Files
nethack/win/share/other.txt
PatR d1217b9f25 add glyphs+tiles for door+chest traps
When trap detection finds trapped doors and trapped chests, it shows
those as bear traps.  When the hero comes within view, they revert to
normal and the detected trap is forgotten.  This doesn't change that,
it is just groundwork to be able to show them distinctly.  Like the
TT_BEARTRAP patch, it increments EDITLEVEL so this seemed like a good
time to put the groudwork in place.

There shouldn't be any visible changes even though internal glyph and
tile values have been renumbered after inserting two new entries.
Adding traps after S_vibrating_square was quite a hassle and suffered
though a couple of off-by-one errors that weren't trivial to find and
fix.
2022-04-27 11:22:12 -07:00

4590 lines
80 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 (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 (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 (unaligned altar)
{
................
................
................
................
................
................
................
................
................
...QDDQDDDDQ....
..QQQDDQDDQDQ...
...RRDQDQDQQAA..
...RQDQQQQQQA...
..QQQQQQDQQQQ...
...AAAAAAAAAAA..
................
}
# tile 32 (chaotic altar)
{
................
................
................
................
................
................
................
................
................
...SDDDDDSDS....
..SSSDSDDSSSS...
...TTSDSDSSRQQ..
...TSSSSSSRRQ...
..SSRRRRRRRSS...
...AAAAAAAAAAA..
................
}
# tile 33 (neutral altar)
{
................
................
................
................
................
................
................
................
................
...PDPDPDPDP....
..PPPDPDDDPPP...
...BBPPPDPP.AA..
...BPPPPPP..A...
..PP.......PP...
...AAAAAAAAAAA..
................
}
# tile 34 (lawful altar)
{
................
................
................
................
................
................
................
................
................
...MMMDMDMDM....
..MMMDMMMDMMM...
...NNMMMMMMZAA..
...NMMMMMMZZA...
..MMZZZZZZZMM...
...AAAAAAAAAAA..
................
}
# tile 35 (other altar)
{
................
................
................
................
......N.N.......
...N..N.N..N....
.N..N.....N..N..
..N.........N...
................
NN.IIIIIIIII.NN.
..IIIIIIIIIII...
...LLIIIIIIKAA..
...LIIIIIIKKQ...
..IIKKKKKKKII...
...AAAAAAAAAAA..
................
}
# tile 36 (grave)
{
................
................
.....ONOPP......
...ONPPPPPP.....
..OPPPPPPPPP....
.OPPPPPPPPPPP...
.OPAAPPAPAAPP...
.OPAPAPAPAPAPAA.
.OPAAPPAPAAPPAAA
.OPAPAPAPAPPPAAA
.OPAPAPAPAPPPAAA
.OPPPPPPPPPPPAAA
.OPPPPPPPFPPPAA.
.OPPF..PPF.PPA..
FFFFFFFFFFFFFFF.
................
}
# tile 37 (throne)
{
................
.....HHHHH......
....HCCCDDH.....
....HCCEDDH.....
....HCEEEDH.....
....HCCEDDH.....
....HCCEDDH..AA.
.....HCDDHAAAAA.
..CCOHCDDHOCCAAA
.HHHDHHHHHCHHHAA
.H.HODDDCCOHAHAA
...HHHHHHHHHAAA.
...HALAAALAHAA..
..HA.AAAAAAAH...
................
................
}
# tile 38 (sink)
{
................
................
................
....P....P......
..NPPPPPPPPN....
.NO.P.PP.P.ON...
.NOB..PP..BON...
.NOBBBPPBBBONAA.
.NOBBBBBBBBONAAA
.NOOOOOOOOOONAAA
..NNNNNNNNNNAAAA
.....OOOOAAAAAAA
.....OOOOAAAAA..
....OOOOOOA.....
................
................
}
# tile 39 (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 40 (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 41 (ice)
{
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNN..NNNNNNN
NNNNNN.NN.NNNNNN
NNNNNN.NN.NNNNNN
NNNNNNN..NNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
}
# tile 42 (molten lava)
{
DDDDDDCDDDDDDDDD
DDDDDCDKDDDDDDDD
DDCCDDKDDDDCCCDD
DCJJKDDDDDCKJJKD
DCJDKDDDDDCJKDKD
DDKKDDDDDDCJDKKD
DDDDDDDCDDDKKKDD
DDDCDDDDDDDDDDDD
DDDDJDCDDDDCDDDD
DDDDDDDDDDCJKDDD
DDDDDDDDDDDKDDDC
DDDDCCDDDDDDDDDD
DDDCJJKDDDDDDDDD
CDDCJDKDDDDDDJDD
DDDDKKDDDDCDDDDD
DDDDDDDDDDDKDDDD
}
# tile 43 (vertical open drawbridge)
{
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
EEJJJJJJJJJJJAAA
EJKKKKKKKKKKKJAA
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
EEJJJJJJJJJJKAAA
EJKKKKKKKKKKKJAA
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
EEJJJJJJJJJJJAAA
EJKKKKKKKKKKKJAA
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
EEJJJJJJJJJJJAAA
EJKKKKKKKKKKKJAA
}
# tile 44 (horizontal open drawbridge)
{
EEEEEEEEEEEEEEEE
JEJKJEJKJEJKJEJK
KJKKKJKKKJKKKJKK
KJKAKJKAKJKAKJKA
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKKKJKKKJKKKJKK
KJKAKJKAKJKAKJKA
KJKKKJKKKKKKKJKK
JAJKJAJKJAJKJAJK
AAAAAAAAAAAAAAAA
AAAEAAAEAAAEAAAE
}
# tile 45 (vertical closed drawbridge)
{
................
..JKJ.JKJ.JKJ...
.JKKKJKKKJKKKJ..
.JKAKJKAKJKAKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKKKJKKKJKKKJA.
.JKAKJKAKJKAKJA.
.JKKKJKKKKKKKJA.
..JKJAJKJAJKJAA.
...AAA.AAA.AAA..
................
}
# tile 46 (horizontal closed drawbridge)
{
................
..JJJJJJJJJJJ...
.JKKKKKKKKKKKJ..
.KKAKKKKKKKAKKA.
.JKKKKKKKKKKKJA.
..JJJJJJJJJJJAA.
.JKKKKKKKKKKKJ..
.KKAKKKKKKKAKKA.
.JKKKKKKKKKKKJA.
..JJJJJJJJJJKAA.
.JKKKKKKKKKKKJ..
.KKAKKKKKKKAKKA.
.JKKKKKKKKKKKJA.
..JJJJJJJJJJJAA.
...AAAAAAAAAAA..
................
}
# tile 47 (air)
{
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
}
# tile 48 (cloud)
{
BBBBBBBBBBBBBBBB
BBBBBNNNNNNNBBBB
BBBNNNNNNNNNNBBB
BBNNNNNNNNNONNBB
BBNNNNNNNNNNNNNB
BNNNNNNNNNNNNONB
NNNONNNNNNNNONNN
NNNNNNNNNNOONNNN
NNNNNNNNNNNNNONN
NNOONNNNNNNOONNO
NNNNNOOOOONNNNOO
BONNNNNNNNNNOOOB
BBOOONNNNOOOOOOB
BBBOOOOOOOOOOBBB
BBBBBBOOOOBBBBBB
BBBBBBBBBBBBBBBB
}
# tile 49 (water)
{
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
}
# tile 50 (arrow trap)
{
................
.....DDDDD......
....DDCACDD.....
...DCCAAACCD....
...CCAAAAACDA...
..DCCHHAHHCDDA..
..DCHHNANHHCDA..
..DCHNNANNHCDA..
..DCHNNANNHCDA..
..DCCHAAAHCCDA..
...CCAAAAACCAA..
...DCAAAAACDA...
....DAACAADAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 51 (dart trap)
{
................
.....DDDDD......
....DDCACDD.....
...DCCCACCCD....
...CCCHAHCCDA...
..DCCHAAAHCDD...
..DCHHAAAHHCDA..
..DCHNAAANHCDA..
..DCHNNANNHCDA..
..DCCAAAAACDDA..
...CCAACAACDAA..
...DCACACACDA...
....DDCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 52 (falling rock trap)
{
................
.....DDDDD......
....DDAACDD.....
...DCCCCCCCD....
...CCCAAHCCDA...
..DCCHHHHHCDDA..
..DCHHAAHHHCDA..
..DCHHHHHHHCDA..
..DCHHAAHHHCDA..
..DCHAHAAHHCDA..
...CCAAAAHCCAA..
...DCCAAHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 53 (squeaky board)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCCCCCCD....
...CCCHHHCCDA...
..DCCHHNHHCDDA..
..DAAAAAAAAADA..
..DAAAAAAAAADA..
..DAAAAAAAAADA..
..DAAAAAAAAADA..
...CCHHNHHCCAA..
...DCCHHHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 54 (bear trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DAAPCPAAD....
...DAHHHHHADA...
..DDAAPNPAACD...
..DCANNNNNACDA..
..DCAAPNPAACDA..
..DCANNNNNACDA..
..DDAHHHHHACDA..
...DAACHCAADAA..
...DCAAAAACDA...
....DDAAADDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 55 (land mine)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCCCCCCD....
...CCCHHHCCDA...
..DCCHHAHHCDDA..
..DCHHAAAHHCDA..
..DCAAAAAAACDA..
..DCAAAAAAACDA..
..DCHHNNNHHCDA..
...CCHHNHHCCAA..
...DCCHHHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 56 (rolling boulder trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCCCCCCD....
...CCCHHHCCDA...
..DCCAAAAHCDDA..
..DCAAHAAAHCDA..
..DCAHAAAAHCDA..
..DCAAAAAAHCDA..
..DCAAAAAAHCDA..
...CCAAAAHCCAA..
...DCCHHHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 57 (sleeping gas trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCHHHCCD....
...CAAAAAAACA...
..DCAANNAAACDA..
..DCHNNAAAHCDA..
..DCHNAAANHCDA..
..DCHAAANHHCDA..
..DCAAAHHHACDA..
...CAAAAAAACAA..
...DCCHHHCCDA...
....DDCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 58 (rust trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCCCCCCD....
...CCCHHHCCDA...
..DCCAAAAACDDA..
..DCAAEEEAACDA..
..DCAEEEEEACDA..
..DCAEEEEEACDA..
..DCAAEEEAACDA..
...CCAAAAACCAA..
...DCCHHHCCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 59 (fire trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCCAAACCD....
...CCAADAACDA...
..DCAADDAAADDA..
..DCAADDDAACDA..
..DCADCHCDACDA..
..DCADHNHDACDA..
..DCAAHNHAACDA..
...CCAANAACCAA..
...DCCAAACCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 60 (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 61 (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 62 (hole)
{
................
......AAAA......
.....AAAAAAB....
....AAAAAAABB...
...AAAAAAAAABBB.
...AAAAAAAAAABB.
...AAAAAAAAAABB.
...AAAAAAAAAABB.
...AAAAAAAAAABB.
....AAAAAAAAABB.
.....AAAAAAAABB.
.....AAAAAAABB..
......AAAAAB....
................
................
................
}
# tile 63 (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 64 (teleportation trap)
{
................
.....DDDDD......
....DDCACDD.....
...DCCAAACCD....
...DCAAAAACCA...
..DDCHHAHHCCD...
..DCOHAAAHOCDA..
..DCHOAAAOHCDA..
..DCHOAAAOHCDA..
..DDCHHAHHCCDA..
...DCAAAAACCAA..
...DCCAAACCDA...
....DDCACDDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 65 (level teleporter)
{
................
.....DDADD......
....DDAAADD.....
...DCAAAAADD....
...DCCCACCCCA...
..DDCHAAAHCCD...
..DCOAAOAAOCDA..
..DCHAOOOAHCDA..
..DCHAAOAAHCDA..
..DDCHAAAHCCDA..
...DCCCACCCCAA..
...DCAAAAACDA...
....DDAAADDAA...
.....DDADDAA....
......AAAAA.....
................
}
# tile 66 (magic portal)
{
................
.....DDDDD......
....DDCACDD.....
...DCCAAACCD....
...DCAAAAACCA...
..DDCHHAHHHAD...
..DDCHOAOAACDA..
..DDOAAAAAOCDA..
..DDAAOAOOCCDA..
..DAHHHAHHCCDA..
...DCAAAAACCAA..
...DCCAAACCDA...
....DDCACDDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 67 (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 68 (statue trap)
{
................
.....DDDDD......
....DDCAADD.....
...DCCAJJACD....
...CCAKCJJADA...
..DAAAKKJJADDA..
..ACKACKJAAADA..
..AJJCKKJACJAA..
..DAJCKJJJJJAA..
..DAJCKJJJAADA..
...CACKJAACCAA..
...DACKJACCDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 69 (magic trap)
{
................
.....DDDDD......
....DDCCCDA.....
...DCCCCCCAD....
...CCCHHHAADA...
..DCAHHNHAADDA..
..DCAANNAAACDA..
..DCAAAAAAACDA..
..DCAAANNAACDA..
..DCAANNNHACDA..
...CAAHNHHCCAA..
...DACHHHCCDA...
....ACCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 70 (anti-magic field)
{
................
......DDDDD.....
.....ADCCCDD....
....DACCCCCCD...
...ADAAHHHCCC...
..ADDAAHNHHACD..
..ADCAAANNAACD..
..ADCAAAAAAACD..
..ADCAANNAAACD..
..ADCAHNNNAACD..
..AACCHHNHAAC...
...ADCCHHHCAD...
...AADCCCCCA....
....AADDDDD.....
.....AAAAA......
................
}
# tile 71 (polymorph trap)
{
................
.....DDDDD......
....DDCCCDD.....
...DCAAAPCCD....
...CCAAPHCCDA...
..DCCAPAAHCDDA..
..DCHPNAAHHCDA..
..DCHNPAPNHCDA..
..DCHNAANPHCDA..
..DCHHAAPAHCDA..
...CCHHPAACCAA..
...DCCPAAACDA...
....DCCCCCDAA...
.....DDDDDAA....
......AAAAA.....
................
}
# tile 72 (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 73 (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 74 (trapped chest)
{
................
................
................
...CJKKKCJKKKC..
.CKJKKCKJKKCJJK.
.KJKKKKJKKKKJJJ.
CJKDKCJKDKCJJJJ.
CJKKDCJDKKCJJJJ.
CCCCCDHCCCCJJJJ.
CJJJHQQHJJJJJJJ.
CJKKDHHDKKCJJJJN
CJKDKHHKDKCJJJJA
CJKKKCJKKKCJJJAA
CJCCCCJCCCCJJAA.
CKKKKKKKKKKJAA..
.NAAAAAAAAAAA...
}
# tile 75 (missile zap 1 0)
{
.......II.......
......IIII......
......IIII......
.......II.......
.......II.......
......IIII......
......IIII......
.......II.......
.......II.......
......IIII......
......IIII......
.......II.......
.......II.......
......IIII......
......IIII......
.......II.......
}
# tile 76 (missile zap 1 1)
{
................
................
................
................
................
................
.II..II..II..II.
IIIIIIIIIIIIIIII
IIIIIIIIIIIIIIII
.II..II..II..II.
................
................
................
................
................
................
}
# tile 77 (missile zap 1 2)
{
III.............
IIII............
IIII............
.IIII...........
...IIII.........
....IIII........
....IIII........
.....IIII.......
.......IIII.....
........IIII....
........IIII....
.........IIII...
...........IIII.
............IIII
............IIII
.............III
}
# tile 78 (missile zap 1 3)
{
.............III
............IIII
............IIII
...........IIII.
.........IIII...
........IIII....
........IIII....
.......IIII.....
.....IIII.......
....IIII........
....IIII........
...IIII.........
.IIII...........
IIII............
IIII............
III.............
}
# tile 79 (fire zap 2 0)
{
.......CC.......
......CCCC......
......CCCC......
.......CC.......
.......CC.......
......CCCC......
......CCCC......
.......CC.......
.......CC.......
......CCCC......
......CCCC......
.......CC.......
.......CC.......
......CCCC......
......CCCC......
.......CC.......
}
# tile 80 (fire zap 2 1)
{
................
................
................
................
................
................
.CC..CC..CC..CC.
CCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCC
.CC..CC..CC..CC.
................
................
................
................
................
................
}
# tile 81 (fire zap 2 2)
{
CCC.............
CCCC............
CCCC............
.CCCC...........
...CCCC.........
....CCCC........
....CCCC........
.....CCCC.......
.......CCCC.....
........CCCC....
........CCCC....
.........CCCC...
...........CCCC.
............CCCC
............CCCC
.............CCC
}
# tile 82 (fire zap 2 3)
{
.............CCC
............CCCC
............CCCC
...........CCCC.
.........CCCC...
........CCCC....
........CCCC....
.......CCCC.....
.....CCCC.......
....CCCC........
....CCCC........
...CCCC.........
.CCCC...........
CCCC............
CCCC............
CCC.............
}
# tile 83 (frost zap 3 0)
{
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
}
# tile 84 (frost zap 3 1)
{
................
................
................
................
................
................
.NN..NN..NN..NN.
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
.NN..NN..NN..NN.
................
................
................
................
................
................
}
# tile 85 (frost zap 3 2)
{
NNN.............
NNNN............
NNNN............
.NNNN...........
...NNNN.........
....NNNN........
....NNNN........
.....NNNN.......
.......NNNN.....
........NNNN....
........NNNN....
.........NNNN...
...........NNNN.
............NNNN
............NNNN
.............NNN
}
# tile 86 (frost zap 3 3)
{
.............NNN
............NNNN
............NNNN
...........NNNN.
.........NNNN...
........NNNN....
........NNNN....
.......NNNN.....
.....NNNN.......
....NNNN........
....NNNN........
...NNNN.........
.NNNN...........
NNNN............
NNNN............
NNN.............
}
# tile 87 (sleep zap 4 0)
{
.......BB.......
......BBBB......
......BBBB......
.......BB.......
.......BB.......
......BBBB......
......BBBB......
.......BB.......
.......BB.......
......BBBB......
......BBBB......
.......BB.......
.......BB.......
......BBBB......
......BBBB......
.......BB.......
}
# tile 88 (sleep zap 4 1)
{
................
................
................
................
................
................
.BB..BB..BB..BB.
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
.BB..BB..BB..BB.
................
................
................
................
................
................
}
# tile 89 (sleep zap 4 2)
{
BBB.............
BBBB............
BBBB............
.BBBB...........
...BBBB.........
....BBBB........
....BBBB........
.....BBBB.......
.......BBBB.....
........BBBB....
........BBBB....
.........BBBB...
...........BBBB.
............BBBB
............BBBB
.............BBB
}
# tile 90 (sleep zap 4 3)
{
.............BBB
............BBBB
............BBBB
...........BBBB.
.........BBBB...
........BBBB....
........BBBB....
.......BBBB.....
.....BBBB.......
....BBBB........
....BBBB........
...BBBB.........
.BBBB...........
BBBB............
BBBB............
BBB.............
}
# tile 91 (death zap 5 0)
{
.......AA.......
......AAAA......
......AAAA......
.......AA.......
.......AA.......
......AAAA......
......AAAA......
.......AA.......
.......AA.......
......AAAA......
......AAAA......
.......AA.......
.......AA.......
......AAAA......
......AAAA......
.......AA.......
}
# tile 92 (death zap 5 1)
{
................
................
................
................
................
................
.AA..AA..AA..AA.
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
.AA..AA..AA..AA.
................
................
................
................
................
................
}
# tile 93 (death zap 5 2)
{
AAA.............
AAAA............
AAAA............
.AAAA...........
...AAAA.........
....AAAA........
....AAAA........
.....AAAA.......
.......AAAA.....
........AAAA....
........AAAA....
.........AAAA...
...........AAAA.
............AAAA
............AAAA
.............AAA
}
# tile 94 (death zap 5 3)
{
.............AAA
............AAAA
............AAAA
...........AAAA.
.........AAAA...
........AAAA....
........AAAA....
.......AAAA.....
.....AAAA.......
....AAAA........
....AAAA........
...AAAA.........
.AAAA...........
AAAA............
AAAA............
AAA.............
}
# tile 95 (lightning zap 6 0)
{
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
.......NN.......
......NNNN......
......NNNN......
.......NN.......
}
# tile 96 (lightning zap 6 1)
{
................
................
................
................
................
................
.NN..NN..NN..NN.
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
.NN..NN..NN..NN.
................
................
................
................
................
................
}
# tile 97 (lightning zap 6 2)
{
NNN.............
NNNN............
NNNN............
.NNNN...........
...NNNN.........
....NNNN........
....NNNN........
.....NNNN.......
.......NNNN.....
........NNNN....
........NNNN....
.........NNNN...
...........NNNN.
............NNNN
............NNNN
.............NNN
}
# tile 98 (lightning zap 6 3)
{
.............NNN
............NNNN
............NNNN
...........NNNN.
.........NNNN...
........NNNN....
........NNNN....
.......NNNN.....
.....NNNN.......
....NNNN........
....NNNN........
...NNNN.........
.NNNN...........
NNNN............
NNNN............
NNN.............
}
# tile 99 (poison gas zap 7 0)
{
.......FF.......
......FFFF......
......FFFF......
.......FF.......
.......FF.......
......FFFF......
......FFFF......
.......FF.......
.......FF.......
......FFFF......
......FFFF......
.......FF.......
.......FF.......
......FFFF......
......FFFF......
.......FF.......
}
# tile 100 (poison gas zap 7 1)
{
................
................
................
................
................
................
.FF..FF..FF..FF.
FFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFF
.FF..FF..FF..FF.
................
................
................
................
................
................
}
# tile 101 (poison gas zap 7 2)
{
FFF.............
FFFF............
FFFF............
.FFFF...........
...FFFF.........
....FFFF........
....FFFF........
.....FFFF.......
.......FFFF.....
........FFFF....
........FFFF....
.........FFFF...
...........FFFF.
............FFFF
............FFFF
.............FFF
}
# tile 102 (poison gas zap 7 3)
{
.............FFF
............FFFF
............FFFF
...........FFFF.
.........FFFF...
........FFFF....
........FFFF....
.......FFFF.....
.....FFFF.......
....FFFF........
....FFFF........
...FFFF.........
.FFFF...........
FFFF............
FFFF............
FFF.............
}
# tile 103 (acid zap 8 0)
{
.......GG.......
......GGGG......
......GGGG......
.......GG.......
.......GG.......
......GGGG......
......GGGG......
.......GG.......
.......GG.......
......GGGG......
......GGGG......
.......GG.......
.......GG.......
......GGGG......
......GGGG......
.......GG.......
}
# tile 104 (acid zap 8 1)
{
................
................
................
................
................
................
.GG..GG..GG..GG.
GGGGGGGGGGGGGGGG
GGGGGGGGGGGGGGGG
.GG..GG..GG..GG.
................
................
................
................
................
................
}
# tile 105 (acid zap 8 2)
{
GGG.............
GGGG............
GGGG............
.GGGG...........
...GGGG.........
....GGGG........
....GGGG........
.....GGGG.......
.......GGGG.....
........GGGG....
........GGGG....
.........GGGG...
...........GGGG.
............GGGG
............GGGG
.............GGG
}
# tile 106 (acid zap 8 3)
{
.............GGG
............GGGG
............GGGG
...........GGGG.
.........GGGG...
........GGGG....
........GGGG....
.......GGGG.....
.....GGGG.......
....GGGG........
....GGGG........
...GGGG.........
.GGGG...........
GGGG............
GGGG............
GGG.............
}
# tile 107 (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 108 (flash beam)
{
................
.....NNNNNN.....
...NNNNNNNNNN...
..NNNNNNNNNNNN..
..NNNNNNNNNNNN..
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
.NNNNNNNNNNNNNN.
..NNNNNNNNNNNN..
..NNNNNNNNNNNN..
...NNNNNNNNNN...
.....NNNNNN.....
................
}
# tile 109 (boom left)
{
................
................
....KK..........
....KHKA........
.....KHKA.......
......KKKA......
.......KKKA.....
........KDKA....
........JDKA....
.......JKDJA....
......JKDJA.....
.....JHDJA......
....JHDJA.......
.....KJA........
................
................
}
# tile 110 (boom right)
{
................
................
.........JK.....
........JDHJ....
.......JDHJA....
......JDKJA.....
.....JDKJA......
.....KDJA.......
.....KDKA.......
......KKKA......
.......KKKA.....
........KHKA....
.........KHKA...
..........KKA...
................
................
}
# tile 111 (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 112 (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 113 (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 114 (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 115 (poison cloud)
{
BBBBBBBBBBBBBBBB
BBBBBFFFFFFFBBBB
BBBFFFFFFFFFFBBB
BBFFFFFFFFFGFFBB
BBFFFFFFFFFFFFFB
BFFFFFFFFFFFFGFB
FFFGFFFFFFFFGFFF
FFFFFFFFFFGGFFFF
FFFFFFFFFFFFFGFF
FFGGFFFFFFFGGFFG
FFFFFGGGGGFFFFGG
BGFFFFFFFFFFGGGB
BBGGGFFFFGGGGGGB
BBBGGGGGGGGGGBBB
BBBBBBGGGGBBBBBB
BBBBBBBBBBBBBBBB
}
# tile 116 (valid position)
{
................
................
.....GGGG.......
....GGGGGG......
...GGFFFFGG.....
...GGF...GGF....
....FF...GGF....
........GGFF....
.......GGFF.....
......GGFF......
......GGF.......
.......FF.......
......GG........
......GGF.......
.......FF.......
................
}
# tile 117 (swallow top left)
{
AAAAAAADDDDDDAAA
AAAAADDDDDDDDDDD
AAAADDDDDDDDDDDD
AAADDDDDDCCDDDDD
AAADDDCCCCCCDDDD
AADDDDCCCCCDDDDD
AADDDCCCCCDDDDDD
AADDDCCCCDDDDD..
AADDDCCCDDDD....
AADDDCCCDDDD....
AADDDDDDDDD.....
AAADDDDDDD......
AAADDDDDDD......
AAAADDDDDD......
AAAADDDDDD......
AAAADDDDDD......
}
# tile 118 (swallow top center)
{
AAAAAAAAAAAAAAAA
DDAAAAAAAAAAAAAA
DDDDAAAAAAAAAADD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDCCCCCCDDD
.DDDDDDDDCCCCCDD
...DDDDDDDDDDDDD
....DDDDDDDDDDDD
......DDDDDDDD..
.......DDDD.....
................
................
................
................
}
# tile 119 (swallow top right)
{
AAAAAAAAAAAAAAAA
AAADDDDDAAAAAAAA
DDDDDDDDDDDAAAAA
DDDDDDDDDDDDAAAA
DDDDDCCCDDDDDAAA
DDDDDCCCCDDDDDAA
DDDDDCCCCDDDDDDA
DDDDDCCCCCDDDDDD
DDDDDDCCCCCDDDDD
DDDDDDDCCCCDDDDD
...DDDDDCCCDDDDD
...DDDDDDCCDDDDD
....DDDDDDDDDDDD
....DDDDDDDDDDDD
....DDDDDDDDDDDD
....DDDDDDDDDDDA
}
# tile 120 (swallow middle left)
{
AAAADDDDDD......
AAAADDDDDDD.....
AAAADDDDDDD.....
AAAADDDDDDDD....
AAAADDCCCDDD....
AAADDDDCCDDD....
AADDDDCCCDDD....
AADDDDCCCDDD....
AADDDDCDDDDD....
ADDDDDDDDDD.....
ADDDDDDDDD......
DDDDDDDDD.......
DDDDDDDD........
DDDDDDD.........
DDDDDDD.........
DDCCDDD.........
}
# tile 121 (swallow middle right)
{
....DDDDDDDDDDDA
....DDDDDDDDDDDA
....DDDDDDDDDDAA
....DDDDDDDDDDAA
...DDDDDDDDDDDAA
..DDDCCDDDDDDAAA
..DDDCCDDDDDDAAA
..DDDCCDDDDDAAAA
..DDDCCDDDDDAAAA
..DDDDDDDDDDAAAA
...DDDDDDDDDAAAA
...DDDDDDDDDAAAA
....DDDDDDDDDAAA
.....DDDDDDDDAAA
......DDDDDDDDAA
.......DDDDDDDAA
}
# tile 122 (swallow bottom left)
{
DDDCDDD.........
DDDCDDD.........
ADDCDDD.........
ADDDDDDD........
ADDDDDDDDDDDD...
AADDDDDDDDDDDDDD
AADDDDDDDDDDDDDD
AAADDDDDDDDCDDDD
AAAAADDDDDDCCCCD
AAAAAAADDDDDCCCD
AAAAAAAAADDDDCCC
AAAAAAAAAADDDDCC
AAAAAAAAAAADDDDD
AAAAAAAAAAADDDDD
AAAAAAAAAAAADDDD
AAAAAAAAAAAAAADD
}
# tile 123 (swallow bottom center)
{
................
................
................
................
.............DDD
............DDDD
D...........DDDD
DD..........DDDC
DDD.........DDDC
DDDD........DDDC
DDDDDD....DDDDDC
DDDDDDDDDDDDDDDC
DDDDDDDDDDDDDDDC
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDAA
}
# tile 124 (swallow bottom right)
{
......DDDDDDDDAA
......DDDDDDDDDA
.....DDDDDDDDDDA
....DDDDDDDDDDDA
DDDDDDDDDDDDDDDA
DDDDDDDDDDDDDDDA
CCCDDDDDDDDDDDAA
CCCCDDDDDDDDDDAA
CCCDDDDDDDDDDDAA
CCDDDDDDDDDDDAAA
CCDDDDDDAAAAAAAA
CDDDDDAAAAAAAAAA
CDDDDAAAAAAAAAAA
DDDDAAAAAAAAAAAA
DDAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 125 (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 126 (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 127 (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 128 (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 129 (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 130 (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 131 (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 132 (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 133 (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 134 (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 135 (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 136 (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 137 (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 138 (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 139 (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 140 (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 141 (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 142 (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 143 (explosion muddy top left)
{
................
................
.............JJJ
......J...JJJJJJ
.........JJJJJJJ
.........JJJJJJK
........JJJJKKKJ
...JJJ.JJJJKKKJJ
.J...JJJJJJKJJJJ
.....JJJJJJKJJJJ
....JJJJJJJKJJJJ
.......KJJKKJJKK
....JJJJJJJJJJKK
...JJJJKKJJJKKKK
..JJJJKKJJJJKKKK
..JJJKKJJJJJKKKK
}
# tile 144 (explosion muddy top center)
{
................
................
J........JJJJJJ.
JJJJJJKJJJJJJJJ.
JJJJJJKKKKKJJJJJ
KKKJJJKJJJJJJJJJ
JJJJJJKJJJJJJJJJ
JJJJJJKJJJJJJJJK
JJKKKKKKKKKKKJKK
KKJJJKJKKKKKJJJJ
KLKJKJKKKJKKKJJJ
KCCJKKKJJKKKKKJJ
KLKKKKKJKKKKJJJJ
KKKKKJKKJKKKCJJJ
KKKKKKKKJKJKJCJJ
KCLKKKLCLLJJJJJJ
}
# tile 145 (explosion muddy top right)
{
................
................
................
........J...J...
JJJJJ...........
JJJJJJ...J..J...
JJJJJJJ.........
KKKKKKJJJJ......
JJJJJKKJJJJ.....
KKJJJJJJJJJJ....
JJKJJKKKKJJJ....
JJKJJJJJKJJJ....
JJCJJKJJJJJJ.J..
JJJKKKKKJJJJ....
JJKJKKJKJJJJ....
JKJJKKJKJJJJJ...
}
# tile 146 (explosion muddy middle left)
{
..JJJKJKJJJKKKKK
..JJJKJJJJJKJCKK
...JJKJJKKKKKKKJ
...JJJJJJKKKKCCK
..JJJKJJKKJKKCJC
.JJJKKKJKKKKCKJC
.JJJKJJJKLKKCKKC
.JJJKJJJKKKJJJJC
.JJJKJJJKKKKCJLL
.JJJKKJJKKKKCCLL
..JJJKKJJKKKCLLC
...JJJKKKJCKCCCC
....JJJKKKCKKCKL
.....JJKKKKKLLJK
..J.JKKKJLCKKKCL
....JKKKKKKKKKCL
}
# tile 147 (explosion muddy middle center)
{
JCLJJKKCCJCLJJJJ
KLCLKKJKJJLCJLJK
LJCKCLJKKLLLJJLK
CJCCCLLLKKLLCJKK
LLLCCLLLLCLLCKKJ
LLCCKCCCLLLLJKKJ
LLCLLLLLLLLLLJKK
LCCLLLLLLLLLLLKK
LLLLLLCCCCLLCLCL
CLLLLLLLCLLLLLCL
CLLCLCCCCCLLLLCJ
CCCLCLCCCCLLLCCJ
LLLLCLCCCLLLCCCC
LCCCCLCCCLLLCCCJ
LLLLCLCLCKCCCKCJ
CCCCCLLLCCCKLLKK
}
# tile 148 (explosion muddy middle right)
{
KKJJJKJKJKJJJJ..
KKJJJJJKJKJJJJ..
KKJJJJJKJKJJJJ..
CKJJJJJKKKJJJJ..
CKJJCJCJJKJJJJ..
CKKKCKKJKKJJJ...
KKKJCKKJJJJJJ...
KCJJCJJJJJJJJ...
JJCKKKCJJJJJ....
KKJJKCCJJKJ...J.
JKKKCCKKKK......
KJJJJCCJJK..J...
KKLJKCCKJJJ.....
LKKKKKKJJJJJ....
LJLKKKJJJJJJJ...
KKKKCCJJJJJJJJ..
}
# tile 149 (explosion muddy bottom left)
{
....JKKKKKKKLKKC
....JKKKKKKKJLKK
.J..JJKKKCKKJKLK
...JJJKJKKCKKJJC
...JJJJKKJJCKKJK
...JJJJKKKKCKKKJ
...JJJJKKJKKLKKJ
...JJJJJKJJJKKKK
...JJJJJKKJJKKKK
....JJJJJJJJJKKK
.....JJJLJJJJJJJ
...J..JJJJJJJJJJ
........JJ.JJJJJ
...J........JJJJ
................
................
}
# tile 150 (explosion muddy bottom center)
{
CCCLLLLLCLLLKLKK
LLCCLLCCCCLKJKKK
CCCCCCCCCCJKKJCC
KCCLJKJJKLCJJKKK
KKLLLLKJKKJJLCLJ
LCCJCJCKLKLKCJJK
JKKCCJJLKKKKKKKC
LJKKKKKKKJKKKKKK
CLCJKJJJJJJJJJJC
LJKLCLJJJKKKKKKJ
JJJKJKCCKKKJJJJJ
JJJJJJKJKKJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJ..........JJ
................
................
}
# tile 151 (explosion muddy bottom right)
{
KKKKCKKJJJJJJJ..
KKJKKJKJJKJKJJ..
CCKKJKKJJKJKJJ..
KKKJJJKJJKJKJJ..
KJJJJJKJJJKKJJ..
KKCJJKKJJJKJJJ..
KJJJKKJJJKKJJJ..
KJKJJKJJJJJJJJ..
JJKJJJJJJKJJJJ..
KKKJJJJJJJJJJJ..
KJJJJJJJJ.JJJ...
JJJJJJJJ........
JJJJJJ....J.....
JJJ...J.........
................
................
}
# tile 152 (explosion wet top left)
{
................
................
.............EEE
......E...EEEEEE
.........EEEEEEE
.........EEEEEEP
........EEEEPPPE
...EEE.EEEEPPPEE
.E...EEEEEEPEEEE
.....EEEEEEPEEEE
....EEEEEEEPEEEE
.......PEEPPEEPP
....EEEEEEEEEEPP
...EEEEPPEEEPPPP
..EEEEPPEEEEPPPP
..EEEPPEEEEEPPPP
}
# tile 153 (explosion wet top center)
{
................
................
E........EEEEEE.
EEEEEEPEEEEEEEE.
EEEEEEPPPPPEEEEE
PPPEEEPEEEEEEEEE
EEEEEEPEEEEEEEEE
EEEEEEPEEEEEEEEP
EEPPPPPPPPPPPEPP
PPEEEPEPPPPPEEEE
PNPEPEPPPEPPPEEE
PBBEPPPEEPPPPPEE
PNPPPPPEPPPPEEEE
PPPPPEPPEPPPBEEE
PPPPPPPPEPEPEBEE
PBNPPPNBEEEEEEEE
}
# tile 154 (explosion wet top right)
{
................
................
................
........E...E...
EEEEE...........
EEEEEE...E..E...
EEEEEEE.........
PPPPPPEEEE......
EEEEEPPEEEE.....
PPEEEEEEEEEE....
EEPEEPPPPEEE....
EEPEEEEEPEEE....
EEBEEPEEEEEE.E..
EEEPPPPPEEEE....
EEPEPPEPEEEE....
EPEEPPEPEEEEE...
}
# tile 155 (explosion wet middle left)
{
..EEEPEPEEEPPPPP
..EEEPEEEEEPEBPP
...EEPEEPPPPPPPE
...EEEEEEPPPPBBP
..EEEPEEPPEPPBEB
.EEEPPPEPPPPBPEB
.EEEPEEEPNPPBPPB
.EEEPEEEPPPEEEEB
.EEEPEEEPPPPBEEE
.EEEPPEEPPPPBBEE
..EEEPPEEPPPBEEB
...EEEPPPEBPBBBB
....EEEPPPBPPBPN
.....EEPPPPPNNEP
..E.EPPPENBPPPBE
....EPPPPPPPPPBE
}
# tile 156 (explosion wet middle center)
{
EBNEEPPBBEBNEEEE
PNBNPPEPEEEBENEP
NEBPBEEPPEEEEENP
BEBBBEEEPPEEBEPP
EEEBBEEEEBEEBPPE
EEBBPBBBEEEEEPPE
EEBEEEEEEEEEEEPP
EBBEEEEEEEEEEEPP
EEEEEEEEEEEEBEEE
BEEEEEEEEEEEEEEE
BEEBEBEEEEEEEEBE
BBEEEEEEEEEEEBBE
EEEEEEEEEEEEBBBB
EBBEBEEEEEEEBBBE
EEEEEEEEEPBBBPBE
BBBBEEEEBBBPNNPP
}
# tile 157 (explosion wet middle right)
{
PPEEEPEPEPEEEE..
PPEEEEEPEPEEEE..
PPEEEEEPEPEEEE..
BPEEEEEPPPEEEE..
BPEEBEBEEPEEEE..
BPPPBPPEPPEEE...
PPPEBPPEEEEEE...
PBEEBEEEEEEEE...
EEBPPPBEEEEE....
PPEEPBBEEPE...E.
EPPPBBPPPP......
PEEEEBBEEP..E...
PPNEPBBPEEE.....
NPPPPPPEEEEE....
NENPPPEEEEEEE...
PPPPBBEEEEEEEE..
}
# tile 158 (explosion wet bottom left)
{
....EPPPPPPPNPPB
....EPPPPPPPENPP
.E..EEPPPBPPEPNP
...EEEPEPPBPPEEB
...EEEEPPEEBPPEP
...EEEEPPPPBPPPE
...EEEEPPEPPNPPE
...EEEEEPEEEPPPP
...EEEEEPPEEPPPP
....EEEEEEEEEPPP
.....EEENEEEEEEE
...E..EEEEEEEEEE
........EE.EEEEE
...E........EEEE
................
................
}
# tile 159 (explosion wet bottom center)
{
BBBEEEEEBEEEPEPP
EEBBEEBBBBEPEPPP
BBBBBBBBBBEPPEBB
PBBEEPEEPNBEEPPP
PPEEEEPEPPEENBNE
NBBEBEBPNPNPBEEP
EPPBBEENPPPPPPPB
NEPPPPPPPEPPPPPP
BNBEPEEEEEEEEEEB
NEPNBNEEEPPPPPPE
EEEPEPBBPPPEEEEE
EEEEEEPEPPEEEEEE
EEEEEEEEEEEEEEEE
EEEE..........EE
................
................
}
# tile 160 (explosion wet bottom right)
{
PPPPBPPEEEEEEE..
PPEPPEPEEPEPEE..
BBPPEPPEEPEPEE..
PPPEEEPEEPEPEE..
PEEEEEPEEEPPEE..
PPBEEPPEEEPEEE..
PEEEPPEEEPPEEE..
PEPEEPEEEEEEEE..
EEPEEEEEEPEEEE..
PPPEEEEEEEEEEE..
PEEEEEEEE.EEE...
EEEEEEEE........
EEEEEE....E.....
EEE...E.........
................
................
}
# tile 161 (explosion magical top left)
{
................
................
.............EEE
......E...EEEEEE
.........EEEEEEE
.........EEEEEEC
........EEEEIIIE
...EEE.EEEEIIIEE
.E...EEEEEEIEEEE
.....EEEEEEIEEEE
....EEEEEEEIEEEE
.......IEEIIEEII
....EEEEEEEEEEII
...EEEEIIEEEIIII
..EEEEIIEEEEIIII
..EEEIIEEEEEIIII
}
# tile 162 (explosion magical top center)
{
................
................
E........EEEEEE.
EEEEEEIEEEEEEEE.
EEEEEEIIIIIEEEEE
IIIEEEIEEEEEEEEE
EEEEEEIEEEEEEEEE
EEEEEEIEEEEEEEEI
EEIIIIIIIIIIIEII
IIEEEIEIIIIIEEEE
IHIEIEIIIEIIIEEE
ILLEIIIEEIIIIIEE
IHIIIIIEIIIIEEEE
IIIIIEIIEIIILEEE
IIIIIIIIEIEIELEE
ILHIIIHLHHEEEEEE
}
# tile 163 (explosion magical top right)
{
................
................
................
........E...E...
EEEEE...........
EEEEEE...E..E...
EEEEEEE.........
IIIIIIEEEE......
EEEEEIIEEEE.....
IIEEEEEEEEEE....
EEIEEIIIIEEE....
EEIEEEEEIEEE....
EELEEIEEEEEE.E..
EEEIIIIIEEEE....
EEIEIIEIEEEE....
EIEEIIEIEEEEE...
}
# tile 164 (explosion magical middle left)
{
..EEEIEIEEEIIIII
..EEEIEEEEEIEIII
...EEIEEIIIIIIIE
...EEEEEEIIIIIII
..EEEIEEIIEIIIEI
.EEEIIIEIIIIIIEI
.EEEIEEEINIIIIII
.EEEIEEEIIIEEEEI
.EEEIEEEIIIIIENN
.EEEIIEEIIIIIINN
..EEEIIEEIIIINNI
...EEEIIIEIIIIII
....EEEIIIIIIIIN
.....EEIIIIINNEI
..E.EIIIENIIIIIN
....EIIIIIIIIIIN
}
# tile 165 (explosion magical middle center)
{
EINEEIIIIEINEEEE
ININIIEIEENIENEI
NEIIINEIINNNEENI
IEIIINNNIINNIEII
NNNIINNNNINNIIIE
NNIIIIIINNNNEIIE
NNINNNNNNNNNNEII
NIINNNNNNNNNNNII
NNNNNNNNNNNNINNN
INNNNNNNNNNNNNNN
INNININNNNNNNNIE
IINNNNNNNNNNNIIE
NNNNNNNNNNNNIIII
NIININNNNNNNIIIE
NNNNNNNNNIIIIIIE
IIIINNNNIIIINNII
}
# tile 166 (explosion magical middle right)
{
IIEEEIEIEIEEEE..
IIEEEEEIEIEEEE..
IIEEEEEIEIEEEE..
IIEEEEEIIIEEEE..
IIEEIEIEEIEEEE..
IIIIIIIEIIEEE...
IIIEIIIEEEEEE...
IIEEIEEEEEEEE...
EEIIIIIEEEEE....
IIEEIIIEEIE...E.
EIIIIIIIII......
IEEEEIIEEI..E...
IINEIIIIEEE.....
NIIIIIIEEEEE....
NENIIIEEEEEEE...
IIIIIIEEEEEEEE..
}
# tile 167 (explosion magical bottom left)
{
....EIIIIIIIHIII
....EIIIIIIIEHII
.E..EEIIIIIIEIHI
...EEEIEIIIIIEEI
...EEEEIIEEIIIEI
...EEEEIIIIIIIIE
...EEEEIIEIIHIIE
...EEEEEIEEEIIII
...EEEEEIIEEIIII
....EEEEEEEEEIII
.....EEEHEEEEEEE
...E..EEEEEEEEEE
........EE.EEEEE
...E........EEEE
................
................
}
# tile 168 (explosion magical bottom center)
{
IIINNNNNINNNINII
NNIINNIIIINIEIII
IIIIIIIIIIEIIEII
IIINEIEEINIEEIII
IINNNNIEIIEENINE
NIIEIEIININIIEEI
EIIIIEENIIIIIIII
NEIIIIIIIEIIIIII
INIEIEEEEEEEEEEI
NEININEEEIIIIIIE
EEEIEIIIIIIEEEEE
EEEEEEIEIIEEEEEE
EEEEEEEEEEEEEEEE
EEEE..........EE
................
................
}
# tile 169 (explosion magical bottom right)
{
IIIIIIIEEEEEEE..
IIEIIEIEEIEIEE..
IIIIEIIEEIEIEE..
IIIEEEIEEIEIEE..
IEEEEEIEEEIIEE..
IIIEEIIEEEIEEE..
IEEEIIEEEIIEEE..
IEIEEIEEEEEEEE..
EEIEEEEEEIEEEE..
IIIEEEEEEEEEEE..
IEEEEEEEE.EEE...
EEEEEEEE........
EEEEEE....E.....
EEE...E.........
................
................
}
# tile 170 (explosion fiery top left)
{
................
................
.............DDD
......D...DDDDDD
.........DDDDDDD
.........DDDDDDC
........DDDDCCCD
...DDD.DDDDCCCDD
.D...DDDDDDCDDDD
.....DDDDDDCDDDD
....DDDDDDDCDDDD
.......CDDCCDDCC
....DDDDDDDDDDCC
...DDDDCCDDDCCCC
..DDDDCCDDDDCCCC
..DDDCCDDDDDCCCC
}
# tile 171 (explosion fiery top center)
{
................
................
D........DDDDDD.
DDDDDDCDDDDDDDD.
DDDDDDCCCCCDDDDD
CCCDDDCDDDDDDDDD
DDDDDDCDDDDDDDDD
DDDDDDCDDDDDDDDC
DDCCCCCCCCCCCDCC
CCDDDCDCCCCCDDDD
CHCDCDCCCDCCCDDD
CLLDCCCDDCCCCCDD
CHCCCCCDCCCCDDDD
CCCCCDCCDCCCLDDD
CCCCCCCCDCDCDLDD
CLHCCCHLHHDDDDDD
}
# tile 172 (explosion fiery top right)
{
................
................
................
........D...D...
DDDDD...........
DDDDDD...D..D...
DDDDDDD.........
CCCCCCDDDD......
DDDDDCCDDDD.....
CCDDDDDDDDDD....
DDCDDCCCCDDD....
DDCDDDDDCDDD....
DDLDDCDDDDDD.D..
DDDCCCCCDDDD....
DDCDCCDCDDDD....
DCDDCCDCDDDDD...
}
# tile 173 (explosion fiery middle left)
{
..DDDCDCDDDCCCCC
..DDDCDDDDDCDLCC
...DDCDDCCCCCCCD
...DDDDDDCCCCLLC
..DDDCDDCCDCCLDL
.DDDCCCDCCCCLCDL
.DDDCDDDCHCCLCCL
.DDDCDDDCCCDDDDL
.DDDCDDDCCCCLDHH
.DDDCCDDCCCCLLHH
..DDDCCDDCCCLHHL
...DDDCCCDLCLLLL
....DDDCCCLCCLCH
.....DDCCCCCHHDC
..D.DCCCDHLCCCLH
....DCCCCCCCCCLH
}
# tile 174 (explosion fiery middle center)
{
DLHDDCCLLDLHDDDD
CHLHCCDCDDHLDHDC
HDLCLHDCCHHHDDHC
LDLLLHHHCCHHLDCC
HHHLLHHHHLHHLCCD
HHLLCLLLHHHHDCCD
HHLHHHHHHHHHHDCC
HLLHHHHHHHHHHHCC
HHHHHHNNNNHHLHNH
LHHHHHHHNHHHHHNH
LHHLHLNNNNHHHHLD
LLNHNHNNNNHHHLLD
HHHHNHNNNHHHLLLL
HLLNLHNNNHHHLLLD
HHHHNHNHNCLLLCLD
LLLLNHHHLLLCHHCC
}
# tile 175 (explosion fiery middle right)
{
CCDDDCDCDCDDDD..
CCDDDDDCDCDDDD..
CCDDDDDCDCDDDD..
LCDDDDDCCCDDDD..
LCDDLDLDDCDDDD..
LCCCLCCDCCDDD...
CCCDLCCDDDDDD...
CLDDLDDDDDDDD...
DDLCCCLDDDDD....
CCDDCLLDDCD...D.
DCCCLLCCCC......
CDDDDLLDDC..D...
CCHDCLLCDDD.....
HCCCCCCDDDDD....
HDHCCCDDDDDDD...
CCCCLLDDDDDDDD..
}
# tile 176 (explosion fiery bottom left)
{
....DCCCCCCCHCCL
....DCCCCCCCDHCC
.D..DDCCCLCCDCHC
...DDDCDCCLCCDDL
...DDDDCCDDLCCDC
...DDDDCCCCLCCCD
...DDDDCCDCCHCCD
...DDDDDCDDDCCCC
...DDDDDCCDDCCCC
....DDDDDDDDDCCC
.....DDDHDDDDDDD
...D..DDDDDDDDDD
........DD.DDDDD
...D........DDDD
................
................
}
# tile 177 (explosion fiery bottom center)
{
LLLHHHHHLHHHCHCC
HHLLHHLLLLHCDCCC
LLLLLLLLLLDCCDLL
CLLHDCDDCHLDDCCC
CCHHHHCDCCDDHLHD
HLLDLDLCHCHCLDDC
DCCLLDDHCCCCCCCL
HDCCCCCCCDCCCCCC
LHLDCDDDDDDDDDDL
HDCHLHDDDCCCCCCD
DDDCDCLLCCCDDDDD
DDDDDDCDCCDDDDDD
DDDDDDDDDDDDDDDD
DDDD..........DD
................
................
}
# tile 178 (explosion fiery bottom right)
{
CCCCLCCDDDDDDD..
CCDCCDCDDCDCDD..
LLCCDCCDDCDCDD..
CCCDDDCDDCDCDD..
CDDDDDCDDDCCDD..
CCLDDCCDDDCDDD..
CDDDCCDDDCCDDD..
CDCDDCDDDDDDDD..
DDCDDDDDDCDDDD..
CCCDDDDDDDDDDD..
CDDDDDDDD.DDD...
DDDDDDDD........
DDDDDD....D.....
DDD...D.........
................
................
}
# tile 179 (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 180 (explosion frosty top center)
{
................
................
E........EEEEEE.
ENBEENPEEEENBEE.
EEEEEENPNPNEEEEE
PPBEEEPENEEEEEEE
EEEEEENNNNNEEEEE
EEEEEEPENEEENBEP
EEPPPPNPNPNPPPPP
PPEEENEPPPPNEEEE
PNPEPEPPPEPPPEEE
PBBEPPPEEPPNBPEE
PNPPPPPEPPPPEEEE
PPPPPEPPEPPPBEEE
PPPPPPPPEPEPEBEE
PBNPPPNBNNEEEEEE
}
# tile 181 (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 182 (explosion frosty middle left)
{
..EEEPEPEEEPPPPP
..EEEPEEEEEPEBPP
...EEPEEPPPPPPPE
...ENENEEPPPPBBP
..EEENEEPPEPPBEB
.EEENENEPPPPBPEB
.EEEPEEEPNPPBPPB
.EEEPEEEPPPEEEEB
.EEEPEEEPPPPBENN
.EEEPPEEPPPPBBNN
..EEEPNEEPPPBNNB
...EENNNPEBPBBBB
....EENPPPBPPBPN
.....EEPPPPPNNEP
..E.EPPPENBPPPBN
....EPPPPPPPPPBN
}
# tile 183 (explosion frosty middle center)
{
EBNEEPPBBEBNEEEE
PNBNPPEPEENBENEP
NEBPBNEPPNNNEENP
BEBBBNNNPPNNBEPP
NNNBBNNNNBNNBPPE
NNBBPBBBNNNNEPPE
NNBNNNNNNNNNNEPP
NBBNNNNNNNNNNNPP
NNNNNNNNNNNNBNNN
BNNNNNNNNNNNNNNN
BNNBNBNNNNNNNNBE
BBNNNNNNNNNNNBBE
NNNNNNNNNNNNBBBB
NBBNBNNNNNNNBBBE
NNNNNNNNNPBBBPBE
BBBBNNNNBBBPNNPP
}
# tile 184 (explosion frosty middle right)
{
PPEEEPEPEPEEEE..
PPEEEEEPEPEEEE..
PPEEEEEPEPEEEE..
BPEEEEEPPPEEEE..
BPEEBEBEEPEEEE..
BPPPBPPEPPEEE...
PPPEBPPENEEEN...
PBEEBEEEENENE...
EEBPPPBNNNNNNN..
PPEEPBBEENEN..E.
EPPPBBPPNP..N...
PEEEEBBEEP..E...
PPNEPBBPEEE.....
NPPPPPPEEEEE....
NENPPPEEEEEEE...
PPPPBBEEEEEEEE..
}
# tile 185 (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 186 (explosion frosty bottom center)
{
BBBNNNNNBNNNPNPP
NNBBNNBBBBNPEPPP
BBBBBBBBBBEPPEBB
PBBNEPEEPNBEEPPP
PPNNNNPEPPEENBNE
NBBEBEBPNPNPBEEP
EPPBBEENPPPPPPPB
NEPPPPPPPEPPPPPP
BNBEPEEEEEEEEEEB
NEPNBNEEEPNENPPE
EEEPEPBBPPPNEEEE
EEEEEEPEPNNNNNEE
EEEEEEEEEEENEEEE
EEEE......N.N.EE
................
................
}
# tile 187 (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 188 (warning 0)
{
................
................
.....OOOO.......
....OOOOOO......
...OOAAAAOO.....
...OOA...OOA....
....AA...OOA....
........OOAA....
.......OOAA.....
......OOAA......
......OOA.......
.......AA.......
......OO........
......OOA.......
.......AA.......
................
}
# tile 189 (warning 1)
{
................
................
.....OCOC.......
....OCOCOC......
...OCAAAAOC.....
...COA...COA....
....AA...OCA....
........OCAA....
.......OCAA.....
......OCAA......
......COA.......
.......AA.......
......CO........
......OCA.......
.......AA.......
................
}
# tile 190 (warning 2)
{
................
................
.....CCCC.......
....CCCCCC......
...CCAAAACC.....
...CCA...CCA....
....AA...CCA....
........CCAA....
.......CCAA.....
......CCAA......
......CCA.......
.......AA.......
......CC........
......CCA.......
.......AA.......
................
}
# tile 191 (warning 3)
{
................
................
.....DDDD.......
....DDDDDD......
...DDAAAADD.....
...DDA...DDA....
....AA...DDA....
........DDAA....
.......DDAA.....
......DDAA......
......DDA.......
.......AA.......
......DD........
......DDA.......
.......AA.......
................
}
# tile 192 (warning 4)
{
................
................
.....IIII.......
....IIIIII......
...IIAAAAII.....
...IIA...IIA....
....AA...IIA....
........IIAA....
.......IIAA.....
......IIAA......
......IIA.......
.......AA.......
......II........
......IIA.......
.......AA.......
................
}
# tile 193 (warning 5)
{
................
................
.....IEIE.......
....IEIEIE......
...IEAAAAIE.....
...EIA...EIA....
....AA...IEA....
........IEAA....
.......IEAA.....
......IEAA......
......EIA.......
.......AA.......
......EI........
......IEA.......
.......AA.......
................
}
# tile 194 (unexplored)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 195 (nothing)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 196 (mines walls vertical)
{
AJJKKKACJAAJJJAA
AJKKKACLJJAJJJJA
AJKKACLCKJJAJJJA
AAKACLCKJJJJAAAA
AAACLLKKJJJJJJAA
AACLLKKKAAJJJJJA
ACKKKKKACJAJJJJA
AKKKKKACLJJAJJJA
AAKKKACLKJJJAJAA
AAKKACLKKJJJJJAA
AACCCKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AAKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 197 (mines walls horizontal)
{
AJAAAAAAJJAAAJAA
JJJAAAJJJJJAAAAJ
JJJACJAJJJACCJAJ
AAACLJJAJACCLJJA
AACLCKJJACCLCKJJ
ACKCKKJJJCKCKKJA
CJKKKKJJCKCKJJAC
KJJKCJJCKKKJJJCK
KJKKKJJKJKJJJJKK
JJJKCJKKJKJJJCKJ
JJJJJJKJKKJJJKKJ
JJJJJKJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 198 (mines walls tlcorn)
{
AAAAAAKCCKKJAAAA
AAAAKKCLCJKJJAAA
AAKKKCLCKJJJKKAA
AKKKCLCKJJJJJJKA
AKKCLLKKJJJJJJJA
AKCLLKKKAAJJJJJJ
ACKKKKKACJAJJJJJ
AKKKKKACLJJAAJJJ
AAKKKCLLKJJJAJAJ
AAKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AAKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 199 (mines walls trcorn)
{
AAAAAAKCCKKJAAAA
AAAAKKCLCJKJJAAA
AAKKKCLCKJJJKKAA
AKKCCLCKJJJJJJKA
KKCCLLKKJJJJJJJA
KKCLKKKKAAJJJJJA
KCLKKKKACJAJJJJA
CKKKKKACLJJAAJJA
KAKKKCLLKJJJAJAA
AKKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AKKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 200 (mines walls blcorn)
{
AKKKAAKKKKAAJJJA
AKKAAKCCCJJJAAJA
AKKAALLJJJACCJAA
AKAACLJJJACCLJJA
AAACCKJJACLLCKJJ
AAACLKJJJCKCKKJA
AACLKKJJCKCKJJAC
AAKKCJJCKKKJJJCK
ACKKKJJKJKJJJJKK
ACKKCJKKJKJJJCKJ
AKKKJJKJKKJJJKKJ
ACKJJKJJJJJJJJJJ
AKJJJJJJJJJJJJJJ
AKJJJJJJJJJJJJJJ
AJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 201 (mines walls brcorn)
{
AKKAAAKKAAAAJJJA
AKAAKKLCKAAAAAJA
AAKKCLCJJACCAJJA
AKKCLJJJACCCLAJA
AKCKKKJACCCLCAAA
ACKKKKJACCKCKKAA
CJKKKKACCKCKJJAA
KJJKCJJCKKKJJJAA
KJKKKJJKJKJJJJJA
JJJKCJKKJKJJJJJA
JJJJJJKJKKJJJJJA
JJJJJKJJJJJJJJJA
JJJJJJJJJJJJJJJA
JJJJJJJJJJJJJJJA
JJJJJJJJJJJJJJJA
AAAAAAAAAAAAAAAA
}
# tile 202 (mines walls cross wall)
{
AAAAAAKCCKKJAAAA
AAAAKCCLCJKJJAAA
AAKKCCLCKJJJKKAA
AKKKCLCKJJJJJJKA
KKKCLKKKJJJJJJJA
KKCLKKKKAAJJJJJJ
KCKLKKKACJAJJJJJ
CKKKKKACLJJAAJJJ
KAKKKCLLKJJJAJAJ
AKKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AKKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 203 (mines walls tuwall)
{
AKKAAAKKKKAAJJJA
AKAAKKLCCJJJAAJA
AAKKCLCJJJACCJAA
AKKCLJJJJACCLJJA
AKCLCKJJACCLCKJJ
ACKCKKJJJCKCKKJA
CJKKKKJJCKCKJJAC
KJJKCJJCKKKJJJCK
KJKKKJJKJKJJJJKK
JJJKCJKKJKJJJCKJ
JJJJJJKJKKJJJKKJ
JJJJJKJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 204 (mines walls tdwall)
{
AAAAAAKCCKKJAAAA
AAAAKCCLCJKJJAAA
AAKKKCLCKJJJKKAA
AKKKCLCKJJJJJJKA
KKCCLLKKJJJJJJJA
KKCLLKKKAAJJJJJJ
KCLLKKKACJAJJJJJ
CKLKKKACLJJAAJJJ
KAKKKCLLKJJJAJAJ
AKKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AKKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 205 (mines walls tlwall)
{
AKKAACKCCKKJAJJA
AKACKKKLLJKJJAJA
AAKKKCCCKJJJKKAA
AKKKCCLKJJJJJJKA
AKKCLLKKJJJJJJJA
AKCLLKKKAAJJJJJJ
ACLKKKKACJAJJJJJ
AKKKKKACLJJAAJJJ
AAKKKCLLKJJJAJAJ
AAKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AAKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 206 (mines walls trwall)
{
AKKAACKCCKKJAJJA
AKACKKCLCJKJJAJA
AAKKCCLCKJJJKKAA
AKKCLLCKJJJJJJKA
KKCCLLKKJJJJJJJA
KCKLLKKKAAJJJJJA
CCKKKKKACJAJJJJA
CKKKKKACLJJAAJJA
KAKKKCLLKJJJAJAA
AKKKCCCKKJJJAJAA
AACCKKKAAJJJJJJA
ACCKKKACJAJJJJJA
ACKKKACLJJAJJJJA
AKKKACLCKJJAJJAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
# tile 207 (gehennom walls vertical)
{
ALLDAJ11111JLLDA
ADDDAJ1J11JJDDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
ADDDAJJ1111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ11J1JD1JA
ALLDAJ11111JLLDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
ADDDAJJ1J1JJDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 208 (gehennom walls horizontal)
{
AAALDDAAAAALDDAA
DDDLDDAJDDDLDDAJ
1DDJJJAJ1DDJJJAJ
JJJJJJJJJJJJJJJJ
11JJJ11111JJJ111
11LDD11111LDD111
DDLDDAJDDDLDDAJD
DDJJJAJ1DDJJJAJ1
JJJJJJJJJJJJJJJJ
11JD1111JD111JD1
11J11111J1111J11
JJJJJJJJJJJJJJJJ
JD1111JD1111JD11
J11111J11111J111
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 209 (gehennom walls tlcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 210 (gehennom walls trcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 211 (gehennom walls blcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
11JD1111JD111JD1
11J11111J1111J11
JJJJJJJJJJJJJJJJ
JD1111JD1111JD11
J11111J11111J111
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 212 (gehennom walls brcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
11JD1111JD111JD1
11J11111J1111J11
JJJJJJJJJJJJJJJJ
JD1111JD1111JD11
J11111J11111J111
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 213 (gehennom walls cross wall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 214 (gehennom walls tuwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
11JD1111JD111JD1
11J11111J1111J11
JJJJJJJJJJJJJJJJ
JD1111JD1111JD11
J11111J11111J111
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
# tile 215 (gehennom walls tdwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 216 (gehennom walls tlwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 217 (gehennom walls trwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
DDDLAJJ111CCDJJJ
DDDDDDDDDDDDDJJJ
DDD1111111111JJJ
DDD1111111111JJJ
DD111111111111JJ
D11111111111111J
JJJJJJJJJJJJJJJJ
A11JJJJJJJJJ111J
ADDDAAAAAAAADDDA
ADDDAJ11111JDDDA
ADDDAJ11111JDDDA
AJAAAJJ1111JJAJA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
# tile 218 (knox walls vertical)
{
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AJJJACLCKJJAJJJA
AAAAALCKJJJAAAAA
AAJAAAKKJJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 219 (knox walls horizontal)
{
AJAAAJAAAJAAAJAA
JJJAAAJAJJJAAAJA
JJJACJAAJJJACJAA
AAACLJJAJJACLJJA
AACLCKJJAACLCKJJ
AAACKKJAAAACKKJA
AJAAAJAAAJAAAJAA
KJJACJJAKJJACJJA
KJJAKJJAKJJACJJA
KJJACJAAKJJAKJAA
CJJACJAACJJAKJJA
KJAACJJACJJACJJA
KJAACJJACJAAKJJA
KJJAKJJAKJJACJAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
# tile 220 (knox walls tlcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 221 (knox walls trcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 222 (knox walls blcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AACCCAKJJAJJJAKA
AJACAJAJAJAJAJAA
KJJACJJAKJJACJJA
KJJAKJJAKJJACJJA
KJJACJAAKJJAKJAA
CJJACJAACJJAKJJA
KJAACJJACJJACJJA
KJAACJJACJAAKJJA
KJJAKJJAKJJACJAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
# tile 223 (knox walls brcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AACCCAKJJAJJJAKA
AJACAJAJAJAJAJAA
KJJACJJAKJJACJJA
KJJAKJJAKJJACJJA
KJJACJAAKJJAKJAA
CJJACJAACJJAKJJA
KJAACJJACJJACJJA
KJAACJJACJAAKJJA
KJJAKJJAKJJACJAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
# tile 224 (knox walls cross wall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 225 (knox walls tuwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AACCCAKJJAJJJAKA
AJACAJAJAJAJAJAA
KJJACJJAKJJACJJA
KJJAKJJAKJJACJJA
KJJACJAAKJJAKJAA
CJJACJAACJJAKJJA
KJAACJJACJJACJJA
KJAACJJACJAAKJJA
KJJAKJJAKJJACJAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
# tile 226 (knox walls tdwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 227 (knox walls tlwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 228 (knox walls trwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAKKKCLCKJJKKKAA
AKKKCLCKKJJJKKKA
AKKCCCKKJJJJJKKA
AKCCCKKAAJJJJJKA
AJJCKKACJAJJJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAAAACLCKJJAAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
# tile 229 (sokoban walls vertical)
{
ANNBA1EEEEE1NNBA
ABBBA1E1EE11BBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
ABBBA11EEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EE1E1BE1A
ANNBA1EEEEE1NNBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
ABBBA11E1E11BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 230 (sokoban walls horizontal)
{
AAANBBAAAAANBBAA
BBBNBBA1BBBNBBA1
EBB111A1EBB111A1
1111111111111111
EE111EEEEE111EEE
EENBBEEEEENBBEEE
BBNBBA1BBBNBBA1B
BB111A1EBB111A1E
1111111111111111
EE1BEEEE1BEEE1BE
EE1EEEEE1EEEE1EE
1111111111111111
1BEEEE1BEEEE1BEE
1EEEEE1EEEEE1EEE
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 231 (sokoban walls tlcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 232 (sokoban walls trcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 233 (sokoban walls blcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
EE1BEEEE1BEEE1BE
EE1EEEEE1EEEE1EE
1111111111111111
1BEEEE1BEEEE1BEE
1EEEEE1EEEEE1EEE
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 234 (sokoban walls brcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
EE1BEEEE1BEEE1BE
EE1EEEEE1EEEE1EE
1111111111111111
1BEEEE1BEEEE1BEE
1EEEEE1EEEEE1EEE
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 235 (sokoban walls cross wall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 236 (sokoban walls tuwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
EE1BEEEE1BEEE1BE
EE1EEEEE1EEEE1EE
1111111111111111
1BEEEE1BEEEE1BEE
1EEEEE1EEEEE1EEE
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 237 (sokoban walls tdwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 238 (sokoban walls tlwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
# tile 239 (sokoban walls trwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
BBBNA11EEENNB111
BBBBBBBBBBBBB111
BBBEEEEEEEEEE111
BBBEEEEEEEEEE111
BBEEEEEEEEEEEE11
BEEEEEEEEEEEEEE1
1111111111111111
AEE111111111EEE1
ABBBAAAAAAAABBBA
ABBBA1EEEEE1BBBA
ABBBA1EEEEE1BBBA
A1AAA11EEEE11A1A
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}