The castle rooms are drawn with the same path as Rooms. Clear both display buffers at Clear_BothDisplayBuffers, populate them at PopulateDisplayBuffer_VisibleEntities (room passes 0-5 over the scenery table at StateData_SimpleEntities), then blit at Blit_DisplayBuffer. Camera edges come from Pointer_CameraRoomOrigin.

Placement follows the C64-Wiki map for the Spectrum layout: Storage Cupboard on the left, Patio on the right, and the Swamp under the Weight room. The camera code at Update_CameraFollow steps Pointer_CameraRoomOrigin by 32 between 32 and 160 (five upper rooms). The Weight to Patio wrap is at Update_CameraFollow_WrapLeft, and the Patio to Weight wrap is at Update_CameraFollow_WrapRight. Storage Cupboard and Patio are a normal step apart. The Swamp camera at 224 to 255 is entered from the Weight room via the white arch entity at StateData_ScenerySecondary (Berk_ReadControls_DownInteract to 46981).

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