since Elbereth doesn't work if you're not on the square anymore, we need to make sure that critters are discouraged from grabbing the sokoban prize or the castle wand. also, fix up the level compiler makefiles so that uncommenting the YACC/LEX definitions (presuming you have the right tools installed) works properly.
252 lines
7.5 KiB
Plaintext
252 lines
7.5 KiB
Plaintext
# NetHack 3.5 castle.des $NHDT-Date: 1430348677 2015/04/29 23:04:37 $ $NHDT-Branch: derek-elbereth $:$NHDT-Revision: 1.8 $
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# NetHack 3.5 castle.des $Date: 2009/05/06 10:44:18 $ $Revision: 1.5 $
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# SCCS Id: @(#)castle.des 3.5 2002/05/02
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# Copyright (c) 1989 by Jean-Christophe Collet
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# NetHack may be freely redistributed. See license for details.
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#
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# This is the stronghold level :
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# there are several ways to enter it :
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# - opening the drawbridge (wand of opening, knock spell, playing
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# the appropriate tune)
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#
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# - enter via the back entry (this suppose a ring of levitation, boots
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# of water walking, etc.)
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#
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# Note : If you don't play the right tune, you get indications like in the
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# MasterMind game...
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#
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# To motivate the player : there are 4 storerooms (armors, weapons, food and
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# gems) and a wand of wishing in one of the 4 towers...
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MAZE:"castle",random
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FLAGS: noteleport
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GEOMETRY:center,center
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MAP
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}}}}}}}}}.............................................}}}}}}}}}
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}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}
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}|.....|-----------------------------------------------|.....|}
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}|.....+...............................................+.....|}
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}-------------------------------+-----------------------------}
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}}}}}}|........|..........+...........|.......S.S.......|}}}}}}
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.....}|........|..........|...........|.......|.|.......|}.....
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.....}|........------------...........---------S---------}.....
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.....}|...{....+..........+.........\.S.................+......
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.....}|........------------...........---------S---------}.....
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.....}|........|..........|...........|.......|.|.......|}.....
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}}}}}}|........|..........+...........|.......S.S.......|}}}}}}
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}-------------------------------+-----------------------------}
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}|.....+...............................................+.....|}
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}|.....|-----------------------------------------------|.....|}
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}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}
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}}}}}}}}}.............................................}}}}}}}}}
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ENDMAP
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# Random registers initialisation
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$object = object: { '[',')','*','%' }
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SHUFFLE: $object
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$place = { (04,02),(58,02),(04,14),(58,14) }
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SHUFFLE: $place
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$monster = monster: { 'L','N','E','H','M','O','R','T','X','Z' }
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SHUFFLE: $monster
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TELEPORT_REGION:levregion(01,00,10,20),(1,1,61,15),down
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TELEPORT_REGION:levregion(69,00,79,20),(1,1,61,15),up
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STAIR:levregion(01,00,10,20),(0,0,62,16),up
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FOUNTAIN:(10,08)
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# Doors
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DOOR:closed,(07,03)
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DOOR:closed,(55,03)
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DOOR:locked,(32,04)
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DOOR:locked,(26,05)
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DOOR:locked,(46,05)
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DOOR:locked,(48,05)
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DOOR:locked,(47,07)
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DOOR:closed,(15,08)
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DOOR:closed,(26,08)
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DOOR:locked,(38,08)
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DOOR:locked,(56,08)
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DOOR:locked,(47,09)
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DOOR:locked,(26,11)
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DOOR:locked,(46,11)
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DOOR:locked,(48,11)
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DOOR:locked,(32,12)
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DOOR:closed,(07,13)
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DOOR:closed,(55,13)
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# The drawbridge
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DRAWBRIDGE:(05,08),east,closed
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# Storeroom number 1
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OBJECT:$object[0],(39,05)
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OBJECT:$object[0],(40,05)
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OBJECT:$object[0],(41,05)
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OBJECT:$object[0],(42,05)
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OBJECT:$object[0],(43,05)
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OBJECT:$object[0],(44,05)
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OBJECT:$object[0],(45,05)
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OBJECT:$object[0],(39,06)
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OBJECT:$object[0],(40,06)
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OBJECT:$object[0],(41,06)
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OBJECT:$object[0],(42,06)
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OBJECT:$object[0],(43,06)
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OBJECT:$object[0],(44,06)
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OBJECT:$object[0],(45,06)
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# Storeroom number 2
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OBJECT:$object[1],(49,05)
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OBJECT:$object[1],(50,05)
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OBJECT:$object[1],(51,05)
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OBJECT:$object[1],(52,05)
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OBJECT:$object[1],(53,05)
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OBJECT:$object[1],(54,05)
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OBJECT:$object[1],(55,05)
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OBJECT:$object[1],(49,06)
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OBJECT:$object[1],(50,06)
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OBJECT:$object[1],(51,06)
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OBJECT:$object[1],(52,06)
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OBJECT:$object[1],(53,06)
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OBJECT:$object[1],(54,06)
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OBJECT:$object[1],(55,06)
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# Storeroom number 3
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OBJECT:$object[2],(39,10)
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OBJECT:$object[2],(40,10)
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OBJECT:$object[2],(41,10)
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OBJECT:$object[2],(42,10)
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OBJECT:$object[2],(43,10)
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OBJECT:$object[2],(44,10)
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OBJECT:$object[2],(45,10)
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OBJECT:$object[2],(39,11)
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OBJECT:$object[2],(40,11)
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OBJECT:$object[2],(41,11)
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OBJECT:$object[2],(42,11)
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OBJECT:$object[2],(43,11)
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OBJECT:$object[2],(44,11)
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OBJECT:$object[2],(45,11)
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# Storeroom number 4
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OBJECT:$object[3],(49,10)
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OBJECT:$object[3],(50,10)
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OBJECT:$object[3],(51,10)
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OBJECT:$object[3],(52,10)
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OBJECT:$object[3],(53,10)
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OBJECT:$object[3],(54,10)
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OBJECT:$object[3],(55,10)
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OBJECT:$object[3],(49,11)
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OBJECT:$object[3],(50,11)
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OBJECT:$object[3],(51,11)
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OBJECT:$object[3],(52,11)
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OBJECT:$object[3],(53,11)
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OBJECT:$object[3],(54,11)
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OBJECT:$object[3],(55,11)
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# THE WAND OF WISHING in 1 of the 4 towers
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CONTAINER:('(',"chest"),$place[0] {
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OBJECT:('/',"wishing")
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}
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# Prevent monsters from eating it. (@'s never eat objects)
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ENGRAVING:$place[0],burn,"Elbereth"
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OBJECT:('?',"scare monster"),$place[0],cursed
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# The treasure of the lord
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OBJECT:('(',"chest"),(37,08)
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# Traps
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TRAP:"trap door",(40,08)
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TRAP:"trap door",(44,08)
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TRAP:"trap door",(48,08)
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TRAP:"trap door",(52,08)
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TRAP:"trap door",(55,08)
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# Soldiers guarding the entry hall
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MONSTER:('@',"soldier"),(08,06)
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MONSTER:('@',"soldier"),(09,05)
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MONSTER:('@',"soldier"),(11,05)
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MONSTER:('@',"soldier"),(12,06)
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MONSTER:('@',"soldier"),(08,10)
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MONSTER:('@',"soldier"),(09,11)
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MONSTER:('@',"soldier"),(11,11)
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MONSTER:('@',"soldier"),(12,10)
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MONSTER:('@',"lieutenant"),(09,08)
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# Soldiers guarding the towers
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MONSTER:('@',"soldier"),(03,02)
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MONSTER:('@',"soldier"),(05,02)
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MONSTER:('@',"soldier"),(57,02)
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MONSTER:('@',"soldier"),(59,02)
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MONSTER:('@',"soldier"),(03,14)
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MONSTER:('@',"soldier"),(05,14)
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MONSTER:('@',"soldier"),(57,14)
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MONSTER:('@',"soldier"),(59,14)
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# The four dragons that are guarding the storerooms
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MONSTER:'D',(47,05)
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MONSTER:'D',(47,06)
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MONSTER:'D',(47,10)
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MONSTER:'D',(47,11)
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# Sea monsters in the moat
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MONSTER:(';',"giant eel"),(05,07)
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MONSTER:(';',"giant eel"),(05,09)
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MONSTER:(';',"giant eel"),(57,07)
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MONSTER:(';',"giant eel"),(57,09)
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MONSTER:(';',"shark"),(05,00)
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MONSTER:(';',"shark"),(05,16)
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MONSTER:(';',"shark"),(57,00)
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MONSTER:(';',"shark"),(57,16)
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# The throne room and the court monsters
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MONSTER:$monster[0],(27,05)
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MONSTER:$monster[1],(30,05)
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MONSTER:$monster[2],(33,05)
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MONSTER:$monster[3],(36,05)
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MONSTER:$monster[4],(28,06)
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MONSTER:$monster[5],(31,06)
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MONSTER:$monster[6],(34,06)
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MONSTER:$monster[7],(37,06)
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MONSTER:$monster[8],(27,07)
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MONSTER:$monster[9],(30,07)
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MONSTER:$monster[0],(33,07)
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MONSTER:$monster[1],(36,07)
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MONSTER:$monster[2],(28,08)
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MONSTER:$monster[3],(31,08)
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MONSTER:$monster[4],(34,08)
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MONSTER:$monster[5],(27,09)
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MONSTER:$monster[6],(30,09)
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MONSTER:$monster[7],(33,09)
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MONSTER:$monster[8],(36,09)
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MONSTER:$monster[9],(28,10)
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MONSTER:$monster[0],(31,10)
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MONSTER:$monster[1],(34,10)
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MONSTER:$monster[2],(37,10)
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MONSTER:$monster[3],(27,11)
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MONSTER:$monster[4],(30,11)
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MONSTER:$monster[5],(33,11)
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MONSTER:$monster[6],(36,11)
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# MazeWalks
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MAZEWALK:(00,10),west
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MAZEWALK:(62,06),east
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# Non diggable walls
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NON_DIGGABLE:(00,00,62,16)
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# Subrooms:
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# Entire castle area
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REGION:(00,00,62,16),unlit,"ordinary"
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# Courtyards
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REGION:(00,05,05,11),lit,"ordinary"
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REGION:(57,05,62,11),lit,"ordinary"
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# Throne room
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REGION:(27,05,37,11),lit,"throne",unfilled
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# Antechamber
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REGION:(07,05,14,11),lit,"ordinary"
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# Storerooms
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REGION:(39,05,45,06),lit,"ordinary"
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REGION:(39,10,45,11),lit,"ordinary"
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REGION:(49,05,55,06),lit,"ordinary"
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REGION:(49,10,55,11),lit,"ordinary"
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# Corners
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REGION:(02,02,06,03),lit,"ordinary"
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REGION:(56,02,60,03),lit,"ordinary"
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REGION:(02,13,06,14),lit,"ordinary"
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REGION:(56,13,60,14),lit,"ordinary"
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# Barracks
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REGION:(16,05,25,06),lit,"barracks"
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REGION:(16,10,25,11),lit,"barracks"
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# Hallways
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REGION:(08,03,54,03),unlit,"ordinary"
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REGION:(08,13,54,13),unlit,"ordinary"
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REGION:(16,08,25,08),unlit,"ordinary"
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REGION:(39,08,55,08),unlit,"ordinary"
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# Storeroom alcoves
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REGION:(47,05,47,06),unlit,"ordinary"
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REGION:(47,10,47,11),unlit,"ordinary"
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