00
Room 00 Patio at GraphicLayout_BlueStaircase
room-00
01
Room 01 Storage Cupboard at GraphicLayout_RoomSceneryBlockB
Scenery layout for room 01 in StateData_SimpleEntities. Floor strips continue at GraphicLayout_FloorStrip. Shelves use GraphicLayout_LongPlatform.
room-01
02
Room 02 Mid camera stove band at GraphicLayout_StoveLit
Room 02 is not a separate room. It is the room number on the stove, hatch and trap floor entries, which are drawn in an in-between camera window from 6C to 8C spanning Trap Door and Kitchen. Lit stove layout GraphicLayout_StoveLit. Closed hatch GraphicLayout_TrapDoorClosed and trap floor GraphicLayout_TrapDoorFloor share this band.
room-02
03
Room 03 Trap Door at GraphicLayout_TrapDoorClosed
Closed hatch layout. Wall scenery in this window is GraphicLayout_Room1SceneryBlock.
room-03
04
Room 04 Kitchen at GraphicLayout_StoveLit
Lit stove in this camera. Also the dumb waiter GraphicLayout_DumbWaiter and lever scenery GraphicLayout_LeverClosedLeft.
room-04
05
Room 05 Weight at GraphicLayout_VerticalColumn
Vertical columns under StateData_SceneryEntities (room 05). White arch into the Swamp is GraphicLayout_WhiteArch at StateData_ScenerySecondary.
room-05
Swamp
Swamp (camera E0 to FF) at GraphicLayout_SwampDrippingWater
Dripping water wrap scenery (room 00 high X in StateData_SimpleEntities). Waterline strips also use GraphicLayout_GreenSceneryStrip.
room-06