF.. GG..F..FF.F.FF.. ...FFF.FF.F.FF.. .FFFFF.FFF..FF.. ..GFF..FFF.FFF.. .FFF..FFF..FFF.. .F.FF.FFFFFFFF.. FF.FFFFFF.FFFF.. ...FFFFFFFFFFF.. .FFFFFFFF.FFF... FFFFFFFF........ FFFFFF....F..... FFF...F......... ................ ................ } # tile 146 (explosion muddy top left) { ................ ................ .............JJJ ......J...JJJJJJ .........JJJJJJJ .........JJJJJJK ........JJJJKKKJ ...JJJ.JJJJKKKJJ .J...JJJJJJKJJJJ .....JJJJJJKJJJJ ....JJJJJJJKJJJJ .......KJJKKJJKK ....JJJJJJJJJJKK ...JJJJKKJJJKKKK ..JJJJKKJJJJKKKK ..JJJKKJJJJJKKKK } # tile 147 (explosion muddy top center) { ................ ................ J........JJJJJJ. JJJJJJKJJJJJJJJ. JJJJJJKKKKKJJJJJ KKKJJJKJJJJJJJJJ JJJJJJKJJJJJJJJJ JJJJJJKJJJJJJJJK JJKKKKKKKKKKKJKK KKJJJKJKKKKKJJJJ KLKJKJKKKJKKKJJJ KCCJKKKJJKKKKKJJ KLKKKKKJKKKKJJJJ KKKKKJKKJKKKCJJJ KKKKKKKKJKJKJCJJ KCLKKKLCLLJJJJJJ } # tile 148 (explosion muddy top right) { ................ ................ ................ ........J...J... JJJJJ........... JJJJJJ...J..J... JJJJJJJ......... KKKKKKJJJJ...... JJJJJKKJJJJ..... KKJJJJJJJJJJ.... JJKJJKKKKJJJ.... JJKJJJJJKJJJ.... JJCJJKJJJJJJ.J.. JJJKKKKKJJJJ.... JJKJKKJKJJJJ.... JKJJKKJKJJJJJ... } # tile 149 (explosion muddy middle left) { ..JJJKJKJJJKKKKK ..JJJKJJJJJKJCKK ...JJKJJKKKKKKKJ ...JJJJJJKKKKCCK ..JJJKJJKKJKKCJC .JJJKKKJKKKKCKJC .JJJKJJJKLKKCKKC .JJJKJJJKKKJJJJC .JJJKJJJKKKKCJLL .JJJKKJJKKKKCCLL ..JJJKKJJKKKCLLC ...JJJKKKJCKCCCC ....JJJKKKCKKCKL .....JJKKKKKLLJK ..J.JKKKJLCKKKCL ....JKKKKKKKKKCL } # tile 150 (explosion muddy middle center) { JCLJJKKCCJCLJJJJ KLCLKKJKJJLCJLJK LJCKCLJKKLLLJJLK CJCCCLLLKKLLCJKK LLLCCLLLLCLLCKKJ LLCCKCCCLLLLJKKJ LLCLLLLLLLLLLJKK LCCLLLLLLLLLLLKK LLLLLLCCCCLLCLCL CLLLLLLLCLLLLLCL CLLCLCCCCCLLLLCJ CCCLCLCCCCLLLCCJ LLLLCLCCCLLLCCCC LCCCCLCCCLLLCCCJ LLLLCLCLCKCCCKCJ CCCCCLLLCCCKLLKK } # tile 151 (explosion muddy middle right) { KKJJJKJKJKJJJJ.. KKJJJJJKJKJJJJ.. KKJJJJJKJKJJJJ.. CKJJJJJKKKJJJJ.. CKJJCJCJJKJJJJ.. CKKKCKKJKKJJJ... KKKJCKKJJJJJJ... KCJJCJJJJJJJJ... JJCKKKCJJJJJ.... KKJJKCCJJKJ...J. JKKKCCKKKK...... KJJJJCCJJK..J... KKLJKCCKJJJ..... LKKKKKKJJJJJ.... LJLKKKJJJJJJJ... KKKKCCJJJJJJJJ.. } # tile 152 (explosion muddy bottom left) { ....JKKKKKKKLKKC ....JKKKKKKKJLKK .J..JJKKKCKKJKLK ...JJJKJKKCKKJJC ...JJJJKKJJCKKJK ...JJJJKKKKCKKKJ ...JJJJKKJKKLKKJ ...JJJJJKJJJKKKK ...JJJJJKKJJKKKK ....JJJJJJJJJKKK .....JJJLJJJJJJJ ...J..JJJJJJJJJJ ........JJ.JJJJJ ...J........JJJJ ................ ................ } # tile 153 (explosion muddy bottom center) { CCCLLLLLCLLLKLKK LLCCLLCCCCLKJKKK CCCCCCCCCCJKKJCC KCCLJKJJKLCJJKKK KKLLLLKJKKJJLCLJ LCCJCJCKLKLKCJJK JKKCCJJLKKKKKKKC LJKKKKKKKJKKKKKK CLCJKJJJJJJJJJJC LJKLCLJJJKKKKKKJ JJJKJKCCKKKJJJJJ JJJJJJKJKKJJJJJJ JJJJJJJJJJJJJJJJ JJJJ..........JJ ................ ................ } # tile 154 (explosion muddy bottom right) { KKKKCKKJJJJJJJ.. KKJKKJKJJKJKJJ.. CCKKJKKJJKJKJJ.. KKKJJJKJJKJKJJ.. KJJJJJKJJJKKJJ.. KKCJJKKJJJKJJJ.. KJJJKKJJJKKJJJ.. KJKJJKJJJJJJJJ.. JJKJJJJJJKJJJJ.. KKKJJJJJJJJJJJ.. KJJJJJJJJ.JJJ... JJJJJJJJ........ JJJJJJ....J..... JJJ...J......... ................ ................ } # tile 155 (explosion wet top left) { ................ ................ .............EEE ......E...EEEEEE .........EEEEEEE .........EEEEEEP ........EEEEPPPE ...EEE.EEEEPPPEE .E...EEEEEEPEEEE .....EEEEEEPEEEE ....EEEEEEEPEEEE .......PEEPPEEPP ....EEEEEEEEEEPP ...EEEEPPEEEPPPP ..EEEEPPEEEEPPPP ..EEEPPEEEEEPPPP } # tile 156 (explosion wet top center) { ................ ................ E........EEEEEE. EEEEEEPEEEEEEEE. EEEEEEPPPPPEEEEE PPPEEEPEEEEEEEEE EEEEEEPEEEEEEEEE EEEEEEPEEEEEEEEP EEPPPPPPPPPPPEPP PPEEEPEPPPPPEEEE PNPEPEPPPEPPPEEE PBBEPPPEEPPPPPEE PNPPPPPEPPPPEEEE PPPPPEPPEPPPBEEE PPPPPPPPEPEPEBEE PBNPPPNBEEEEEEEE } # tile 157 (explosion wet top right) { ................ ................ ................ ........E...E... EEEEE........... EEEEEE...E..E... EEEEEEE......... PPPPPPEEEE...... EEEEEPPEEEE..... PPEEEEEEEEEE.... EEPEEPPPPEEE.... EEPEEEEEPEEE.... EEBEEPEEEEEE.E.. EEEPPPPPEEEE.... EEPEPPEPEEEE.... EPEEPPEPEEEEE... } # tile 158 (explosion wet middle left) { ..EEEPEPEEEPPPPP ..EEEPEEEEEPEBPP ...EEPEEPPPPPPPE ...EEEEEEPPPPBBP ..EEEPEEPPEPPBEB .EEEPPPEPPPPBPEB .EEEPEEEPNPPBPPB .EEEPEEEPPPEEEEB .EEEPEEEPPPPBEEE .EEEPPEEPPPPBBEE ..EEEPPEEPPPBEEB ...EEEPPPEBPBBBB ....EEEPPPBPPBPN .....EEPPPPPNNEP ..E.EPPPENBPPPBE ....EPPPPPPPPPBE } # tile 159 (explosion wet middle center) { EBNEEPPBBEBNEEEE PNBNPPEPEEEBENEP NEBPBEEPPEEEEENP BEBBBEEEPPEEBEPP EEEBBEEEEBEEBPPE EEBBPBBBEEEEEPPE EEBEEEEEEEEEEEPP EBBEEEEEEEEEEEPP EEEEEEEEEEEEBEEE BEEEEEEEEEEEEEEE BEEBEBEEEEEEEEBE BBEEEEEEEEEEEBBE EEEEEEEEEEEEBBBB EBBEBEEEEEEEBBBE EEEEEEEEEPBBBPBE BBBBEEEEBBBPNNPP } # tile 160 (explosion wet middle right) { PPEEEPEPEPEEEE.. PPEEEEEPEPEEEE.. PPEEEEEPEPEEEE.. BPEEEEEPPPEEEE.. BPEEBEBEEPEEEE.. BPPPBPPEPPEEE... PPPEBPPEEEEEE... PBEEBEEEEEEEE... EEBPPPBEEEEE.... PPEEPBBEEPE...E. EPPPBBPPPP...... PEEEEBBEEP..E... PPNEPBBPEEE..... NPPPPPPEEEEE.... NENPPPEEEEEEE... PPPPBBEEEEEEEE.. } # tile 161 (explosion wet bottom left) { ....EPPPPPPPNPPB ....EPPPPPPPENPP .E..EEPPPBPPEPNP ...EEEPEPPBPPEEB ...EEEEPPEEBPPEP ...EEEEPPPPBPPPE ...EEEEPPEPPNPPE ...EEEEEPEEEPPPP ...EEEEEPPEEPPPP ....EEEEEEEEEPPP .....EEENEEEEEEE ...E..EEEEEEEEEE ........EE.EEEEE ...E........EEEE ................ ................ } # tile 162 (explosion wet bottom center) { BBBEEEEEBEEEPEPP EEBBEEBBBBEPEPPP BBBBBBBBBBEPPEBB PBBEEPEEPNBEEPPP PPEEEEPEPPEENBNE NBBEBEBPNPNPBEEP EPPBBEENPPPPPPPB NEPPPPPPPEPPPPPP BNBEPEEEEEEEEEEB NEPNBNEEEPPPPPPE EEEPEPBBPPPEEEEE EEEEEEPEPPEEEEEE EEEEEEEEEEEEEEEE EEEE..........EE ................ ................ } # tile 163 (explosion wet bottom right) { PPPPBPPEEEEEEE.. PPEPPEPEEPEPEE.. BBPPEPPEEPEPEE.. PPPEEEPEEPEPEE.. PEEEEEPEEEPPEE.. PPBEEPPEEEPEEE.. PEEEPPEEEPPEEE.. PEPEEPEEEEEEEE.. EEPEEEEEEPEEEE.. PPPEEEEEEEEEEE.. PEEEEEEEE.EEE... EEEEEEEE........ EEEEEE....E..... EEE...E......... ................ ................ } # tile 164 (explosion magical top left) { ................ ................ .............EEE ......E...EEEEEE .........EEEEEEE .........EEEEEEC ........EEEEIIIE ...EEE.EEEEIIIEE .E...EEEEEEIEEEE .....EEEEEEIEEEE ....EEEEEEEIEEEE .......IEEIIEEII ....EEEEEEEEEEII ...EEEEIIEEEIIII ..EEEEIIEEEEIIII ..EEEIIEEEEEIIII } # tile 165 (explosion magical top center) { ................ ................ E........EEEEEE. EEEEEEIEEEEEEEE. EEEEEEIIIIIEEEEE IIIEEEIEEEEEEEEE EEEEEEIEEEEEEEEE EEEEEEIEEEEEEEEI EEIIIIIIIIIIIEII IIEEEIEIIIIIEEEE IHIEIEIIIEIIIEEE ILLEIIIEEIIIIIEE IHIIIIIEIIIIEEEE IIIIIEIIEIIILEEE IIIIIIIIEIEIELEE ILHIIIHLHHEEEEEE } # tile 166 (explosion magical top right) { ................ ................ ................ ........E...E... EEEEE........... EEEEEE...E..E... EEEEEEE......... IIIIIIEEEE...... EEEEEIIEEEE..... IIEEEEEEEEEE.... EEIEEIIIIEEE.... EEIEEEEEIEEE.... EELEEIEEEEEE.E.. EEEIIIIIEEEE.... EEIEIIEIEEEE.... EIEEIIEIEEEEE... } # tile 167 (explosion magical middle left) { ..EEEIEIEEEIIIII ..EEEIEEEEEIEIII ...EEIEEIIIIIIIE ...EEEEEEIIIIIII ..EEEIEEIIEIIIEI .EEEIIIEIIIIIIEI .EEEIEEEINIIIIII .EEEIEEEIIIEEEEI .EEEIEEEIIIIIENN .EEEIIEEIIIIIINN ..EEEIIEEIIIINNI ...EEEIIIEIIIIII ....EEEIIIIIIIIN .....EEIIIIINNEI ..E.EIIIENIIIIIN ....EIIIIIIIIIIN } # tile 168 (explosion magical middle center) { EINEEIIIIEINEEEE ININIIEIEENIENEI NEIIINEIINNNEENI IEIIINNNIINNIEII NNNIINNNNINNIIIE NNIIIIIINNNNEIIE NNINNNNNNNNNNEII NIINNNNNNNNNNNII NNNNNNNNNNNNINNN INNNNNNNNNNNNNNN INNININNNNNNNNIE IINNNNNNNNNNNIIE NNNNNNNNNNNNIIII NIININNNNNNNIIIE NNNNNNNNNIIIIIIE IIIINNNNIIIINNII } # tile 169 (explosion magical middle right) { IIEEEIEIEIEEEE.. IIEEEEEIEIEEEE.. IIEEEEEIEIEEEE.. IIEEEEEIIIEEEE.. IIEEIEIEEIEEEE.. IIIIIIIEIIEEE... IIIEIIIEEEEEE... IIEEIEEEEEEEE... EEIIIIIEEEEE.... IIEEIIIEEIE...E. EIIIIIIIII...... IEEEEIIEEI..E... IINEIIIIEEE..... NIIIIIIEEEEE.... NENIIIEEEEEEE... IIIIIIEEEEEEEE.. } # tile 170 (explosion magical bottom left) { ....EIIIIIIIHIII ....EIIIIIIIEHII .E..EEIIIIIIEIHI ...EEEIEIIIIIEEI ...EEEEIIEEIIIEI ...EEEEIIIIIIIIE ...EEEEIIEIIHIIE ...EEEEEIEEEIIII ...EEEEEIIEEIIII ....EEEEEEEEEIII .....EEEHEEEEEEE ...E..EEEEEEEEEE ........EE.EEEEE ...E........EEEE ................ ................ } # tile 171 (explosion magical bottom center) { IIINNNNNINNNINII NNIINNIIIINIEIII IIIIIIIIIIEIIEII IIINEIEEINIEEIII IINNNNIEIIEENINE NIIEIEIININIIEEI EIIIIEENIIIIIIII NEIIIIIIIEIIIIII INIEIEEEEEEEEEEI NEININEEEIIIIIIE EEEIEIIIIIIEEEEE EEEEEEIEIIEEEEEE EEEEEEEEEEEEEEEE EEEE..........EE ................ ................ } # tile 172 (explosion magical bottom right) { IIIIIIIEEEEEEE.. IIEIIEIEEIEIEE.. IIIIEIIEEIEIEE.. IIIEEEIEEIEIEE.. IEEEEEIEEEIIEE.. IIIEEIIEEEIEEE.. IEEEIIEEEIIEEE.. IEIEEIEEEEEEEE.. EEIEEEEEEIEEEE.. IIIEEEEEEEEEEE.. IEEEEEEEE.EEE... EEEEEEEE........ EEEEEE....E..... EEE...E......... ................ ................ } # tile 173 (explosion fiery top left) { ................ ................ .............DDD ......D...DDDDDD .........DDDDDDD .........DDDDDDC ........DDDDCCCD ...DDD.DDDDCCCDD .D...DDDDDDCDDDD .....DDDDDDCDDDD ....DDDDDDDCDDDD .......CDDCCDDCC ....DDDDDDDDDDCC ...DDDDCCDDDCCCC ..DDDDCCDDDDCCCC ..DDDCCDDDDDCCCC } # tile 174 (explosion fiery top center) { ................ ................ D........DDDDDD. DDDDDDCDDDDDDDD. DDDDDDCCCCCDDDDD CCCDDDCDDDDDDDDD DDDDDDCDDDDDDDDD DDDDDDCDDDDDDDDC DDCCCCCCCCCCCDCC CCDDDCDCCCCCDDDD CHCDCDCCCDCCCDDD CLLDCCCDDCCCCCDD CHCCCCCDCCCCDDDD CCCCCDCCDCCCLDDD CCCCCCCCDCDCDLDD CLHCCCHLHHDDDDDD } # tile 175 (explosion fiery top right) { ................ ................ ................ ........D...D... DDDDD........... DDDDDD...D..D... DDDDDDD......... CCCCCCDDDD...... DDDDDCCDDDD..... CCDDDDDDDDDD.... DDCDDCCCCDDD.... DDCDDDDDCDDD.... DDLDDCDDDDDD.D.. DDDCCCCCDDDD.... DDCDCCDCDDDD.... DCDDCCDCDDDDD... } # tile 176 (explosion fiery middle left) { ..DDDCDCDDDCCCCC ..DDDCDDDDDCDLCC ...DDCDDCCCCCCCD ...DDDDDDCCCCLLC ..DDDCDDCCDCCLDL .DDDCCCDCCCCLCDL .DDDCDDDCHCCLCCL .DDDCDDDCCCDDDDL .DDDCDDDCCCCLDHH .DDDCCDDCCCCLLHH ..DDDCCDDCCCLHHL ...DDDCCCDLCLLLL ....DDDCCCLCCLCH .....DDCCCCCHHDC ..D.DCCCDHLCCCLH ....DCCCCCCCCCLH } # tile 177 (explosion fiery middle center) { DLHDDCCLLDLHDDDD CHLHCCDCDDHLDHDC HDLCLHDCCHHHDDHC LDLLLHHHCCHHLDCC HHHLLHHHHLHHLCCD HHLLCLLLHHHHDCCD HHLHHHHHHHHHHDCC HLLHHHHHHHHHHHCC HHHHHHNNNNHHLHNH LHHHHHHHNHHHHHNH LHHLHLNNNNHHHHLD LLNHNHNNNNHHHLLD HHHHNHNNNHHHLLLL HLLNLHNNNHHHLLLD HHHHNHNHNCLLLCLD LLLLNHHHLLLCHHCC } # tile 178 (explosion fiery middle right) { CCDDDCDCDCDDDD.. CCDDDDDCDCDDDD.. CCDDDDDCDCDDDD.. LCDDDDDCCCDDDD.. LCDDLDLDDCDDDD.. LCCCLCCDCCDDD... CCCDLCCDDDDDD... CLDDLDDDDDDDD... DDLCCCLDDDDD.... CCDDCLLDDCD...D. DCCCLLCCCC...... CDDDDLLDDC..D... CCHDCLLCDDD..... HCCCCCCDDDDD.... HDHCCCDDDDDDD... CCCCLLDDDDDDDD.. } # tile 179 (explosion fiery bottom left) { ....DCCCCCCCHCCL ....DCCCCCCCDHCC .D..DDCCCLCCDCHC ...DDDCDCCLCCDDL ...DDDDCCDDLCCDC ...DDDDCCCCLCCCD ...DDDDCCDCCHCCD ...DDDDDCDDDCCCC ...DDDDDCCDDCCCC ....DDDDDDDDDCCC .....DDDHDDDDDDD ...D..DDDDDDDDDD ........DD.DDDDD ...D........DDDD ................ ................ } # tile 180 (explosion fiery bottom center) { LLLHHHHHLHHHCHCC HHLLHHLLLLHCDCCC LLLLLLLLLLDCCDLL CLLHDCDDCHLDDCCC CCHHHHCDCCDDHLHD HLLDLDLCHCHCLDDC DCCLLDDHCCCCCCCL HDCCCCCCCDCCCCCC LHLDCDDDDDDDDDDL HDCHLHDDDCCCCCCD DDDCDCLLCCCDDDDD DDDDDDCDCCDDDDDD DDDDDDDDDDDDDDDD DDDD..........DD ................ ................ } # tile 181 (explosion fiery bottom right) { CCCCLCCDDDDDDD.. CCDCCDCDDCDCDD.. LLCCDCCDDCDCDD.. CCCDDDCDDCDCDD.. CDDDDDCDDDCCDD.. CCLDDCCDDDCDDD.. CDDDCCDDDCCDDD.. CDCDDCDDDDDDDD.. DDCDDDDDDCDDDD.. CCCDDDDDDDDDDD.. CDDDDDDDD.DDD... DDDDDDDD........ DDDDDD....D..... DDD...D......... ................ ................ } # tile 182 (explosion frosty top left) { ................ ................ .............EEE .....NE...EEEEEE ..N...N..ENBEEEE .N.N.N...EEEEEEP ....N...EEEEPPPE ...NEN.NEEEPPPEE .EN..ENEEEEPNBEE ...N.EEEEEEPEEEE ....EENBEEEPEEEE .......PEEPPEEPP ....EEEEEEEEEEPP ...EEEEPPEEEPPPP ..EEEEPPNBEEPPPP ..EEEPPEEEEEPPPP } # tile 183 (explosion frosty top center) { ................ ................ E........EEEEEE. ENBEENPEEEENBEE. EEEEEENPNPNEEEEE PPBEEEPENEEEEEEE EEEEEENNNNNEEEEE EEEEEEPENEEENBEP EEPPPPNPNPNPPPPP PPEEENEPPPPNEEEE PNPEPEPPPEPPPEEE PBBEPPPEEPPNBPEE PNPPPPPEPPPPEEEE PPPPPEPPEPPPBEEE PPPPPPPPEPEPEBEE PBNPPPNBNNEEEEEE } # tile 184 (explosion frosty top right) { ................ ................ ................ ........E...E... EEEEE........... EEEEEE...E..N... EEEEEEEN..NN.... PPPPPPENEN...... EEEEEPPENEN.N... PPEEEEEEEEEN.N.. EEPEEPPPPNNE.N.. EEPEEEEENEEE.... EEBEEPEEEEEE.E.. EEEPPPPPEEEE.... EEPEPPEPEEEE.... EPEEPPEPEEEEE... } # tile 185 (explosion frosty middle left) { ..EEEPEPEEEPPPPP ..EEEPEEEEEPEBPP ...EEPEEPPPPPPPE ...ENENEEPPPPBBP ..EEENEEPPEPPBEB .EEENENEPPPPBPEB .EEEPEEEPNPPBPPB .EEEPEEEPPPEEEEB .EEEPEEEPPPPBENN .EEEPPEEPPPPBBNN ..EEEPNEEPPPBNNB ...EENNNPEBPBBBB ....EENPPPBPPBPN .....EEPPPPPNNEP ..E.EPPPENBPPPBN ....EPPPPPPPPPBN } # tile 186 (explosion frosty middle center) { EBNEEPPBBEBNEEEE PNBNPPEPEENBENEP NEBPBNEPPNNNEENP BEBBBNNNPPNNBEPP NNNBBNNNNBNNBPPE NNBBPBBBNNNNEPPE NNBNNNNNNNNNNEPP NBBNNNNNNNNNNNPP NNNNNNNNNNNNBNNN BNNNNNNNNNNNNNNN BNNBNBNNNNNNNNBE BBNNNNNNNNNNNBBE NNNNNNNNNNNNBBBB NBBNBNNNNNNNBBBE NNNNNNNNNPBBBPBE BBBBNNNNBBBPNNPP } # tile 187 (explosion frosty middle right) { PPEEEPEPEPEEEE.. PPEEEEEPEPEEEE.. PPEEEEEPEPEEEE.. BPEEEEEPPPEEEE.. BPEEBEBEEPEEEE.. BPPPBPPEPPEEE... PPPEBPPENEEEN... PBEEBEEEENENE... EEBPPPBNNNNNNN.. PPEEPBBEENEN..E. EPPPBBPPNP..N... PEEEEBBEEP..E... PPNEPBBPEEE..... NPPPPPPEEEEE.... NENPPPEEEEEEE... PPPPBBEEEEEEEE.. } # tile 188 (explosion frosty bottom left) { ....EPPPPPPPNPPB ....EPPPPPPPENPP .E..EEPPPBPPEPNP ...EEEPEPPBPPEEB ...EENEPPEEBPPEP ...NEEENPPPBPPPE ..NENPNPNEPPNPPE ...NNENNPEEEPPPP .N.PEEEPPNEEPPPP ...NNENNEEEEEPPP ..N.NPNENEEEEEEE ...N..ENEEEEEEEE .....N..EE.EEEEE ...E........EEEE ................ ................ } # tile 189 (explosion frosty bottom center) { BBBNNNNNBNNNPNPP NNBBNNBBBBNPEPPP BBBBBBBBBBEPPEBB PBBNEPEEPNBEEPPP PPNNNNPEPPEENBNE NBBEBEBPNPNPBEEP EPPBBEENPPPPPPPB NEPPPPPPPEPPPPPP BNBEPEEEEEEEEEEB NEPNBNEEEPNENPPE EEEPEPBBPPPNEEEE EEEEEEPEPNNNNNEE EEEEEEEEEEENEEEE EEEE......N.N.EE ................ ................ } # tile 190 (explosion frosty bottom right) { PPPPBPPEEEEEEE.. PPEPPEPEEPEPEE.. BBPPEPPEEPEPNEN. PPPEEEPEEPEPEN.. PEEEEEPEEEPPNEN. PPBEEPNENEPEEE.. PEEEPPENEPPEEE.. PEPEENNNNNEEEE.. EEPEEEENEPEEEE.. PPPEEENENEEEEE.. PEEEEEEEE.EEE... EEEEEEEE........ EEEEEE....EN.... EEE...E...N.N... ...........N.... ................ } # tile 191 (warning 0) { ................ ................ .....OOOO....... ....OOOOOO...... ...OOAAAAOO..... ...OOA...OOA.... ....AA...OOA.... ........OOAA.... .......OOAA..... ......OOAA...... ......OOA....... .......AA....... ......OO........ ......OOA....... .......AA....... ................ } # tile 192 (warning 1) { ................ ................ .....OCOC....... ....OCOCOC...... ...OCAAAAOC..... ...COA...COA.... ....AA...OCA.... ........OCAA.... .......OCAA..... ......OCAA...... ......COA....... .......AA....... ......CO........ ......OCA....... .......AA....... ................ } # tile 193 (warning 2) { ................ ................ .....CCCC....... ....CCCCCC...... ...CCAAAACC..... ...CCA...CCA.... ....AA...CCA.... ........CCAA.... .......CCAA..... ......CCAA...... ......CCA....... .......AA....... ......CC........ ......CCA....... .......AA....... ................ } # tile 194 (warning 3) { ................ ................ .....DDDD....... ....DDDDDD...... ...DDAAAADD..... ...DDA...DDA.... ....AA...DDA.... ........DDAA.... .......DDAA..... ......DDAA...... ......DDA....... .......AA....... ......DD........ ......DDA....... .......AA....... ................ } # tile 195 (warning 4) { ................ ................ .....IIII....... ....IIIIII...... ...IIAAAAII..... ...IIA...IIA.... ....AA...IIA.... ........IIAA.... .......IIAA..... ......IIAA...... ......IIA....... .......AA....... ......II........ ......IIA....... .......AA....... ................ } # tile 196 (warning 5) { ................ ................ .....IEIE....... ....IEIEIE...... ...IEAAAAIE..... ...EIA...EIA.... ....AA...IEA.... ........IEAA.... .......IEAA..... ......IEAA...... ......EIA....... .......AA....... ......EI........ ......IEA....... .......AA....... ................ } # tile 197 (unexplored) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } # tile 198 (nothing) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } # tile 199 (mines walls vertical) { AJJKKKACJAAJJJAA AJKKKACLJJAJJJJA AJKKACLCKJJAJJJA AAKACLCKJJJJAAAA AAACLLKKJJJJJJAA AACLLKKKAAJJJJJA ACKKKKKACJAJJJJA AKKKKKACLJJAJJJA AAKKKACLKJJJAJAA AAKKACLKKJJJJJAA AACCCKKAAJJJJJJA ACCKKKACJAJJJJJA ACKKKACLJJAJJJJA AAKKACLCKJJAJJAA AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } # tile 200 (mines walls horizontal) { AJAAAAAAJJAAAJAA JJJAAAJJJJJAAAAJ JJJACJAJJJACCJAJ AAACLJJAJACCLJJA AACLCKJJACCLCKJJ ACKCKKJJJCKCKKJA CJKKKKJJCKCKJJAC KJJKCJJCKKKJJJCK KJKKKJJKJKJJJJKK JJJKCJKKJKJJJCKJ JJJJJJKJKKJJJKKJ JJJJJKJJJJJJJJJJ JJJJJJJJJJJJJJJJ JJJJJJJJJJJJJJJJ JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } # tile 201 (mines walls tlcorn) { AAAAAAKCCKKJAAAA AAAAKKCLCJKJJAAA AAKKKCLCKJJJKKAA AKKKCLCKJJJJJJKA AKKCLLKKJJJJJJJA AKCLLKKKAAJJJJJJ ACKKKKKACJAJJJJJ AKKKKKACLJJAAJJJ AAKKKCLLKJJJAJAJ AAKKCCCKKJJJAJAA AACCKKKAAJJJJJJA ACCKKKACJAJJJJJA ACKKKACLJJAJJJJA AAKKACLCKJJAJJAA AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } # tile 202 (mines walls trcorn) { AAAAAAKCCKKJAAAA AAAAKKCLCJKJJAAA AAKKKCLCKJJJKKAA AKKCCLCKJJJJJJKA KKCCLLKKJJJJJJJA KKCLKKKKAAJJJJJA KCLKKKKACJAJJJJA CKKKKKACLJJAAJJA KAKKKCLLKJJJAJAA AKKKCCCKKJJJAJAA AACCKKKAAJJJJJJA ACCKKKACJAJJJJJA ACKKKACLJJAJJJJA AKKKACLCKJJAJJAA AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } # tile 203 (mines walls blcorn) { AKKKAAKKKKAAJJJA AKKAAKCCCJJJAAJA AKKAALLJJJACCJAA AKAACLJJJACCLJJA AAACCKJJACLLCKJJ AAACLKJJJCKCKKJA AACLKKJJCKCKJJAC AAKKCJJCKKKJJJCK ACKKKJJKJKJJJJKK ACKKCJKKJKJJJCKJ AKKKJJKJKKJJJKKJ ACKJJKJJJJJJJJJJ AKJJJJJJJJJJJJJJ AKJJJJJJJJJJJJJJ AJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } # tile 204 (mines walls brcorn) { AKKAAAKKAAAAJJJA AKAAKKLCKAAAAAJA AAKKCLCJJACCAJJA AKKCLJJJACCCLAJA AKCKKKJACCCLCAAA ACKKKKJACCKCKKAA CJKKKKACCKCKJJAA KJJKCJJCKKKJJJAA KJKKKJJKJKJJJJJA JJJKCJKKJKJJJJJA JJJJJJKJKKJJJJJA JJJJJKJJJJJJJJJA JJJJJJJJJJJJJJJA JJJJJJJJJJJJJJJA JJJJJJJJJJJJJJJA AAAAAAAAAAAAAAAA } # tile 205 (mines walls cross wall) { AAAAAAKCCKKJAAAA AAAAKCCLCJKJJAAA AAKKCCLCKJJJKKAA AKKKCLCKJJJJJJKA KKKCLKKKJJJJJJJA KKCLKKKKAAJJJJJJ KCKLKKKACJAJJJJJ CKKKKKACLJJAAJJJ KAKKKCLLKJJJAJAJ AKKKCCCKKJJJAJAA AACCKKKAAJJJJJJA ACCKKKACJAJJJJJA ACKKKACLJJAJJJJA AKKKACLCKJJAJJAA AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } # tile 206 (mines walls tuwall) { AKKAAAKKKKAAJJJA AKAAKKLCCJJJAAJA AAKKCLCJJJACCJAA AKKCLJJJJACCLJJA AKCLCKJJACCLCKJJ ACKCKKJJJCKCKKJA CJKKKKJJCKCKJJAC KJJKCJJCKKKJJJCK KJKKKJJKJKJJJJKK JJJKCJKKJKJJJCKJ JJJJJJKJKKJJJKKJ JJJJJKJJJJJJJJJJ JJJJJJJJJJJJJJJJ JJJJJJJJJJJJJJJJ JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } # tile 207 (mines walls tdwall) { AAAAAAKCCKKJAAAA AAAAKCCLCJKJJAAA AAKKKCLCKJJJKKAA AKKKCLCKJJJJJJKA KKCCLLKKJJJJJJJA KKCLLKKKAAJJJJJJ KCLLKKKACJAJJJJJ CKLKKKACLJJAAJJJ KAKKKCLLKJJJAJAJ AKKKCCCKKJJJAJAA AACCKKKAAJJJJJJA ACCKKKACJAJJJJJA ACKKKACLJJAJJJJA AKKKACLCKJJAJJAA AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } # tile 208 (mines walls tlwall) { AKKAACKCCKKJAJJA AKACKKKLLJKJJAJA AAKKKCCCKJJJKKAA AKKKCCLKJJJJJJKA AKKCLLKKJJJJJJJA AKCLLKKKAAJJJJJJ ACLKKKKACJAJJJJJ AKKKKKACLJJAAJJJ AAKKKCLLKJJJAJAJ AAKKCCCKKJJJAJAA AACCKKKAAJJJJJJA ACCKKKACJAJJJJJA ACKKKACLJJAJJJJA AAKKACLCKJJAJJAA AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } # tile 209 (mines walls trwall) { AKKAACKCCKKJAJJA AKACKKCLCJKJJAJA AAKKCCLCKJJJKKAA AKKCLLCKJJJJJJKA KKCCLLKKJJJJJJJA KCKLLKKKAAJJJJJA CCKKKKKACJAJJJJA CKKKKKACLJJAAJJA KAKKKCLLKJJJAJAA AKKKCCCKKJJJAJAA AACCKKKAAJJJJJJA ACCKKKACJAJJJJJA ACKKKACLJJAJJJJA AKKKACLCKJJAJJAA AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } # tile 210 (gehennom walls vertical) { ALLDAJ11111JLLDA ADDDAJ1J11JJDDDA ADDDAJ11111JDDDA ADDDAJ11111JDDDA ADDDAJJ1111JDDDA AJAAAJJ1111JJAJA AJJJAJJ1111JJJJA AD11AJJ11J1JD1JA ALLDAJ11111JLLDA ADDDAJ11111JDDDA ADDDAJ11111JDDDA ADDDAJ11111JDDDA ADDDAJJ1J1JJDDDA AJAAAJJ1111JJAJA AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } # tile 211 (gehennom walls horizontal) { AAALDDAAAAALDDAA DDDLDDAJDDDLDDAJ 1DDJJJAJ1DDJJJAJ JJJJJJJJJJJJJJJJ 11JJJ11111JJJ111 11LDD11111LDD111 DDLDDAJDDDLDDAJD DDJJJAJ1DDJJJAJ1 JJJJJJJJJJJJJJJJ 11JD1111JD111JD1 11J11111J1111J11 JJJJJJJJJJJJJJJJ JD1111JD1111JD11 J11111J11111J111 JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } # tile 212 (gehennom walls tlcorn) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ DDDLAJJ111CCDJJJ DDDDDDDDDDDDDJJJ DDD1111111111JJJ DDD1111111111JJJ DD111111111111JJ D11111111111111J JJJJJJJJJJJJJJJJ A11JJJJJJJJJ111J ADDDAAAAAAAADDDA ADDDAJ11111JDDDA ADDDAJ11111JDDDA AJAAAJJ1111JJAJA AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } # tile 213 (gehennom walls trcorn) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ DDDLAJJ111CCDJJJ DDDDDDDDDDDDDJJJ DDD1111111111JJJ DDD1111111111JJJ DD111111111111JJ D11111111111111J JJJJJJJJJJJJJJJJ A11JJJJJJJJJ111J ADDDAAAAAAAADDDA ADDDAJ11111JDDDA ADDDAJ11111JDDDA AJAAAJJ1111JJAJA AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } # tile 214 (gehennom walls blcorn) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ DDDLAJJ111CCDJJJ DDDDDDDDDDDDDJJJ DDD1111111111JJJ DDD1111111111JJJ DD111111111111JJ D11111111111111J JJJJJJJJJJJJJJJJ 11JD1111JD111JD1 11J11111J1111J11 JJJJJJJJJJJJJJJJ JD1111JD1111JD11 J11111J11111J111 JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } # tile 215 (gehennom walls brcorn) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ DDDLAJJ111CCDJJJ DDDDDDDDDDDDDJJJ DDD1111111111JJJ DDD1111111111JJJ DD111111111111JJ D11111111111111J JJJJJJJJJJJJJJJJ 11JD1111JD111JD1 11J11111J1111J11 JJJJJJJJJJJJJJJJ JD1111JD1111JD11 J11111J11111J111 JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } # tile 216 (gehennom walls cross wall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ DDDLAJJ111CCDJJJ DDDDDDDDDDDDDJJJ DDD1111111111JJJ DDD1111111111JJJ DD111111111111JJ D11111111111111J JJJJJJJJJJJJJJJJ A11JJJJJJJJJ111J ADDDAAAAAAAADDDA ADDDAJ11111JDDDA ADDDAJ11111JDDDA AJAAAJJ1111JJAJA AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } # tile 217 (gehennom walls tuwall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ DDDLAJJ111CCDJJJ DDDDDDDDDDDDDJJJ DDD1111111111JJJ DDD1111111111JJJ DD111111111111JJ D11111111111111J JJJJJJJJJJJJJJJJ 11JD1111JD111JD1 11J11111J1111J11 JJJJJJJJJJJJJJJJ JD1111JD1111JD11 J11111J11111J111 JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } # tile 218 (gehennom walls tdwall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ DDDLAJJ111CCDJJJ DDDDDDDDDDDDDJJJ DDD1111111111JJJ DDD1111111111JJJ DD111111111111JJ D11111111111111J JJJJJJJJJJJJJJJJ A11JJJJJJJJJ111J ADDDAAAAAAAADDDA ADDDAJ11111JDDDA ADDDAJ11111JDDDA AJAAAJJ1111JJAJA AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } # tile 219 (gehennom walls tlwall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ DDDLAJJ111CCDJJJ DDDDDDDDDDDDDJJJ DDD1111111111JJJ DDD1111111111JJJ DD111111111111JJ D11111111111111J JJJJJJJJJJJJJJJJ A11JJJJJJJJJ111J ADDDAAAAAAAADDDA ADDDAJ11111JDDDA ADDDAJ11111JDDDA AJAAAJJ1111JJAJA AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } # tile 220 (gehennom walls trwall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ DDDLAJJ111CCDJJJ DDDDDDDDDDDDDJJJ DDD1111111111JJJ DDD1111111111JJJ DD111111111111JJ D11111111111111J JJJJJJJJJJJJJJJJ A11JJJJJJJJJ111J ADDDAAAAAAAADDDA ADDDAJ11111JDDDA ADDDAJ11111JDDDA AJAAAJJ1111JJAJA AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } # tile 221 (knox walls vertical) { AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA AJJJACLCKJJAJJJA AAAAALCKJJJAAAAA AAJAAAKKJJAAAJAA ACJJAAAAAAAACJJA AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } # tile 222 (knox walls horizontal) { AJAAAJAAAJAAAJAA JJJAAAJAJJJAAAJA JJJACJAAJJJACJAA AAACLJJAJJACLJJA AACLCKJJAACLCKJJ AAACKKJAAAACKKJA AJAAAJAAAJAAAJAA KJJACJJAKJJACJJA KJJAKJJAKJJACJJA KJJACJAAKJJAKJAA CJJACJAACJJAKJJA KJAACJJACJJACJJA KJAACJJACJAAKJJA KJJAKJJAKJJACJAA KJJACJJAKJJACJJA AAAAAAAAAAAAAAAA } # tile 223 (knox walls tlcorn) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA AAKKKCLCKJJKKKAA AKKKCLCKKJJJKKKA AKKCCCKKJJJJJKKA AKCCCKKAAJJJJJKA AJJCKKACJAJJJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } # tile 224 (knox walls trcorn) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA AAKKKCLCKJJKKKAA AKKKCLCKKJJJKKKA AKKCCCKKJJJJJKKA AKCCCKKAAJJJJJKA AJJCKKACJAJJJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } # tile 225 (knox walls blcorn) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA AAKKKCLCKJJKKKAA AKKKCLCKKJJJKKKA AKKCCCKKJJJJJKKA AACCCAKJJAJJJAKA AJACAJAJAJAJAJAA KJJACJJAKJJACJJA KJJAKJJAKJJACJJA KJJACJAAKJJAKJAA CJJACJAACJJAKJJA KJAACJJACJJACJJA KJAACJJACJAAKJJA KJJAKJJAKJJACJAA KJJACJJAKJJACJJA AAAAAAAAAAAAAAAA } # tile 226 (knox walls brcorn) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA AAKKKCLCKJJKKKAA AKKKCLCKKJJJKKKA AKKCCCKKJJJJJKKA AACCCAKJJAJJJAKA AJACAJAJAJAJAJAA KJJACJJAKJJACJJA KJJAKJJAKJJACJJA KJJACJAAKJJAKJAA CJJACJAACJJAKJJA KJAACJJACJJACJJA KJAACJJACJAAKJJA KJJAKJJAKJJACJAA KJJACJJAKJJACJJA AAAAAAAAAAAAAAAA } # tile 227 (knox walls cross wall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA AAKKKCLCKJJKKKAA AKKKCLCKKJJJKKKA AKKCCCKKJJJJJKKA AKCCCKKAAJJJJJKA AJJCKKACJAJJJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } # tile 228 (knox walls tuwall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA AAKKKCLCKJJKKKAA AKKKCLCKKJJJKKKA AKKCCCKKJJJJJKKA AACCCAKJJAJJJAKA AJACAJAJAJAJAJAA KJJACJJAKJJACJJA KJJAKJJAKJJACJJA KJJACJAAKJJAKJAA CJJACJAACJJAKJJA KJAACJJACJJACJJA KJAACJJACJAAKJJA KJJAKJJAKJJACJAA KJJACJJAKJJACJJA AAAAAAAAAAAAAAAA } # tile 229 (knox walls tdwall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA AAKKKCLCKJJKKKAA AKKKCLCKKJJJKKKA AKKCCCKKJJJJJKKA AKCCCKKAAJJJJJKA AJJCKKACJAJJJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } # tile 230 (knox walls tlwall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA AAKKKCLCKJJKKKAA AKKKCLCKKJJJKKKA AKKCCCKKJJJJJKKA AKCCCKKAAJJJJJKA AJJCKKACJAJJJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } # tile 231 (knox walls trwall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA AAKKKCLCKJJKKKAA AKKKCLCKKJJJKKKA AKKCCCKKJJJJJKKA AKCCCKKAAJJJJJKA AJJCKKACJAJJJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA AAAAACLCKJJAAAAA AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } # tile 232 (sokoban walls vertical) { ANNBA1EEEEE1NNBA ABBBA1E1EE11BBBA ABBBA1EEEEE1BBBA ABBBA1EEEEE1BBBA ABBBA11EEEE1BBBA A1AAA11EEEE11A1A A111A11EEEE1111A ABEEA11EE1E1BE1A ANNBA1EEEEE1NNBA ABBBA1EEEEE1BBBA ABBBA1EEEEE1BBBA ABBBA1EEEEE1BBBA ABBBA11E1E11BBBA A1AAA11EEEE11A1A A111A11EEEE1111A ABEEA11EEEE1BE1A } # tile 233 (sokoban walls horizontal) { AAANBBAAAAANBBAA BBBNBBA1BBBNBBA1 EBB111A1EBB111A1 1111111111111111 EE111EEEEE111EEE EENBBEEEEENBBEEE BBNBBA1BBBNBBA1B BB111A1EBB111A1E 1111111111111111 EE1BEEEE1BEEE1BE EE1EEEEE1EEEE1EE 1111111111111111 1BEEEE1BEEEE1BEE 1EEEEE1EEEEE1EEE 1111111111111111 AAAAAAAAAAAAAAAA } # tile 234 (sokoban walls tlcorn) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 BBBNA11EEENNB111 BBBBBBBBBBBBB111 BBBEEEEEEEEEE111 BBBEEEEEEEEEE111 BBEEEEEEEEEEEE11 BEEEEEEEEEEEEEE1 1111111111111111 AEE111111111EEE1 ABBBAAAAAAAABBBA ABBBA1EEEEE1BBBA ABBBA1EEEEE1BBBA A1AAA11EEEE11A1A A111A11EEEE1111A ABEEA11EEEE1BE1A } # tile 235 (sokoban walls trcorn) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 BBBNA11EEENNB111 BBBBBBBBBBBBB111 BBBEEEEEEEEEE111 BBBEEEEEEEEEE111 BBEEEEEEEEEEEE11 BEEEEEEEEEEEEEE1 1111111111111111 AEE111111111EEE1 ABBBAAAAAAAABBBA ABBBA1EEEEE1BBBA ABBBA1EEEEE1BBBA A1AAA11EEEE11A1A A111A11EEEE1111A ABEEA11EEEE1BE1A } # tile 236 (sokoban walls blcorn) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 BBBNA11EEENNB111 BBBBBBBBBBBBB111 BBBEEEEEEEEEE111 BBBEEEEEEEEEE111 BBEEEEEEEEEEEE11 BEEEEEEEEEEEEEE1 1111111111111111 EE1BEEEE1BEEE1BE EE1EEEEE1EEEE1EE 1111111111111111 1BEEEE1BEEEE1BEE 1EEEEE1EEEEE1EEE 1111111111111111 AAAAAAAAAAAAAAAA } # tile 237 (sokoban walls brcorn) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 BBBNA11EEENNB111 BBBBBBBBBBBBB111 BBBEEEEEEEEEE111 BBBEEEEEEEEEE111 BBEEEEEEEEEEEE11 BEEEEEEEEEEEEEE1 1111111111111111 EE1BEEEE1BEEE1BE EE1EEEEE1EEEE1EE 1111111111111111 1BEEEE1BEEEE1BEE 1EEEEE1EEEEE1EEE 1111111111111111 AAAAAAAAAAAAAAAA } # tile 238 (sokoban walls cross wall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 BBBNA11EEENNB111 BBBBBBBBBBBBB111 BBBEEEEEEEEEE111 BBBEEEEEEEEEE111 BBEEEEEEEEEEEE11 BEEEEEEEEEEEEEE1 1111111111111111 AEE111111111EEE1 ABBBAAAAAAAABBBA ABBBA1EEEEE1BBBA ABBBA1EEEEE1BBBA A1AAA11EEEE11A1A A111A11EEEE1111A ABEEA11EEEE1BE1A } # tile 239 (sokoban walls tuwall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 BBBNA11EEENNB111 BBBBBBBBBBBBB111 BBBEEEEEEEEEE111 BBBEEEEEEEEEE111 BBEEEEEEEEEEEE11 BEEEEEEEEEEEEEE1 1111111111111111 EE1BEEEE1BEEE1BE EE1EEEEE1EEEE1EE 1111111111111111 1BEEEE1BEEEE1BEE 1EEEEE1EEEEE1EEE 1111111111111111 AAAAAAAAAAAAAAAA } # tile 240 (sokoban walls tdwall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 BBBNA11EEENNB111 BBBBBBBBBBBBB111 BBBEEEEEEEEEE111 BBBEEEEEEEEEE111 BBEEEEEEEEEEEE11 BEEEEEEEEEEEEEE1 1111111111111111 AEE111111111EEE1 ABBBAAAAAAAABBBA ABBBA1EEEEE1BBBA ABBBA1EEEEE1BBBA A1AAA11EEEE11A1A A111A11EEEE1111A ABEEA11EEEE1BE1A } # tile 241 (sokoban walls tlwall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 BBBNA11EEENNB111 BBBBBBBBBBBBB111 BBBEEEEEEEEEE111 BBBEEEEEEEEEE111 BBEEEEEEEEEEEE11 BEEEEEEEEEEEEEE1 1111111111111111 AEE111111111EEE1 ABBBAAAAAAAABBBA ABBBA1EEEEE1BBBA ABBBA1EEEEE1BBBA A1AAA11EEEE11A1A A111A11EEEE1111A ABEEA11EEEE1BE1A } # tile 242 (sokoban walls trwall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 BBBNA11EEENNB111 BBBBBBBBBBBBB111 BBBEEEEEEEEEE111 BBBEEEEEEEEEE111 BBEEEEEEEEEEEE11 BEEEEEEEEEEEEEE1 1111111111111111 AEE111111111EEE1 ABBBAAAAAAAABBBA ABBBA1EEEEE1BBBA ABBBA1EEEEE1BBBA A1AAA11EEEE11A1A A111A11EEEE1111A ABEEA11EEEE1BE1A }