Files
nethack/win/share/other.txt
nhmall 2baadd6a29 header files sym.h and defsym.h
There were multiple symbol-related lists that had to be kept
in sync in various places.

Consolidate some of that into a single new file
    defsym.h
with a set of morphing macros that can be custom-called from
the various places that use the sym info without maintaining
multiple occurrences. Most maintenance can be done there.

Rename monsym.h to sym.h since it looks after some
symbols not related to monsters now too.

The defsym.h header file is included in multiple places to
produce different code depending on its use and the controlling
macro definitions in place prior to including it.

Its purpose is to have a definitive source for
pchar, objclass and mon symbol maintenance.

The controlling macros used to morph the resulting code are
used in these places:
  - in include/sym.h for enums of some S_ symbol values
    (define PCHAR_ENUM, MONSYMS_ENUM prior to #include defsym.h)
  - in include/objclass.h for enums of some S_ symbol values
    (define OBJCLASS_ENUM prior to #include defsym.h)
  - in src/symbols.c for parsing S_ entries in config files
    (define PCHAR_PARSE, MONSYMS_PARSE, OBJCLASS_PARSE prior
    to #include defsym.h)
  - in src/drawing.c for initializing some data structures/arrays
    (define PCHAR_DRAWING, MONSYMS_DRAWING, OBJCLASS_DRAWING prior
    to #include defsym.h)
  - in win/share/tilemap.c for processing a tile file
    (define PCHAR_TILES prior to #include defsym.h).
2021-08-10 13:35:25 -04:00

4552 lines
78 KiB
Plaintext

. = (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 (vertical wall)
{
ANNOA1PPPPP1NNOA
AOOOA1P1PP11OOOA
AOOOA1PPPPP1OOOA
AOOOA1PPPPP1OOOA
AOOOA11PPPP1OOOA
A1AAA11PPPP11A1A
A111A11PPPP1111A
AOPPA11PP1P1OP1A
ANNOA1PPPPP1NNOA
AOOOA1PPPPP1OOOA
AOOOA1PPPPP1OOOA
AOOOA1PPPPP1OOOA
AOOOA11P1P11OOOA
A1AAA11PPPP11A1A
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 2 (horizontal wall)
{
AAANOOAAAAANOOAA
OOONOOA1OOONOOA1
POO111A1POO111A1
1111111111111111
PP111PPPPP111PPP
PPNOOPPPPPNOOPPP
OONOOA1OOONOOA1O
OO111A1POO111A1P
1111111111111111
PP1OPPPP1OPPP1OP
PP1PPPPP1PPPP1PP
1111111111111111
1OPPPP1OPPPP1OPP
1PPPPP1PPPPP1PPP
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 3 (top left corner wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
OOONA11PPPBBO111
OOOOOOOOOOOOO111
OOOPPPPPPPPPP111
OOOPPPPPPPPPP111
OOPPPPPPPPPPPP11
OPPPPPPPPPPPPPP1
1111111111111111
APP111111111PPP1
AOOOAAAAAAAAOOOA
AOOOA1PPPPP1OOOA
AOOOA1PPPPP1OOOA
A1AAA11PPPP11A1A
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 4 (top right corner wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
OOONA11PPPBBO111
OOOOOOOOOOOOO111
OOOPPPPPPPPPP111
OOOPPPPPPPPPP111
OOPPPPPPPPPPPP11
OPPPPPPPPPPPPPP1
1111111111111111
APP111111111PPP1
AOOOAAAAAAAAOOOA
AOOOA1PPPPP1OOOA
AOOOA1PPPPP1OOOA
A1AAA11PPPP11A1A
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 5 (bottom left corner wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
OOONA11PPPBBO111
OOOOOOOOOOOOO111
OOOPPPPPPPPPP111
OOOPPPPPPPPPP111
OOPPPPPPPPPPPP11
OPPPPPPPPPPPPPP1
1111111111111111
PP1OPPPP1OPPP1OP
PP1PPPPP1PPPP1PP
1111111111111111
1OPPPP1OPPPP1OPP
1PPPPP1PPPPP1PPP
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 6 (bottom right corner wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
OOONA11PPPBBO111
OOOOOOOOOOOOO111
OOOPPPPPPPPPP111
OOOPPPPPPPPPP111
OOPPPPPPPPPPPP11
OPPPPPPPPPPPPPP1
1111111111111111
PP1OPPPP1OPPP1OP
PP1PPPPP1PPPP1PP
1111111111111111
1OPPPP1OPPPP1OPP
1PPPPP1PPPPP1PPP
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 7 (cross wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
OOONA11PPPBBO111
OOOOOOOOOOOOO111
OOOPPPPPPPPPP111
OOOPPPPPPPPPP111
OOPPPPPPPPPPPP11
OPPPPPPPPPPPPPP1
1111111111111111
APP111111111PPP1
AOOOAAAAAAAAOOOA
AOOOA1PPPPP1OOOA
AOOOA1PPPPP1OOOA
A1AAA11PPPP11A1A
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 8 (tuwall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
OOONA11PPPBBO111
OOOOOOOOOOOOO111
OOOPPPPPPPPPP111
OOOPPPPPPPPPP111
OOPPPPPPPPPPPP11
OPPPPPPPPPPPPPP1
1111111111111111
PP1OPPPP1OPPP1OP
PP1PPPPP1PPPP1PP
1111111111111111
1OPPPP1OPPPP1OPP
1PPPPP1PPPPP1PPP
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 9 (tdwall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
OOONA11PPPBBO111
OOOOOOOOOOOOO111
OOOPPPPPPPPPP111
OOOPPPPPPPPPP111
OOPPPPPPPPPPPP11
OPPPPPPPPPPPPPP1
1111111111111111
APP111111111PPP1
AOOOAAAAAAAAOOOA
AOOOA1PPPPP1OOOA
AOOOA1PPPPP1OOOA
A1AAA11PPPP11A1A
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 10 (tlwall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
OOONA11PPPBBO111
OOOOOOOOOOOOO111
OOOPPPPPPPPPP111
OOOPPPPPPPPPP111
OOPPPPPPPPPPPP11
OPPPPPPPPPPPPPP1
1111111111111111
APP111111111PPP1
AOOOAAAAAAAAOOOA
AOOOA1PPPPP1OOOA
AOOOA1PPPPP1OOOA
A1AAA11PPPP11A1A
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 11 (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 (corridor)
{
................
................
................
................
................
................
.......PP.......
......P..P......
......P..P......
.......PP.......
................
................
................
................
................
................
}
# tile 22 (lit corridor)
{
................
................
................
................
................
................
.......PP.......
......PPPP......
......PPPP......
.......PP.......
................
................
................
................
................
................
}
# tile 23 (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 24 (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 25 (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 26 (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 27 (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 28 (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 29 (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 30 (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 31 (altar)
{
................
................
................
................
................
................
................
................
................
...PDPDPDPDP....
..PPPDPDDDPPP...
...BBPPPDPP.AA..
...BPPPPPP..A...
..PP.......PP...
...AAAAAAAAAAA..
................
}
# tile 32 (grave)
{
................
................
.....ONOPP......
...ONPPPPPP.....
..OPPPPPPPPP....
.OPPPPPPPPPPP...
.OPAAPPAPAAPP...
.OPAPAPAPAPAPAA.
.OPAAPPAPAAPPAAA
.OPAPAPAPAPPPAAA
.OPAPAPAPAPPPAAA
.OPPPPPPPPPPPAAA
.OPPPPPPPFPPPAA.
.OPPF..PPF.PPA..
FFFFFFFFFFFFFFF.
................
}
# tile 33 (throne)
{
................
.....HHHHH......
....HCCCDDH.....
....HCCEDDH.....
....HCEEEDH.....
....HCCEDDH.....
....HCCEDDH..AA.
.....HCDDHAAAAA.
..CCOHCDDHOCCAAA
.HHHDHHHHHCHHHAA
.H.HODDDCCOHAHAA
...HHHHHHHHHAAA.
...HALAAALAHAA..
..HA.AAAAAAAH...
................
................
}
# tile 34 (sink)
{
................
................
................
....P....P......
..NPPPPPPPPN....
.NO.P.PP.P.ON...
.NOB..PP..BON...
.NOBBBPPBBBONAA.
.NOBBBBBBBBONAAA
.NOOOOOOOOOONAAA
..NNNNNNNNNNAAAA
.....OOOOAAAAAAA
.....OOOOAAAAA..
....OOOOOOA.....
................
................
}
# tile 35 (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 36 (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 37 (ice)
{
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNN..NNNNNNN
NNNNNN.NN.NNNNNN
NNNNNN.NN.NNNNNN
NNNNNNN..NNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
}
# tile 38 (molten lava)
{
DDDDDDCDDDDDDDDD
DDDDDCDKDDDDDDDD
DDCCDDKDDDDCCCDD
DCJJKDDDDDCKJJKD
DCJDKDDDDDCJKDKD
DDKKDDDDDDCJDKKD
DDDDDDDCDDDKKKDD
DDDCDDDDDDDDDDDD
DDDDJDCDDDDCDDDD
DDDDDDDDDDCJKDDD
DDDDDDDDDDDKDDDC
DDDDCCDDDDDDDDDD
DDDCJJKDDDDDDDDD
CDDCJDKDDDDDDJDD
DDDDKKDDDDCDDDDD
DDDDDDDDDDDKDDDD
}
# tile 39 (vertical open drawbridge)
{
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
EEJJJJJJJJJJJAAA
EJKKKKKKKKKKKJAA
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
EEJJJJJJJJJJKAAA
EJKKKKKKKKKKKJAA
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
EEJJJJJJJJJJJAAA
EJKKKKKKKKKKKJAA
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
EEJJJJJJJJJJJAAA
EJKKKKKKKKKKKJAA
}
# tile 40 (horizontal open drawbridge)
{
EEEEEEEEEEEEEEEE
JEJKJEJKJEJKJEJK
KJKKKJKKKJKKKJKK
KJKAKJKAKJKAKJKA
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKAKJKAKJKAKJKA
KJKKKJKKKKKKKJKK
JAJKJAJKJAJKJAJK
AAAAAAAAAAAAAAAA
AAAEAAAEAAAEAAAE
}
# tile 41 (vertical closed drawbridge)
{
................
..JKJ.JKJ.JKJ...
.JKKKJKKKJKKKJ..
.JKAKJKAKJKAKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKAKJKAKJKAKJA.
.JKKKJKKKKKKKJA.
..JKJAJKJAJKJAA.
...AAA.AAA.AAA..
................
}
# tile 42 (horizontal closed drawbridge)
{
................
..JJJJJJJJJJJ...
.JKKKKKKKKKKKJ..
.KKAKKKKKKKAKKA.
.JKKKKKKKKKKKJA.
..JJJJJJJJJJJAA.
.JKKKKKKKKKKKJ..
.KKAKKKKKKKAKKA.
.JKKKKKKKKKKKJA.
..JJJJJJJJJJKAA.
.JKKKKKKKKKKKJ..
.KKAKKKKKKKAKKA.
.JKKKKKKKKKKKJA.
..JJJJJJJJJJJAA.
...AAAAAAAAAAA..
................
}
# tile 43 (air)
{
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
}
# tile 44 (cloud)
{
BBBBBBBBBBBBBBBB
BBBBBNNNNNNNBBBB
BBBNNNNNNNNNNBBB
BBNNNNNNNNNONNBB
BBNNNNNNNNNNNNNB
BNNNNNNNNNNNNONB
NNNONNNNNNNNONNN
NNNNNNNNNNOONNNN
NNNNNNNNNNNNNONN
NNOONNNNNNNOONNO
NNNNNOOOOONNNNOO
BONNNNNNNNNNOOOB
BBOOONNNNOOOOOOB
BBBOOOOOOOOOOBBB
BBBBBBOOOOBBBBBB
BBBBBBBBBBBBBBBB
}
# tile 45 (water)
{
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
}
# tile 46 (arrow trap)
{
................
.....DDDDD......
....DDCACDD.....
...DCCAAACCD....
...CCAAAAACDA...
..DCCHHAHHCDDA..
..DCHHNANHHCDA..
..DCHNNANNHCDA..
..DCHNNANNHCDA..
..DCCHAAAHCCDA..
...CCAAAAACCAA..
...DCAAAAACDA...
....DAACAADAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 47 (dart trap)
{
................
.....DDDDD......
....DDCACDD.....
...DCCCACCCD....
...CCCHAHCCDA...
..DCCHAAAHCDD...
..DCHHAAAHHCDA..
..DCHNAAANHCDA..
..DCHNNANNHCDA..
..DCCAAAAACDDA..
...CCAACAACDAA..
...DCACACACDA...
....DDCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 48 (falling rock trap)
{
................
.....DDDDD......
....DDAACDD.....
...DCCCCCCCD....
...CCCAAHCCDA...
..DCCHHHHHCDDA..
..DCHHAAHHHCDA..
..DCHHHHHHHCDA..
..DCHHAAHHHCDA..
..DCHAHAAHHCDA..
...CCAAAAHCCAA..
...DCCAAHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 49 (squeaky board)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCCCCCCD....
...CCCHHHCCDA...
..DCCHHNHHCDDA..
..DAAAAAAAAADA..
..DAAAAAAAAADA..
..DAAAAAAAAADA..
..DAAAAAAAAADA..
...CCHHNHHCCAA..
...DCCHHHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 50 (bear trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DAAPCPAAD....
...DAHHHHHADA...
..DDAAPNPAACD...
..DCANNNNNACDA..
..DCAAPNPAACDA..
..DCANNNNNACDA..
..DDAHHHHHACDA..
...DAACHCAADAA..
...DCAAAAACDA...
....DDAAADDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 51 (land mine)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCCCCCCD....
...CCCHHHCCDA...
..DCCHHAHHCDDA..
..DCHHAAAHHCDA..
..DCAAAAAAACDA..
..DCAAAAAAACDA..
..DCHHNNNHHCDA..
...CCHHNHHCCAA..
...DCCHHHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 52 (rolling boulder trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCCCCCCD....
...CCCHHHCCDA...
..DCCAAAAHCDDA..
..DCAAHAAAHCDA..
..DCAHAAAAHCDA..
..DCAAAAAAHCDA..
..DCAAAAAAHCDA..
...CCAAAAHCCAA..
...DCCHHHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 53 (sleeping gas trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCHHHCCD....
...CAAAAAAACA...
..DCAANNAAACDA..
..DCHNNAAAHCDA..
..DCHNAAANHCDA..
..DCHAAANHHCDA..
..DCAAAHHHACDA..
...CAAAAAAACAA..
...DCCHHHCCDA...
....DDCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 54 (rust trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCCCCCCD....
...CCCHHHCCDA...
..DCCAAAAACDDA..
..DCAAEEEAACDA..
..DCAEEEEEACDA..
..DCAEEEEEACDA..
..DCAAEEEAACDA..
...CCAAAAACCAA..
...DCCHHHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 55 (fire trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCAAACCD....
...CCAADAACDA...
..DCAADDAAADDA..
..DCAADDDAACDA..
..DCADCHCDACDA..
..DCADHNHDACDA..
..DCAAHNHAACDA..
...CCAANAACCAA..
...DCCAAACCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 56 (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 57 (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 58 (hole)
{
................
......AAAA......
.....AAAAAAB....
....AAAAAAABB...
...AAAAAAAAABBB.
...AAAAAAAAAABB.
...AAAAAAAAAABB.
...AAAAAAAAAABB.
...AAAAAAAAAABB.
....AAAAAAAAABB.
.....AAAAAAAABB.
.....AAAAAAABB..
......AAAAAB....
................
................
................
}
# tile 59 (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 60 (teleportation trap)
{
................
.....DDDDD......
....DDCACDD.....
...DCCAAACCD....
...DCAAAAACCA...
..DDCHHAHHCCD...
..DCOHAAAHOCDA..
..DCHOAAAOHCDA..
..DCHOAAAOHCDA..
..DDCHHAHHCCDA..
...DCAAAAACCAA..
...DCCAAACCDA...
....DDCACDDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 61 (level teleporter)
{
................
.....DDADD......
....DDAAADD.....
...DCAAAAADD....
...DCCCACCCCA...
..DDCHAAAHCCD...
..DCOAAOAAOCDA..
..DCHAOOOAHCDA..
..DCHAAOAAHCDA..
..DDCHAAAHCCDA..
...DCCCACCCCAA..
...DCAAAAACDA...
....DDAAADDAA...
.....DDADDAA....
......AAAAA.....
................
}
# tile 62 (magic portal)
{
................
.....DDDDD......
....DDCACDD.....
...DCCAAACCD....
...DCAAAAACCA...
..DDCHHAHHHAD...
..DDCHOAOAACDA..
..DDOAAAAAOCDA..
..DDAAOAOOCCDA..
..DAHHHAHHCCDA..
...DCAAAAACCAA..
...DCCAAACCDA...
....DDCACDDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 63 (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 64 (statue trap)
{
................
.....DDDDD......
....DDCAADD.....
...DCCAJJACD....
...CCAKCJJADA...
..DAAAKKJJADDA..
..ACKACKJAAADA..
..AJJCKKJACJAA..
..DAJCKJJJJJAA..
..DAJCKJJJAADA..
...CACKJAACCAA..
...DACKJACCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 65 (magic trap)
{
................
.....DDDDD......
....DDCCCDA.....
...DCCCCCCAD....
...CCCHHHAADA...
..DCAHHNHAADDA..
..DCAANNAAACDA..
..DCAAAAAAACDA..
..DCAAANNAACDA..
..DCAANNNHACDA..
...CAAHNHHCCAA..
...DACHHHCCDA...
....ACCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 66 (anti-magic field)
{
................
......DDDDD.....
.....ADCCCDD....
....DACCCCCCD...
...ADAAHHHCCC...
..ADDAAHNHHACD..
..ADCAAANNAACD..
..ADCAAAAAAACD..
..ADCAANNAAACD..
..ADCAHNNNAACD..
..AACCHHNHAAC...
...ADCCHHHCAD...
...AADCCCCCA....
....AADDDDD.....
.....AAAAA......
................
}
# tile 67 (polymorph trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCAAAPCCD....
...CCAAPHCCDA...
..DCCAPAAHCDDA..
..DCHPNAAHHCDA..
..DCHNPAPNHCDA..
..DCHNAANPHCDA..
..DCHHAAPAHCDA..
...CCHHPAACCAA..
...DCCPAAACDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 68 (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 69 (vertical beam)
{
.......NN.......
......NN........
.....NN.........
......NN........
.......NN.......
........NN......
.........NN.....
........NN......
.......NN.......
......NN........
.....NN.........
......NN........
.......NN.......
........NN......
.........NN.....
........NN......
}
# tile 70 (horizontal beam)
{
................
................
................
................
................
..N.......N.....
.NNN.....NNN....
NN.NN...NN.NN...
N...NN.NN...NN.N
.....NNN.....NNN
......N.......N.
................
................
................
................
................
}
# tile 71 (left slant beam)
{
NNNNN...........
....N...........
....N...........
....N...........
....N...........
....N...........
....N...........
....N...........
....NNNNNNNNN...
............N...
............N...
............N...
............N...
............N...
............N...
............NNNN
}
# tile 72 (right slant beam)
{
............NNNN
............N...
............N...
............N...
............N...
............N...
............N...
....NNNNNNNNN...
....N...........
....N...........
....N...........
....N...........
....N...........
....N...........
....N...........
NNNNN...........
}
# tile 73 (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 74 (flash beam)
{
................
.....NNNNNN.....
...NNNNNNNNNN...
..NNNNNNNNNNNN..
..NNNNNNNNNNNN..
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
..NNNNNNNNNNNN..
..NNNNNNNNNNNN..
...NNNNNNNNNN...
.....NNNNNN.....
................
}
# tile 75 (boom left)
{
................
................
....KK..........
....KHKA........
.....KHKA.......
......KKKA......
.......KKKA.....
........KDKA....
........JDKA....
.......JKDJA....
......JKDJA.....
.....JHDJA......
....JHDJA.......
.....KJA........
................
................
}
# tile 76 (boom right)
{
................
................
.........JK.....
........JDHJ....
.......JDHJA....
......JDKJA.....
.....JDKJA......
.....KDJA.......
.....KDKA.......
......KKKA......
.......KKKA.....
........KHKA....
.........KHKA...
..........KKA...
................
................
}
# tile 77 (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 78 (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 79 (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 80 (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 81 (poison cloud)
{
BBBBBBBBBBBBBBBB
BBBBBFFFFFFFBBBB
BBBFFFFFFFFFFBBB
BBFFFFFFFFFGFFBB
BBFFFFFFFFFFFFFB
BFFFFFFFFFFFFGFB
FFFGFFFFFFFFGFFF
FFFFFFFFFFGGFFFF
FFFFFFFFFFFFFGFF
FFGGFFFFFFFGGFFG
FFFFFGGGGGFFFFGG
BGFFFFFFFFFFGGGB
BBGGGFFFFGGGGGGB
BBBGGGGGGGGGGBBB
BBBBBBGGGGBBBBBB
BBBBBBBBBBBBBBBB
}
# tile 82 (valid position)
{
................
................
.....GGGG.......
....GGGGGG......
...GGFFFFGG.....
...GGF...GGF....
....FF...GGF....
........GGFF....
.......GGFF.....
......GGFF......
......GGF.......
.......FF.......
......GG........
......GGF.......
.......FF.......
................
}
# tile 83 (swallow top left)
{
AAAAAAADDDDDDAAA
AAAAADDDDDDDDDDD
AAAADDDDDDDDDDDD
AAADDDDDDCCDDDDD
AAADDDCCCCCCDDDD
AADDDDCCCCCDDDDD
AADDDCCCCCDDDDDD
AADDDCCCCDDDDD..
AADDDCCCDDDD....
AADDDCCCDDDD....
AADDDDDDDDD.....
AAADDDDDDD......
AAADDDDDDD......
AAAADDDDDD......
AAAADDDDDD......
AAAADDDDDD......
}
# tile 84 (swallow top center)
{
AAAAAAAAAAAAAAAA
DDAAAAAAAAAAAAAA
DDDDAAAAAAAAAADD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDCCCCCCDDD
.DDDDDDDDCCCCCDD
...DDDDDDDDDDDDD
....DDDDDDDDDDDD
......DDDDDDDD..
.......DDDD.....
................
................
................
................
}
# tile 85 (swallow top right)
{
AAAAAAAAAAAAAAAA
AAADDDDDAAAAAAAA
DDDDDDDDDDDAAAAA
DDDDDDDDDDDDAAAA
DDDDDCCCDDDDDAAA
DDDDDCCCCDDDDDAA
DDDDDCCCCDDDDDDA
DDDDDCCCCCDDDDDD
DDDDDDCCCCCDDDDD
DDDDDDDCCCCDDDDD
...DDDDDCCCDDDDD
...DDDDDDCCDDDDD
....DDDDDDDDDDDD
....DDDDDDDDDDDD
....DDDDDDDDDDDD
....DDDDDDDDDDDA
}
# tile 86 (swallow middle left)
{
AAAADDDDDD......
AAAADDDDDDD.....
AAAADDDDDDD.....
AAAADDDDDDDD....
AAAADDCCCDDD....
AAADDDDCCDDD....
AADDDDCCCDDD....
AADDDDCCCDDD....
AADDDDCDDDDD....
ADDDDDDDDDD.....
ADDDDDDDDD......
DDDDDDDDD.......
DDDDDDDD........
DDDDDDD.........
DDDDDDD.........
DDCCDDD.........
}
# tile 87 (swallow middle right)
{
....DDDDDDDDDDDA
....DDDDDDDDDDDA
....DDDDDDDDDDAA
....DDDDDDDDDDAA
...DDDDDDDDDDDAA
..DDDCCDDDDDDAAA
..DDDCCDDDDDDAAA
..DDDCCDDDDDAAAA
..DDDCCDDDDDAAAA
..DDDDDDDDDDAAAA
...DDDDDDDDDAAAA
...DDDDDDDDDAAAA
....DDDDDDDDDAAA
.....DDDDDDDDAAA
......DDDDDDDDAA
.......DDDDDDDAA
}
# tile 88 (swallow bottom left)
{
DDDCDDD.........
DDDCDDD.........
ADDCDDD.........
ADDDDDDD........
ADDDDDDDDDDDD...
AADDDDDDDDDDDDDD
AADDDDDDDDDDDDDD
AAADDDDDDDDCDDDD
AAAAADDDDDDCCCCD
AAAAAAADDDDDCCCD
AAAAAAAAADDDDCCC
AAAAAAAAAADDDDCC
AAAAAAAAAAADDDDD
AAAAAAAAAAADDDDD
AAAAAAAAAAAADDDD
AAAAAAAAAAAAAADD
}
# tile 89 (swallow bottom center)
{
................
................
................
................
.............DDD
............DDDD
D...........DDDD
DD..........DDDC
DDD.........DDDC
DDDD........DDDC
DDDDDD....DDDDDC
DDDDDDDDDDDDDDDC
DDDDDDDDDDDDDDDC
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDAA
}
# tile 90 (swallow bottom right)
{
......DDDDDDDDAA
......DDDDDDDDDA
.....DDDDDDDDDDA
....DDDDDDDDDDDA
DDDDDDDDDDDDDDDA
DDDDDDDDDDDDDDDA
CCCDDDDDDDDDDDAA
CCCCDDDDDDDDDDAA
CCCDDDDDDDDDDDAA
CCDDDDDDDDDDDAAA
CCDDDDDDAAAAAAAA
CDDDDDAAAAAAAAAA
CDDDDAAAAAAAAAAA
DDDDAAAAAAAAAAAA
DDAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 91 (explosion 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 92 (explosion 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 93 (explosion 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 94 (explosion 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 95 (explosion 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 96 (explosion 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 97 (explosion 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 98 (explosion 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 99 (explosion 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 100 (explosion noxious 0)
{
................
................
.............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 101 (explosion noxious 1)
{
................
................
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 102 (explosion noxious 2)
{
................
................
................
........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 103 (explosion noxious 3)
{
..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 104 (explosion noxious 4)
{
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 105 (explosion noxious 5)
{
..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 106 (explosion noxious 6)
{
....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 107 (explosion noxious 7)
{
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 108 (explosion noxious 8)
{
....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 109 (explosion muddy 0)
{
................
................
.............JJJ
......J...JJJJJJ
.........JJJJJJJ
.........JJJJJJK
........JJJJKKKJ
...JJJ.JJJJKKKJJ
.J...JJJJJJKJJJJ
.....JJJJJJKJJJJ
....JJJJJJJKJJJJ
.......KJJKKJJKK
....JJJJJJJJJJKK
...JJJJKKJJJKKKK
..JJJJKKJJJJKKKK
..JJJKKJJJJJKKKK
}
# tile 110 (explosion muddy 1)
{
................
................
J........JJJJJJ.
JJJJJJKJJJJJJJJ.
JJJJJJKKKKKJJJJJ
KKKJJJKJJJJJJJJJ
JJJJJJKJJJJJJJJJ
JJJJJJKJJJJJJJJK
JJKKKKKKKKKKKJKK
KKJJJKJKKKKKJJJJ
KLKJKJKKKJKKKJJJ
KCCJKKKJJKKKKKJJ
KLKKKKKJKKKKJJJJ
KKKKKJKKJKKKCJJJ
KKKKKKKKJKJKJCJJ
KCLKKKLCLLJJJJJJ
}
# tile 111 (explosion muddy 2)
{
................
................
................
........J...J...
JJJJJ...........
JJJJJJ...J..J...
JJJJJJJ.........
KKKKKKJJJJ......
JJJJJKKJJJJ.....
KKJJJJJJJJJJ....
JJKJJKKKKJJJ....
JJKJJJJJKJJJ....
JJCJJKJJJJJJ.J..
JJJKKKKKJJJJ....
JJKJKKJKJJJJ....
JKJJKKJKJJJJJ...
}
# tile 112 (explosion muddy 3)
{
..JJJKJKJJJKKKKK
..JJJKJJJJJKJCKK
...JJKJJKKKKKKKJ
...JJJJJJKKKKCCK
..JJJKJJKKJKKCJC
.JJJKKKJKKKKCKJC
.JJJKJJJKLKKCKKC
.JJJKJJJKKKJJJJC
.JJJKJJJKKKKCJLL
.JJJKKJJKKKKCCLL
..JJJKKJJKKKCLLC
...JJJKKKJCKCCCC
....JJJKKKCKKCKL
.....JJKKKKKLLJK
..J.JKKKJLCKKKCL
....JKKKKKKKKKCL
}
# tile 113 (explosion muddy 4)
{
JCLJJKKCCJCLJJJJ
KLCLKKJKJJLCJLJK
LJCKCLJKKLLLJJLK
CJCCCLLLKKLLCJKK
LLLCCLLLLCLLCKKJ
LLCCKCCCLLLLJKKJ
LLCLLLLLLLLLLJKK
LCCLLLLLLLLLLLKK
LLLLLLCCCCLLCLCL
CLLLLLLLCLLLLLCL
CLLCLCCCCCLLLLCJ
CCCLCLCCCCLLLCCJ
LLLLCLCCCLLLCCCC
LCCCCLCCCLLLCCCJ
LLLLCLCLCKCCCKCJ
CCCCCLLLCCCKLLKK
}
# tile 114 (explosion muddy 5)
{
KKJJJKJKJKJJJJ..
KKJJJJJKJKJJJJ..
KKJJJJJKJKJJJJ..
CKJJJJJKKKJJJJ..
CKJJCJCJJKJJJJ..
CKKKCKKJKKJJJ...
KKKJCKKJJJJJJ...
KCJJCJJJJJJJJ...
JJCKKKCJJJJJ....
KKJJKCCJJKJ...J.
JKKKCCKKKK......
KJJJJCCJJK..J...
KKLJKCCKJJJ.....
LKKKKKKJJJJJ....
LJLKKKJJJJJJJ...
KKKKCCJJJJJJJJ..
}
# tile 115 (explosion muddy 6)
{
....JKKKKKKKLKKC
....JKKKKKKKJLKK
.J..JJKKKCKKJKLK
...JJJKJKKCKKJJC
...JJJJKKJJCKKJK
...JJJJKKKKCKKKJ
...JJJJKKJKKLKKJ
...JJJJJKJJJKKKK
...JJJJJKKJJKKKK
....JJJJJJJJJKKK
.....JJJLJJJJJJJ
...J..JJJJJJJJJJ
........JJ.JJJJJ
...J........JJJJ
................
................
}
# tile 116 (explosion muddy 7)
{
CCCLLLLLCLLLKLKK
LLCCLLCCCCLKJKKK
CCCCCCCCCCJKKJCC
KCCLJKJJKLCJJKKK
KKLLLLKJKKJJLCLJ
LCCJCJCKLKLKCJJK
JKKCCJJLKKKKKKKC
LJKKKKKKKJKKKKKK
CLCJKJJJJJJJJJJC
LJKLCLJJJKKKKKKJ
JJJKJKCCKKKJJJJJ
JJJJJJKJKKJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJ..........JJ
................
................
}
# tile 117 (explosion muddy 8)
{
KKKKCKKJJJJJJJ..
KKJKKJKJJKJKJJ..
CCKKJKKJJKJKJJ..
KKKJJJKJJKJKJJ..
KJJJJJKJJJKKJJ..
KKCJJKKJJJKJJJ..
KJJJKKJJJKKJJJ..
KJKJJKJJJJJJJJ..
JJKJJJJJJKJJJJ..
KKKJJJJJJJJJJJ..
KJJJJJJJJ.JJJ...
JJJJJJJJ........
JJJJJJ....J.....
JJJ...J.........
................
................
}
# tile 118 (explosion wet 0)
{
................
................
.............EEE
......E...EEEEEE
.........EEEEEEE
.........EEEEEEP
........EEEEPPPE
...EEE.EEEEPPPEE
.E...EEEEEEPEEEE
.....EEEEEEPEEEE
....EEEEEEEPEEEE
.......PEEPPEEPP
....EEEEEEEEEEPP
...EEEEPPEEEPPPP
..EEEEPPEEEEPPPP
..EEEPPEEEEEPPPP
}
# tile 119 (explosion wet 1)
{
................
................
E........EEEEEE.
EEEEEEPEEEEEEEE.
EEEEEEPPPPPEEEEE
PPPEEEPEEEEEEEEE
EEEEEEPEEEEEEEEE
EEEEEEPEEEEEEEEP
EEPPPPPPPPPPPEPP
PPEEEPEPPPPPEEEE
PNPEPEPPPEPPPEEE
PBBEPPPEEPPPPPEE
PNPPPPPEPPPPEEEE
PPPPPEPPEPPPBEEE
PPPPPPPPEPEPEBEE
PBNPPPNBEEEEEEEE
}
# tile 120 (explosion wet 2)
{
................
................
................
........E...E...
EEEEE...........
EEEEEE...E..E...
EEEEEEE.........
PPPPPPEEEE......
EEEEEPPEEEE.....
PPEEEEEEEEEE....
EEPEEPPPPEEE....
EEPEEEEEPEEE....
EEBEEPEEEEEE.E..
EEEPPPPPEEEE....
EEPEPPEPEEEE....
EPEEPPEPEEEEE...
}
# tile 121 (explosion wet 3)
{
..EEEPEPEEEPPPPP
..EEEPEEEEEPEBPP
...EEPEEPPPPPPPE
...EEEEEEPPPPBBP
..EEEPEEPPEPPBEB
.EEEPPPEPPPPBPEB
.EEEPEEEPNPPBPPB
.EEEPEEEPPPEEEEB
.EEEPEEEPPPPBEEE
.EEEPPEEPPPPBBEE
..EEEPPEEPPPBEEB
...EEEPPPEBPBBBB
....EEEPPPBPPBPN
.....EEPPPPPNNEP
..E.EPPPENBPPPBE
....EPPPPPPPPPBE
}
# tile 122 (explosion wet 4)
{
EBNEEPPBBEBNEEEE
PNBNPPEPEEEBENEP
NEBPBEEPPEEEEENP
BEBBBEEEPPEEBEPP
EEEBBEEEEBEEBPPE
EEBBPBBBEEEEEPPE
EEBEEEEEEEEEEEPP
EBBEEEEEEEEEEEPP
EEEEEEEEEEEEBEEE
BEEEEEEEEEEEEEEE
BEEBEBEEEEEEEEBE
BBEEEEEEEEEEEBBE
EEEEEEEEEEEEBBBB
EBBEBEEEEEEEBBBE
EEEEEEEEEPBBBPBE
BBBBEEEEBBBPNNPP
}
# tile 123 (explosion wet 5)
{
PPEEEPEPEPEEEE..
PPEEEEEPEPEEEE..
PPEEEEEPEPEEEE..
BPEEEEEPPPEEEE..
BPEEBEBEEPEEEE..
BPPPBPPEPPEEE...
PPPEBPPEEEEEE...
PBEEBEEEEEEEE...
EEBPPPBEEEEE....
PPEEPBBEEPE...E.
EPPPBBPPPP......
PEEEEBBEEP..E...
PPNEPBBPEEE.....
NPPPPPPEEEEE....
NENPPPEEEEEEE...
PPPPBBEEEEEEEE..
}
# tile 124 (explosion wet 6)
{
....EPPPPPPPNPPB
....EPPPPPPPENPP
.E..EEPPPBPPEPNP
...EEEPEPPBPPEEB
...EEEEPPEEBPPEP
...EEEEPPPPBPPPE
...EEEEPPEPPNPPE
...EEEEEPEEEPPPP
...EEEEEPPEEPPPP
....EEEEEEEEEPPP
.....EEENEEEEEEE
...E..EEEEEEEEEE
........EE.EEEEE
...E........EEEE
................
................
}
# tile 125 (explosion wet 7)
{
BBBEEEEEBEEEPEPP
EEBBEEBBBBEPEPPP
BBBBBBBBBBEPPEBB
PBBEEPEEPNBEEPPP
PPEEEEPEPPEENBNE
NBBEBEBPNPNPBEEP
EPPBBEENPPPPPPPB
NEPPPPPPPEPPPPPP
BNBEPEEEEEEEEEEB
NEPNBNEEEPPPPPPE
EEEPEPBBPPPEEEEE
EEEEEEPEPPEEEEEE
EEEEEEEEEEEEEEEE
EEEE..........EE
................
................
}
# tile 126 (explosion wet 8)
{
PPPPBPPEEEEEEE..
PPEPPEPEEPEPEE..
BBPPEPPEEPEPEE..
PPPEEEPEEPEPEE..
PEEEEEPEEEPPEE..
PPBEEPPEEEPEEE..
PEEEPPEEEPPEEE..
PEPEEPEEEEEEEE..
EEPEEEEEEPEEEE..
PPPEEEEEEEEEEE..
PEEEEEEEE.EEE...
EEEEEEEE........
EEEEEE....E.....
EEE...E.........
................
................
}
# tile 127 (explosion magical 0)
{
................
................
.............EEE
......E...EEEEEE
.........EEEEEEE
.........EEEEEEC
........EEEEIIIE
...EEE.EEEEIIIEE
.E...EEEEEEIEEEE
.....EEEEEEIEEEE
....EEEEEEEIEEEE
.......IEEIIEEII
....EEEEEEEEEEII
...EEEEIIEEEIIII
..EEEEIIEEEEIIII
..EEEIIEEEEEIIII
}
# tile 128 (explosion magical 1)
{
................
................
E........EEEEEE.
EEEEEEIEEEEEEEE.
EEEEEEIIIIIEEEEE
IIIEEEIEEEEEEEEE
EEEEEEIEEEEEEEEE
EEEEEEIEEEEEEEEI
EEIIIIIIIIIIIEII
IIEEEIEIIIIIEEEE
IHIEIEIIIEIIIEEE
ILLEIIIEEIIIIIEE
IHIIIIIEIIIIEEEE
IIIIIEIIEIIILEEE
IIIIIIIIEIEIELEE
ILHIIIHLHHEEEEEE
}
# tile 129 (explosion magical 2)
{
................
................
................
........E...E...
EEEEE...........
EEEEEE...E..E...
EEEEEEE.........
IIIIIIEEEE......
EEEEEIIEEEE.....
IIEEEEEEEEEE....
EEIEEIIIIEEE....
EEIEEEEEIEEE....
EELEEIEEEEEE.E..
EEEIIIIIEEEE....
EEIEIIEIEEEE....
EIEEIIEIEEEEE...
}
# tile 130 (explosion magical 3)
{
..EEEIEIEEEIIIII
..EEEIEEEEEIEIII
...EEIEEIIIIIIIE
...EEEEEEIIIIIII
..EEEIEEIIEIIIEI
.EEEIIIEIIIIIIEI
.EEEIEEEINIIIIII
.EEEIEEEIIIEEEEI
.EEEIEEEIIIIIENN
.EEEIIEEIIIIIINN
..EEEIIEEIIIINNI
...EEEIIIEIIIIII
....EEEIIIIIIIIN
.....EEIIIIINNEI
..E.EIIIENIIIIIN
....EIIIIIIIIIIN
}
# tile 131 (explosion magical 4)
{
EINEEIIIIEINEEEE
ININIIEIEENIENEI
NEIIINEIINNNEENI
IEIIINNNIINNIEII
NNNIINNNNINNIIIE
NNIIIIIINNNNEIIE
NNINNNNNNNNNNEII
NIINNNNNNNNNNNII
NNNNNNNNNNNNINNN
INNNNNNNNNNNNNNN
INNININNNNNNNNIE
IINNNNNNNNNNNIIE
NNNNNNNNNNNNIIII
NIININNNNNNNIIIE
NNNNNNNNNIIIIIIE
IIIINNNNIIIINNII
}
# tile 132 (explosion magical 5)
{
IIEEEIEIEIEEEE..
IIEEEEEIEIEEEE..
IIEEEEEIEIEEEE..
IIEEEEEIIIEEEE..
IIEEIEIEEIEEEE..
IIIIIIIEIIEEE...
IIIEIIIEEEEEE...
IIEEIEEEEEEEE...
EEIIIIIEEEEE....
IIEEIIIEEIE...E.
EIIIIIIIII......
IEEEEIIEEI..E...
IINEIIIIEEE.....
NIIIIIIEEEEE....
NENIIIEEEEEEE...
IIIIIIEEEEEEEE..
}
# tile 133 (explosion magical 6)
{
....EIIIIIIIHIII
....EIIIIIIIEHII
.E..EEIIIIIIEIHI
...EEEIEIIIIIEEI
...EEEEIIEEIIIEI
...EEEEIIIIIIIIE
...EEEEIIEIIHIIE
...EEEEEIEEEIIII
...EEEEEIIEEIIII
....EEEEEEEEEIII
.....EEEHEEEEEEE
...E..EEEEEEEEEE
........EE.EEEEE
...E........EEEE
................
................
}
# tile 134 (explosion magical 7)
{
IIINNNNNINNNINII
NNIINNIIIINIEIII
IIIIIIIIIIEIIEII
IIINEIEEINIEEIII
IINNNNIEIIEENINE
NIIEIEIININIIEEI
EIIIIEENIIIIIIII
NEIIIIIIIEIIIIII
INIEIEEEEEEEEEEI
NEININEEEIIIIIIE
EEEIEIIIIIIEEEEE
EEEEEEIEIIEEEEEE
EEEEEEEEEEEEEEEE
EEEE..........EE
................
................
}
# tile 135 (explosion magical 8)
{
IIIIIIIEEEEEEE..
IIEIIEIEEIEIEE..
IIIIEIIEEIEIEE..
IIIEEEIEEIEIEE..
IEEEEEIEEEIIEE..
IIIEEIIEEEIEEE..
IEEEIIEEEIIEEE..
IEIEEIEEEEEEEE..
EEIEEEEEEIEEEE..
IIIEEEEEEEEEEE..
IEEEEEEEE.EEE...
EEEEEEEE........
EEEEEE....E.....
EEE...E.........
................
................
}
# tile 136 (explosion fiery 0)
{
................
................
.............DDD
......D...DDDDDD
.........DDDDDDD
.........DDDDDDC
........DDDDCCCD
...DDD.DDDDCCCDD
.D...DDDDDDCDDDD
.....DDDDDDCDDDD
....DDDDDDDCDDDD
.......CDDCCDDCC
....DDDDDDDDDDCC
...DDDDCCDDDCCCC
..DDDDCCDDDDCCCC
..DDDCCDDDDDCCCC
}
# tile 137 (explosion fiery 1)
{
................
................
D........DDDDDD.
DDDDDDCDDDDDDDD.
DDDDDDCCCCCDDDDD
CCCDDDCDDDDDDDDD
DDDDDDCDDDDDDDDD
DDDDDDCDDDDDDDDC
DDCCCCCCCCCCCDCC
CCDDDCDCCCCCDDDD
CHCDCDCCCDCCCDDD
CLLDCCCDDCCCCCDD
CHCCCCCDCCCCDDDD
CCCCCDCCDCCCLDDD
CCCCCCCCDCDCDLDD
CLHCCCHLHHDDDDDD
}
# tile 138 (explosion fiery 2)
{
................
................
................
........D...D...
DDDDD...........
DDDDDD...D..D...
DDDDDDD.........
CCCCCCDDDD......
DDDDDCCDDDD.....
CCDDDDDDDDDD....
DDCDDCCCCDDD....
DDCDDDDDCDDD....
DDLDDCDDDDDD.D..
DDDCCCCCDDDD....
DDCDCCDCDDDD....
DCDDCCDCDDDDD...
}
# tile 139 (explosion fiery 3)
{
..DDDCDCDDDCCCCC
..DDDCDDDDDCDLCC
...DDCDDCCCCCCCD
...DDDDDDCCCCLLC
..DDDCDDCCDCCLDL
.DDDCCCDCCCCLCDL
.DDDCDDDCHCCLCCL
.DDDCDDDCCCDDDDL
.DDDCDDDCCCCLDHH
.DDDCCDDCCCCLLHH
..DDDCCDDCCCLHHL
...DDDCCCDLCLLLL
....DDDCCCLCCLCH
.....DDCCCCCHHDC
..D.DCCCDHLCCCLH
....DCCCCCCCCCLH
}
# tile 140 (explosion fiery 4)
{
DLHDDCCLLDLHDDDD
CHLHCCDCDDHLDHDC
HDLCLHDCCHHHDDHC
LDLLLHHHCCHHLDCC
HHHLLHHHHLHHLCCD
HHLLCLLLHHHHDCCD
HHLHHHHHHHHHHDCC
HLLHHHHHHHHHHHCC
HHHHHHNNNNHHLHNH
LHHHHHHHNHHHHHNH
LHHLHLNNNNHHHHLD
LLNHNHNNNNHHHLLD
HHHHNHNNNHHHLLLL
HLLNLHNNNHHHLLLD
HHHHNHNHNCLLLCLD
LLLLNHHHLLLCHHCC
}
# tile 141 (explosion fiery 5)
{
CCDDDCDCDCDDDD..
CCDDDDDCDCDDDD..
CCDDDDDCDCDDDD..
LCDDDDDCCCDDDD..
LCDDLDLDDCDDDD..
LCCCLCCDCCDDD...
CCCDLCCDDDDDD...
CLDDLDDDDDDDD...
DDLCCCLDDDDD....
CCDDCLLDDCD...D.
DCCCLLCCCC......
CDDDDLLDDC..D...
CCHDCLLCDDD.....
HCCCCCCDDDDD....
HDHCCCDDDDDDD...
CCCCLLDDDDDDDD..
}
# tile 142 (explosion fiery 6)
{
....DCCCCCCCHCCL
....DCCCCCCCDHCC
.D..DDCCCLCCDCHC
...DDDCDCCLCCDDL
...DDDDCCDDLCCDC
...DDDDCCCCLCCCD
...DDDDCCDCCHCCD
...DDDDDCDDDCCCC
...DDDDDCCDDCCCC
....DDDDDDDDDCCC
.....DDDHDDDDDDD
...D..DDDDDDDDDD
........DD.DDDDD
...D........DDDD
................
................
}
# tile 143 (explosion fiery 7)
{
LLLHHHHHLHHHCHCC
HHLLHHLLLLHCDCCC
LLLLLLLLLLDCCDLL
CLLHDCDDCHLDDCCC
CCHHHHCDCCDDHLHD
HLLDLDLCHCHCLDDC
DCCLLDDHCCCCCCCL
HDCCCCCCCDCCCCCC
LHLDCDDDDDDDDDDL
HDCHLHDDDCCCCCCD
DDDCDCLLCCCDDDDD
DDDDDDCDCCDDDDDD
DDDDDDDDDDDDDDDD
DDDD..........DD
................
................
}
# tile 144 (explosion fiery 8)
{
CCCCLCCDDDDDDD..
CCDCCDCDDCDCDD..
LLCCDCCDDCDCDD..
CCCDDDCDDCDCDD..
CDDDDDCDDDCCDD..
CCLDDCCDDDCDDD..
CDDDCCDDDCCDDD..
CDCDDCDDDDDDDD..
DDCDDDDDDCDDDD..
CCCDDDDDDDDDDD..
CDDDDDDDD.DDD...
DDDDDDDD........
DDDDDD....D.....
DDD...D.........
................
................
}
# tile 145 (explosion frosty 0)
{
................
................
.............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 146 (explosion frosty 1)
{
................
................
E........EEEEEE.
ENBEENPEEEENBEE.
EEEEEENPNPNEEEEE
PPBEEEPENEEEEEEE
EEEEEENNNNNEEEEE
EEEEEEPENEEENBEP
EEPPPPNPNPNPPPPP
PPEEENEPPPPNEEEE
PNPEPEPPPEPPPEEE
PBBEPPPEEPPNBPEE
PNPPPPPEPPPPEEEE
PPPPPEPPEPPPBEEE
PPPPPPPPEPEPEBEE
PBNPPPNBNNEEEEEE
}
# tile 147 (explosion frosty 2)
{
................
................
................
........E...E...
EEEEE...........
EEEEEE...E..N...
EEEEEEEN..NN....
PPPPPPENEN......
EEEEEPPENEN.N...
PPEEEEEEEEEN.N..
EEPEEPPPPNNE.N..
EEPEEEEENEEE....
EEBEEPEEEEEE.E..
EEEPPPPPEEEE....
EEPEPPEPEEEE....
EPEEPPEPEEEEE...
}
# tile 148 (explosion frosty 3)
{
..EEEPEPEEEPPPPP
..EEEPEEEEEPEBPP
...EEPEEPPPPPPPE
...ENENEEPPPPBBP
..EEENEEPPEPPBEB
.EEENENEPPPPBPEB
.EEEPEEEPNPPBPPB
.EEEPEEEPPPEEEEB
.EEEPEEEPPPPBENN
.EEEPPEEPPPPBBNN
..EEEPNEEPPPBNNB
...EENNNPEBPBBBB
....EENPPPBPPBPN
.....EEPPPPPNNEP
..E.EPPPENBPPPBN
....EPPPPPPPPPBN
}
# tile 149 (explosion frosty 4)
{
EBNEEPPBBEBNEEEE
PNBNPPEPEENBENEP
NEBPBNEPPNNNEENP
BEBBBNNNPPNNBEPP
NNNBBNNNNBNNBPPE
NNBBPBBBNNNNEPPE
NNBNNNNNNNNNNEPP
NBBNNNNNNNNNNNPP
NNNNNNNNNNNNBNNN
BNNNNNNNNNNNNNNN
BNNBNBNNNNNNNNBE
BBNNNNNNNNNNNBBE
NNNNNNNNNNNNBBBB
NBBNBNNNNNNNBBBE
NNNNNNNNNPBBBPBE
BBBBNNNNBBBPNNPP
}
# tile 150 (explosion frosty 5)
{
PPEEEPEPEPEEEE..
PPEEEEEPEPEEEE..
PPEEEEEPEPEEEE..
BPEEEEEPPPEEEE..
BPEEBEBEEPEEEE..
BPPPBPPEPPEEE...
PPPEBPPENEEEN...
PBEEBEEEENENE...
EEBPPPBNNNNNNN..
PPEEPBBEENEN..E.
EPPPBBPPNP..N...
PEEEEBBEEP..E...
PPNEPBBPEEE.....
NPPPPPPEEEEE....
NENPPPEEEEEEE...
PPPPBBEEEEEEEE..
}
# tile 151 (explosion frosty 6)
{
....EPPPPPPPNPPB
....EPPPPPPPENPP
.E..EEPPPBPPEPNP
...EEEPEPPBPPEEB
...EENEPPEEBPPEP
...NEEENPPPBPPPE
..NENPNPNEPPNPPE
...NNENNPEEEPPPP
.N.PEEEPPNEEPPPP
...NNENNEEEEEPPP
..N.NPNENEEEEEEE
...N..ENEEEEEEEE
.....N..EE.EEEEE
...E........EEEE
................
................
}
# tile 152 (explosion frosty 7)
{
BBBNNNNNBNNNPNPP
NNBBNNBBBBNPEPPP
BBBBBBBBBBEPPEBB
PBBNEPEEPNBEEPPP
PPNNNNPEPPEENBNE
NBBEBEBPNPNPBEEP
EPPBBEENPPPPPPPB
NEPPPPPPPEPPPPPP
BNBEPEEEEEEEEEEB
NEPNBNEEEPNENPPE
EEEPEPBBPPPNEEEE
EEEEEEPEPNNNNNEE
EEEEEEEEEEENEEEE
EEEE......N.N.EE
................
................
}
# tile 153 (explosion frosty 8)
{
PPPPBPPEEEEEEE..
PPEPPEPEEPEPEE..
BBPPEPPEEPEPNEN.
PPPEEEPEEPEPEN..
PEEEEEPEEEPPNEN.
PPBEEPNENEPEEE..
PEEEPPENEPPEEE..
PEPEENNNNNEEEE..
EEPEEEENEPEEEE..
PPPEEENENEEEEE..
PEEEEEEEE.EEE...
EEEEEEEE........
EEEEEE....EN....
EEE...E...N.N...
...........N....
................
}
# tile 154 (zap 0 0)
{
.......II.......
......IIII......
......IIII......
.......II.......
.......II.......
......IIII......
......IIII......
.......II.......
.......II.......
......IIII......
......IIII......
.......II.......
.......II.......
......IIII......
......IIII......
.......II.......
}
# tile 155 (zap 0 1)
{
................
................
................
................
................
................
.II..II..II..II.
IIIIIIIIIIIIIIII
IIIIIIIIIIIIIIII
.II..II..II..II.
................
................
................
................
................
................
}
# tile 156 (zap 0 2)
{
III.............
IIII............
IIII............
.IIII...........
...IIII.........
....IIII........
....IIII........
.....IIII.......
.......IIII.....
........IIII....
........IIII....
.........IIII...
...........IIII.
............IIII
............IIII
.............III
}
# tile 157 (zap 0 3)
{
.............III
............IIII
............IIII
...........IIII.
.........IIII...
........IIII....
........IIII....
.......IIII.....
.....IIII.......
....IIII........
....IIII........
...IIII.........
.IIII...........
IIII............
IIII............
III.............
}
# tile 158 (zap 1 0)
{
.......CC.......
......CCCC......
......CCCC......
.......CC.......
.......CC.......
......CCCC......
......CCCC......
.......CC.......
.......CC.......
......CCCC......
......CCCC......
.......CC.......
.......CC.......
......CCCC......
......CCCC......
.......CC.......
}
# tile 159 (zap 1 1)
{
................
................
................
................
................
................
.CC..CC..CC..CC.
CCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCC
.CC..CC..CC..CC.
................
................
................
................
................
................
}
# tile 160 (zap 1 2)
{
CCC.............
CCCC............
CCCC............
.CCCC...........
...CCCC.........
....CCCC........
....CCCC........
.....CCCC.......
.......CCCC.....
........CCCC....
........CCCC....
.........CCCC...
...........CCCC.
............CCCC
............CCCC
.............CCC
}
# tile 161 (zap 1 3)
{
.............CCC
............CCCC
............CCCC
...........CCCC.
.........CCCC...
........CCCC....
........CCCC....
.......CCCC.....
.....CCCC.......
....CCCC........
....CCCC........
...CCCC.........
.CCCC...........
CCCC............
CCCC............
CCC.............
}
# tile 162 (zap 2 0)
{
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
}
# tile 163 (zap 2 1)
{
................
................
................
................
................
................
.NN..NN..NN..NN.
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
.NN..NN..NN..NN.
................
................
................
................
................
................
}
# tile 164 (zap 2 2)
{
NNN.............
NNNN............
NNNN............
.NNNN...........
...NNNN.........
....NNNN........
....NNNN........
.....NNNN.......
.......NNNN.....
........NNNN....
........NNNN....
.........NNNN...
...........NNNN.
............NNNN
............NNNN
.............NNN
}
# tile 165 (zap 2 3)
{
.............NNN
............NNNN
............NNNN
...........NNNN.
.........NNNN...
........NNNN....
........NNNN....
.......NNNN.....
.....NNNN.......
....NNNN........
....NNNN........
...NNNN.........
.NNNN...........
NNNN............
NNNN............
NNN.............
}
# tile 166 (zap 3 0)
{
.......BB.......
......BBBB......
......BBBB......
.......BB.......
.......BB.......
......BBBB......
......BBBB......
.......BB.......
.......BB.......
......BBBB......
......BBBB......
.......BB.......
.......BB.......
......BBBB......
......BBBB......
.......BB.......
}
# tile 167 (zap 3 1)
{
................
................
................
................
................
................
.BB..BB..BB..BB.
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
.BB..BB..BB..BB.
................
................
................
................
................
................
}
# tile 168 (zap 3 2)
{
BBB.............
BBBB............
BBBB............
.BBBB...........
...BBBB.........
....BBBB........
....BBBB........
.....BBBB.......
.......BBBB.....
........BBBB....
........BBBB....
.........BBBB...
...........BBBB.
............BBBB
............BBBB
.............BBB
}
# tile 169 (zap 3 3)
{
.............BBB
............BBBB
............BBBB
...........BBBB.
.........BBBB...
........BBBB....
........BBBB....
.......BBBB.....
.....BBBB.......
....BBBB........
....BBBB........
...BBBB.........
.BBBB...........
BBBB............
BBBB............
BBB.............
}
# tile 170 (zap 4 0)
{
.......AA.......
......AAAA......
......AAAA......
.......AA.......
.......AA.......
......AAAA......
......AAAA......
.......AA.......
.......AA.......
......AAAA......
......AAAA......
.......AA.......
.......AA.......
......AAAA......
......AAAA......
.......AA.......
}
# tile 171 (zap 4 1)
{
................
................
................
................
................
................
.AA..AA..AA..AA.
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
.AA..AA..AA..AA.
................
................
................
................
................
................
}
# tile 172 (zap 4 2)
{
AAA.............
AAAA............
AAAA............
.AAAA...........
...AAAA.........
....AAAA........
....AAAA........
.....AAAA.......
.......AAAA.....
........AAAA....
........AAAA....
.........AAAA...
...........AAAA.
............AAAA
............AAAA
.............AAA
}
# tile 173 (zap 4 3)
{
.............AAA
............AAAA
............AAAA
...........AAAA.
.........AAAA...
........AAAA....
........AAAA....
.......AAAA.....
.....AAAA.......
....AAAA........
....AAAA........
...AAAA.........
.AAAA...........
AAAA............
AAAA............
AAA.............
}
# tile 174 (zap 5 0)
{
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
}
# tile 175 (zap 5 1)
{
................
................
................
................
................
................
.NN..NN..NN..NN.
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
.NN..NN..NN..NN.
................
................
................
................
................
................
}
# tile 176 (zap 5 2)
{
NNN.............
NNNN............
NNNN............
.NNNN...........
...NNNN.........
....NNNN........
....NNNN........
.....NNNN.......
.......NNNN.....
........NNNN....
........NNNN....
.........NNNN...
...........NNNN.
............NNNN
............NNNN
.............NNN
}
# tile 177 (zap 5 3)
{
.............NNN
............NNNN
............NNNN
...........NNNN.
.........NNNN...
........NNNN....
........NNNN....
.......NNNN.....
.....NNNN.......
....NNNN........
....NNNN........
...NNNN.........
.NNNN...........
NNNN............
NNNN............
NNN.............
}
# tile 178 (zap 6 0)
{
.......FF.......
......FFFF......
......FFFF......
.......FF.......
.......FF.......
......FFFF......
......FFFF......
.......FF.......
.......FF.......
......FFFF......
......FFFF......
.......FF.......
.......FF.......
......FFFF......
......FFFF......
.......FF.......
}
# tile 179 (zap 6 1)
{
................
................
................
................
................
................
.FF..FF..FF..FF.
FFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFF
.FF..FF..FF..FF.
................
................
................
................
................
................
}
# tile 180 (zap 6 2)
{
FFF.............
FFFF............
FFFF............
.FFFF...........
...FFFF.........
....FFFF........
....FFFF........
.....FFFF.......
.......FFFF.....
........FFFF....
........FFFF....
.........FFFF...
...........FFFF.
............FFFF
............FFFF
.............FFF
}
# tile 181 (zap 6 3)
{
.............FFF
............FFFF
............FFFF
...........FFFF.
.........FFFF...
........FFFF....
........FFFF....
.......FFFF.....
.....FFFF.......
....FFFF........
....FFFF........
...FFFF.........
.FFFF...........
FFFF............
FFFF............
FFF.............
}
# tile 182 (zap 7 0)
{
.......GG.......
......GGGG......
......GGGG......
.......GG.......
.......GG.......
......GGGG......
......GGGG......
.......GG.......
.......GG.......
......GGGG......
......GGGG......
.......GG.......
.......GG.......
......GGGG......
......GGGG......
.......GG.......
}
# tile 183 (zap 7 1)
{
................
................
................
................
................
................
.GG..GG..GG..GG.
GGGGGGGGGGGGGGGG
GGGGGGGGGGGGGGGG
.GG..GG..GG..GG.
................
................
................
................
................
................
}
# tile 184 (zap 7 2)
{
GGG.............
GGGG............
GGGG............
.GGGG...........
...GGGG.........
....GGGG........
....GGGG........
.....GGGG.......
.......GGGG.....
........GGGG....
........GGGG....
.........GGGG...
...........GGGG.
............GGGG
............GGGG
.............GGG
}
# tile 185 (zap 7 3)
{
.............GGG
............GGGG
............GGGG
...........GGGG.
.........GGGG...
........GGGG....
........GGGG....
.......GGGG.....
.....GGGG.......
....GGGG........
....GGGG........
...GGGG.........
.GGGG...........
GGGG............
GGGG............
GGG.............
}
# tile 186 (warning 0)
{
................
................
.....OOOO.......
....OOOOOO......
...OOAAAAOO.....
...OOA...OOA....
....AA...OOA....
........OOAA....
.......OOAA.....
......OOAA......
......OOA.......
.......AA.......
......OO........
......OOA.......
.......AA.......
................
}
# tile 187 (warning 1)
{
................
................
.....OCOC.......
....OCOCOC......
...OCAAAAOC.....
...COA...COA....
....AA...OCA....
........OCAA....
.......OCAA.....
......OCAA......
......COA.......
.......AA.......
......CO........
......OCA.......
.......AA.......
................
}
# tile 188 (warning 2)
{
................
................
.....CCCC.......
....CCCCCC......
...CCAAAACC.....
...CCA...CCA....
....AA...CCA....
........CCAA....
.......CCAA.....
......CCAA......
......CCA.......
.......AA.......
......CC........
......CCA.......
.......AA.......
................
}
# tile 189 (warning 3)
{
................
................
.....DDDD.......
....DDDDDD......
...DDAAAADD.....
...DDA...DDA....
....AA...DDA....
........DDAA....
.......DDAA.....
......DDAA......
......DDA.......
.......AA.......
......DD........
......DDA.......
.......AA.......
................
}
# tile 190 (warning 4)
{
................
................
.....IIII.......
....IIIIII......
...IIAAAAII.....
...IIA...IIA....
....AA...IIA....
........IIAA....
.......IIAA.....
......IIAA......
......IIA.......
.......AA.......
......II........
......IIA.......
.......AA.......
................
}
# tile 191 (warning 5)
{
................
................
.....IEIE.......
....IEIEIE......
...IEAAAAIE.....
...EIA...EIA....
....AA...IEA....
........IEAA....
.......IEAA.....
......IEAA......
......EIA.......
.......AA.......
......EI........
......IEA.......
.......AA.......
................
}
# tile 192 (unexplored)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 193 (nothing)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 194 (sub mine walls 0)
{
AJJKKKACJAAJJJAA
AJKKKACLJJAJJJJA
AJKKACLCKJJAJJJA
AAKACLCKJJJJAAAA
AAACLLKKJJJJJJAA
AACLLKKKAAJJJJJA
ACKKKKKACJAJJJJA
AKKKKKACLJJAJJJA
AAKKKACLKJJJAJAA
AAKKACLKKJJJJJAA
AACCCKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AAKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 195 (sub mine walls 1)
{
AJAAAAAAJJAAAJAA
JJJAAAJJJJJAAAAJ
JJJACJAJJJACCJAJ
AAACLJJAJACCLJJA
AACLCKJJACCLCKJJ
ACKCKKJJJCKCKKJA
CJKKKKJJCKCKJJAC
KJJKCJJCKKKJJJCK
KJKKKJJKJKJJJJKK
JJJKCJKKJKJJJCKJ
JJJJJJKJKKJJJKKJ
JJJJJKJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 196 (sub mine walls 2)
{
AAAAAAKCCKKJAAAA
AAAAKKCLCJKJJAAA
AAKKKCLCKJJJKKAA
AKKKCLCKJJJJJJKA
AKKCLLKKJJJJJJJA
AKCLLKKKAAJJJJJJ
ACKKKKKACJAJJJJJ
AKKKKKACLJJAAJJJ
AAKKKCLLKJJJAJAJ
AAKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AAKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 197 (sub mine walls 3)
{
AAAAAAKCCKKJAAAA
AAAAKKCLCJKJJAAA
AAKKKCLCKJJJKKAA
AKKCCLCKJJJJJJKA
KKCCLLKKJJJJJJJA
KKCLKKKKAAJJJJJA
KCLKKKKACJAJJJJA
CKKKKKACLJJAAJJA
KAKKKCLLKJJJAJAA
AKKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AKKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 198 (sub mine walls 4)
{
AKKKAAKKKKAAJJJA
AKKAAKCCCJJJAAJA
AKKAALLJJJACCJAA
AKAACLJJJACCLJJA
AAACCKJJACLLCKJJ
AAACLKJJJCKCKKJA
AACLKKJJCKCKJJAC
AAKKCJJCKKKJJJCK
ACKKKJJKJKJJJJKK
ACKKCJKKJKJJJCKJ
AKKKJJKJKKJJJKKJ
ACKJJKJJJJJJJJJJ
AKJJJJJJJJJJJJJJ
AKJJJJJJJJJJJJJJ
AJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 199 (sub mine walls 5)
{
AKKAAAKKAAAAJJJA
AKAAKKLCKAAAAAJA
AAKKCLCJJACCAJJA
AKKCLJJJACCCLAJA
AKCKKKJACCCLCAAA
ACKKKKJACCKCKKAA
CJKKKKACCKCKJJAA
KJJKCJJCKKKJJJAA
KJKKKJJKJKJJJJJA
JJJKCJKKJKJJJJJA
JJJJJJKJKKJJJJJA
JJJJJKJJJJJJJJJA
JJJJJJJJJJJJJJJA
JJJJJJJJJJJJJJJA
JJJJJJJJJJJJJJJA
AAAAAAAAAAAAAAAA
}
# tile 200 (sub mine walls 6)
{
AAAAAAKCCKKJAAAA
AAAAKCCLCJKJJAAA
AAKKCCLCKJJJKKAA
AKKKCLCKJJJJJJKA
KKKCLKKKJJJJJJJA
KKCLKKKKAAJJJJJJ
KCKLKKKACJAJJJJJ
CKKKKKACLJJAAJJJ
KAKKKCLLKJJJAJAJ
AKKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AKKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 201 (sub mine walls 7)
{
AKKAAAKKKKAAJJJA
AKAAKKLCCJJJAAJA
AAKKCLCJJJACCJAA
AKKCLJJJJACCLJJA
AKCLCKJJACCLCKJJ
ACKCKKJJJCKCKKJA
CJKKKKJJCKCKJJAC
KJJKCJJCKKKJJJCK
KJKKKJJKJKJJJJKK
JJJKCJKKJKJJJCKJ
JJJJJJKJKKJJJKKJ
JJJJJKJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 202 (sub mine walls 8)
{
AAAAAAKCCKKJAAAA
AAAAKCCLCJKJJAAA
AAKKKCLCKJJJKKAA
AKKKCLCKJJJJJJKA
KKCCLLKKJJJJJJJA
KKCLLKKKAAJJJJJJ
KCLLKKKACJAJJJJJ
CKLKKKACLJJAAJJJ
KAKKKCLLKJJJAJAJ
AKKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AKKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 203 (sub mine walls 9)
{
AKKAACKCCKKJAJJA
AKACKKKLLJKJJAJA
AAKKKCCCKJJJKKAA
AKKKCCLKJJJJJJKA
AKKCLLKKJJJJJJJA
AKCLLKKKAAJJJJJJ
ACLKKKKACJAJJJJJ
AKKKKKACLJJAAJJJ
AAKKKCLLKJJJAJAJ
AAKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AAKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 204 (sub mine walls 10)
{
AKKAACKCCKKJAJJA
AKACKKCLCJKJJAJA
AAKKCCLCKJJJKKAA
AKKCLLCKJJJJJJKA
KKCCLLKKJJJJJJJA
KCKLLKKKAAJJJJJA
CCKKKKKACJAJJJJA
CKKKKKACLJJAAJJA
KAKKKCLLKJJJAJAA
AKKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AKKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 205 (sub gehennom walls 0)
{
ALLDAJ11111JLLDA
ADDDAJ1J11JJDDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
ADDDAJJ1111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ11J1JD1JA
ALLDAJ11111JLLDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
ADDDAJJ1J1JJDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 206 (sub gehennom walls 1)
{
AAALDDAAAAALDDAA
DDDLDDAJDDDLDDAJ
1DDJJJAJ1DDJJJAJ
JJJJJJJJJJJJJJJJ
11JJJ11111JJJ111
11LDD11111LDD111
DDLDDAJDDDLDDAJD
DDJJJAJ1DDJJJAJ1
JJJJJJJJJJJJJJJJ
11JD1111JD111JD1
11J11111J1111J11
JJJJJJJJJJJJJJJJ
JD1111JD1111JD11
J11111J11111J111
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 207 (sub gehennom walls 2)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 208 (sub gehennom walls 3)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 209 (sub gehennom walls 4)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
11JD1111JD111JD1
11J11111J1111J11
JJJJJJJJJJJJJJJJ
JD1111JD1111JD11
J11111J11111J111
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 210 (sub gehennom walls 5)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
11JD1111JD111JD1
11J11111J1111J11
JJJJJJJJJJJJJJJJ
JD1111JD1111JD11
J11111J11111J111
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 211 (sub gehennom walls 6)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 212 (sub gehennom walls 7)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
11JD1111JD111JD1
11J11111J1111J11
JJJJJJJJJJJJJJJJ
JD1111JD1111JD11
J11111J11111J111
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 213 (sub gehennom walls 8)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 214 (sub gehennom walls 9)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 215 (sub gehennom walls 10)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 216 (sub knox walls 0)
{
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AJJJACLCKJJAJJJA
AAAAALCKJJJAAAAA
AAJAAAKKJJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 217 (sub knox walls 1)
{
AJAAAJAAAJAAAJAA
JJJAAAJAJJJAAAJA
JJJACJAAJJJACJAA
AAACLJJAJJACLJJA
AACLCKJJAACLCKJJ
AAACKKJAAAACKKJA
AJAAAJAAAJAAAJAA
KJJACJJAKJJACJJA
KJJAKJJAKJJACJJA
KJJACJAAKJJAKJAA
CJJACJAACJJAKJJA
KJAACJJACJJACJJA
KJAACJJACJAAKJJA
KJJAKJJAKJJACJAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
# tile 218 (sub knox walls 2)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 219 (sub knox walls 3)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 220 (sub knox walls 4)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AACCCAKJJAJJJAKA
AJACAJAJAJAJAJAA
KJJACJJAKJJACJJA
KJJAKJJAKJJACJJA
KJJACJAAKJJAKJAA
CJJACJAACJJAKJJA
KJAACJJACJJACJJA
KJAACJJACJAAKJJA
KJJAKJJAKJJACJAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
# tile 221 (sub knox walls 5)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AACCCAKJJAJJJAKA
AJACAJAJAJAJAJAA
KJJACJJAKJJACJJA
KJJAKJJAKJJACJJA
KJJACJAAKJJAKJAA
CJJACJAACJJAKJJA
KJAACJJACJJACJJA
KJAACJJACJAAKJJA
KJJAKJJAKJJACJAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
# tile 222 (sub knox walls 6)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 223 (sub knox walls 7)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AACCCAKJJAJJJAKA
AJACAJAJAJAJAJAA
KJJACJJAKJJACJJA
KJJAKJJAKJJACJJA
KJJACJAAKJJAKJAA
CJJACJAACJJAKJJA
KJAACJJACJJACJJA
KJAACJJACJAAKJJA
KJJAKJJAKJJACJAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
# tile 224 (sub knox walls 8)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 225 (sub knox walls 9)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 226 (sub knox walls 10)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 227 (sub sokoban walls 0)
{
ANNBA1EEEEE1NNBA
ABBBA1E1EE11BBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
ABBBA11EEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EE1E1BE1A
ANNBA1EEEEE1NNBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
ABBBA11E1E11BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 228 (sub sokoban walls 1)
{
AAANBBAAAAANBBAA
BBBNBBA1BBBNBBA1
EBB111A1EBB111A1
1111111111111111
EE111EEEEE111EEE
EENBBEEEEENBBEEE
BBNBBA1BBBNBBA1B
BB111A1EBB111A1E
1111111111111111
EE1BEEEE1BEEE1BE
EE1EEEEE1EEEE1EE
1111111111111111
1BEEEE1BEEEE1BEE
1EEEEE1EEEEE1EEE
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 229 (sub sokoban walls 2)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 230 (sub sokoban walls 3)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 231 (sub sokoban walls 4)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
EE1BEEEE1BEEE1BE
EE1EEEEE1EEEE1EE
1111111111111111
1BEEEE1BEEEE1BEE
1EEEEE1EEEEE1EEE
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 232 (sub sokoban walls 5)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
EE1BEEEE1BEEE1BE
EE1EEEEE1EEEE1EE
1111111111111111
1BEEEE1BEEEE1BEE
1EEEEE1EEEEE1EEE
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 233 (sub sokoban walls 6)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 234 (sub sokoban walls 7)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
EE1BEEEE1BEEE1BE
EE1EEEEE1EEEE1EE
1111111111111111
1BEEEE1BEEEE1BEE
1EEEEE1EEEEE1EEE
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 235 (sub sokoban walls 8)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 236 (sub sokoban walls 9)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 237 (sub sokoban walls 10)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}