Address Length Description
24064 1
Game Options
Byte Binary Character Option
0 00000000 Knight Keyboard
2 00000010 Knight Kempston Joystick
4 00000100 Knight Cursor Joystick
8 00001000 Wizard Keyboard
10 00001010 Wizard Kempston Joystick
12 00001100 Wizard Cursor Joystick
16 00010000 Serf Keyboard
18 00010010 Serf Kempston Joystick
20 00010100 Serf Cursor Joystick
24065 2
Font Pointer
Holds a pointer to the currently used font data.
24067 1
Last Frame
The low byte of FRAMES as it was when UpdateFixedEntities last ran. The main loop compares it with FRAMES to find out whether a new frame has started.
24068 1
In Handlers
Set to 1 while UpdateFixedEntities runs the handlers of the fixed entities, and set back to 0 when it has finished. Nothing in the game reads it.
24069 2
Random Seed
A random number seed. At the end of every pass through DrawRoom the value of FRAMES and the low byte of the counter at CounterLow are added to it. The low byte is tested by HandlerTrapOpen to decide whether an open trapdoor closes.
24080 1
Sprite Width
The width in bytes of the sprite that is being drawn or removed, or of the item whose attribute cells are being set. It is 2 when the sprite starts on a multiple of eight pixels across, and 3 when it does not, as the sprite then covers a third byte once it has been shifted.
24081 1
Sprite Height
The height in pixel rows of the sprite that is being drawn or removed, or of the item whose attribute cells are being set (16 for the items that can be picked up).
24082 1
Counter Low
The low byte of a 16-bit counter that is increased by DrawRoom at the end of every pass through the main loop. The handlers use it to make things happen on every other pass (bit 0), and to choose the frames of animations.
24083 1
Counter High
The high byte of the counter that is held in CounterLow. SpawnFood tests bit 0 of it, and SetKeyPositions adds it to FRAMES to choose the room of the cyan key.
24084 1
Game Flags
Bit 0 is set by DrawRoom once the entities in the room have been drawn, and is reset by DrawRoomFrame when a new room is going to be drawn. The items in the room are only drawn (see HandlerRoomItem) while it is zero. The game does not use any of the other bits.
24085 1
Previous Sprite Id
The sprite ID of the entity that was last stored by StoreEntity or SetEntityAttributes. GetSpriteA uses it to find the old sprite to erase, and LoseLife uses it to put the player back after a life has been lost.
24086 1
Previous X Position
The X position of the entity that was last stored by StoreEntity or SetEntityAttributes.
24087 1
Previous Y Position
The Y position of the entity that was last stored by StoreEntity or SetEntityAttributes.
24088 1
Old Sprite Row Count
The number of rows of the old sprite that are left to be drawn (erased) when the rows that overlap with the new sprite have been done. See XORSpriteLoop.
24089 1
New Sprite Row Count
The number of rows of the new sprite that are left to be drawn when the rows that overlap with the old sprite have been done. See XORSpriteLoop.
24090 1
Room Attribute
The attribute of the floor of the current room, which is read from the room attribute table by DrawRoomFrame. It is the attribute that SetEntityAttributes_Moved gives to the cells that an entity has left behind.
24091 2
Room Pointer
The address of the next item to look at in the list of items for the current room (see RoomTable). DrawRoom sets it to the start of the list and moves it on by two bytes for each item.
24093 1
Room Width
The width of the floor of the current room, written by DrawRoomFrame from the shape of the room. It is stored just before the height, so that routines can read both with one DE or HL load.
24094 1
Room Height
The height of the floor of the current room, written by DrawRoomFrame from the shape of the room.
24095 1
Pickup Flags
Stops a single press of the pick up key from picking up or dropping more than one item. Bits 0-1 are set by HandlerPickupItem when an item is picked up, and bit 1 is set by HandlerBlank when the inventory is dropped. While either bit is set the key does nothing. Bit 1 is reset by ClearPickupFlag and HandlerBlank_KeyUp when the key is not pressed, and bit 0 is reset by HandlerBlank_Finish.
24096 1
Pickup Pressed
Set to 2 while the pick up key is pressed, and to 0 when it is not. It is written by ReadPickupKey.
24097 1
Lives
The number of lives that the player has left. It starts at 3 (see StartGame), and is decreased by LoseLife when a life is lost.
24098 1
Menu Item Attribute
The attribute of the line of text that MenuWriteText is printing on the game selection screen. GameMenu_Loop copies it from the table of attributes at GameSelection_Attributes.
24099 1
Line Distance
The longer of the two distances of the line that DrawLine is drawing (the distance across or the distance up or down). One more than this is the number of steps that are taken.
24100 1
Line Flags
The direction of the line that DrawLine is drawing. Bit 0 is set if the line goes down, and bit 1 is set if it goes right.
24101 1
Number Creatures
Number of creatures processed this frame.
24102 1
Last Creature Room
The room that the player was in when SpawnCreature last started the delay before a creature is created.
24103 1
Creature Delay
The number of passes that SpawnCreature waits before it starts to create creatures in a room. It is set to 32 when the player enters a new room, and counted down while the player stays in it.
24104 1
Player Energy
The energy of the player, which is shown as the chicken at the side of the screen. It starts at 240 (see PreparePlayer_Energy). It is decreased when the player is hurt (see HurtPlayer) and increased by eating food (see HandlerFoodItem). When it reaches zero a life is lost.
24105 1
Chicken Level
The energy that was last drawn as the chicken, so that DrawChicken only redraws it when the energy has changed enough to make a difference.
24106 3
Score
The score, which is six decimal digits held as three bytes of BCD. The most significant byte is first. AddPointsToScore adds to it and Score_1UP prints it.
24109 1
In Doorway
The number of axes on which the player is outside the floor of the room, as counted by CheckDoorway. It is zero when the player is not in a doorway.
24110 1
Door Timer
The time left before the doors that open and close (see HandlerDoorOpen and HandlerDoorClosed) change. It is counted down every other pass, and set to 94 when they change.
24111 1
Walk Counter
Counts the footsteps of the player. SoundsWalking increases it on every call and uses it to alternate the sound.
24112 4
Inventory 1
The slot of the inventory for the item that has been carried for the shortest time. A slot is the address of the entity of the item (two bytes, low byte first, or 0 if the slot is empty), then the sprite ID and the attribute of the item.
24116 4
Inventory 2
The slot of the inventory for the item that has been carried for the second shortest time. A slot is the address of the entity of the item (two bytes, low byte first, or 0 if the slot is empty), then the sprite ID and the attribute of the item.
24120 4
Inventory 3
The slot of the inventory for the item that has been carried for the longest time. A slot is the address of the entity of the item (two bytes, low byte first, or 0 if the slot is empty), then the sprite ID and the attribute of the item.
24124 1
Flash Timer
The time left before the player starts to appear at the start of a life. PreparePlayer sets it to 104 and FlashScore counts it down (see HandlerPlayerAppearing) while the score flashes.
24125 1
Clock Hours
The hours of the clock that is shown at the top of the screen, as BCD. See ClockTick.
24126 1
Clock Minutes
The minutes of the clock that is shown at the top of the screen, as BCD. See ClockTick.
24127 1
Clock Seconds
The seconds of the clock that is shown at the top of the screen, as BCD. See ClockTick.
24128 20
Visited Rooms
One bit for each room, set by VisitRoom when the player has been in it. There are 8 rooms to a byte, so the bit for a room is bit (room MOD 8) of byte (room / 8). CalculateRoomsVisited counts the bits.
24148 1
Visited Percentage
The percentage of the rooms that the player has visited, as BCD. It is calculated by CalculateRoomsVisited and shown by GameStats.
24149 2
Food Pointer
The address of the entity that SpawnFood will look at next, to see whether it can be made into a food item. It starts at FoodItems (see 32162).
24589 8
Player Initialisation Data
The entity for the player, which is copied to Player when the game is reset (see ResetGameState). It is all zero because PreparePlayer sets it up from the template at PlayerTemplate at the start of each life. Player describes the layout of an entity.
24597 8
Weapon Initialisation Data
The entity for the weapon that the player throws, which is copied to PlayerWeapon. The weapon is a 16-byte record, and the sound entity that follows is its second half. The flags are at offset 2 and the velocities are at offsets 6 and 7 and the lifetime is at offset 15 (see SetWeaponVelocity). The sprite ID is zero while the weapon is not in use.
24605 8
Sound Initialisation Data
The entity for the sound effects, which is copied to PlayerWeapon_Sound. The first byte is the handler of the sound and the second byte is the count of notes left to play (see QueueSound). Both are zero when there is no sound. The last byte of it is the lifetime of the weapon.
24613 24
A.C.G. Initialisation Data
The left, middle and right pieces of the A.C.G. key. The room of each is put in at the start of the game by PlaceKeyPieces, so the rooms here are not used. The three pieces open the A.C.G. door when they are all in the inventory (see HandlerDoorACGExit).
24637 32
Key Initialisation Data
The green, red, cyan and yellow keys. The rooms of the green, red and cyan keys are chosen at the start of every game by SetKeyPositions, so the rooms here are not used for them. Each key opens the locked doors of its own colour (see CheckDoorKey).
24669 8
Leaf Initialisation Data
The initial state of the leaf, which can be picked up (see HandlerPickupItem).
24677 8
Tombstone 1 Initialisation Data
A tombstone that has not been made yet. MakeTombstone looks for an unused one of the four tombstones, to make one where the player has lost their last life.
24685 8
Tombstone 2 Initialisation Data
A tombstone that has not been made yet. MakeTombstone looks for an unused one of the four tombstones, to make one where the player has lost their last life.
24693 8
Tombstone 3 Initialisation Data
A tombstone that has not been made yet. MakeTombstone looks for an unused one of the four tombstones, to make one where the player has lost their last life.
24701 8
Tombstone 4 Initialisation Data
A tombstone that has not been made yet. MakeTombstone looks for an unused one of the four tombstones, to make one where the player has lost their last life.
24709 8
Crucifix Initialisation Data
The initial state of the crucifix, which can be picked up (see HandlerPickupItem). While the player holds it, Dracula heads away from them (see HandlerDracula).
24717 8
Spanner Initialisation Data
The initial state of the spanner, which can be picked up (see HandlerPickupItem). Frankenstein is hit if he touches a player who is holding it (see HandlerFrankenstein).
24725 8
Wine Initialisation Data
The initial state of the wine, which can be picked up (see HandlerPickupItem).
24733 8
Coin Initialisation Data
The initial state of the coin, which can be picked up (see HandlerPickupItem).
24741 8
Wing Initialisation Data
The initial state of the wing, which can be picked up (see HandlerPickupItem).
24749 8
Whip Initialisation Data
The initial state of the whip, which can be picked up (see HandlerPickupItem).
24757 8
Frog Leg Initialisation Data
The initial state of the frog leg, which can be picked up (see HandlerPickupItem).
24765 8
Gem Initialisation Data
The initial state of the gem, which can be picked up (see HandlerPickupItem).
24773 8
Moneybag Initialisation Data
The initial state of the moneybag, which can be picked up (see HandlerPickupItem).
24781 8
Skull Initialisation Data
The initial state of the skull, which can be picked up (see HandlerPickupItem).
24789 48
Can Initialisation Data
Six of the cans that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
24837 48
Candy Initialisation Data
Six of the sweets that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
24885 48
Chop Initialisation Data
Six of the chops that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
24933 48
Lollipop Initialisation Data
Six of the lollipops that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
24981 48
Ice Cream Initialisation Data
Six of the ice creams that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25029 48
Dessert Initialisation Data
Six of the desserts that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25077 48
Apple Initialisation Data
Six of the apples that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25125 48
Bottle Initialisation Data
Six of the bottles that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25173 32
Extra Can Initialisation Data
Four more of the cans that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25205 32
Extra Candy Initialisation Data
Four more of the sweets that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25237 32
Extra Chop Initialisation Data
Four more of the chops that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25269 32
Extra Lollipop Initialisation Data
Four more of the lollipops that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25301 32
Extra Ice Cream Initialisation Data
Four more of the ice creams that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25333 32
Extra Dessert Initialisation Data
Four more of the desserts that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25365 32
Extra Apple Initialisation Data
Four more of the apples that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25397 32
Extra Bottle Initialisation Data
Four more of the bottles that are in the rooms at the start of the game, which restore energy when the player touches them (see HandlerFoodItem).
25429 128
Mushroom Initialisation Data
The mushrooms that are in the rooms at the start of the game. The colour counter is what HandlerMushroom uses to pick the attribute of the mushroom, so each one starts at a different colour. Touching a mushroom takes energy.
25557 8
Blank Initialisation Data
An entity that is always in the same room as the player, because ControlPlayer copies the room of the player to it. Its handler is HandlerBlank, which drops the inventory. The room here is not used.
25565 48
Creature Initialisation Data
The three 16-byte records that SpawnCreature uses for the creatures that it makes. They are copied to CreatureRecords. Each is zero until it is used, and then it is a copy of CreatureDefaults, which describes the layout of the record.
25613 16
Mummy Initialisation Data
The initial state of the mummy, which is a 16-byte entity that is handled by HandlerMummy. It is copied to 61072. The room is chosen at the start of every game by SetKeyPositions, to be the room that the red key is in, so the room here is not used.
25629 16
Dracula Initialisation Data
The initial state of the dracula, which is a 16-byte entity that is handled by HandlerDracula. It is copied to 61088.
25645 16
Devil Initialisation Data
The initial state of the devil, which is a 16-byte entity that is handled by HandlerDevil. It is copied to 61104.
25661 16
Frankenstein Initialisation Data
The initial state of the frankenstein, which is a 16-byte entity that is handled by HandlerFrankenstein. It is copied to 61120.
25677 16
Hunchback Initialisation Data
The initial state of the hunchback, which is a 16-byte entity that is handled by HandlerHunchback. It is copied to 61136.
25693 16
Door: 7 / 0
The doorway between the top wall of room 7 and the bottom wall of room 0. Doors are made of two 8-byte room items, one in each of the rooms that they join, which are the two halves of the door (see GetOtherDoorHalf). Each half is in the list of items for its room (see RoomTable). The other doors, and the other pairs of items that follow, are laid out in the same way.
Offset Description
0 Graphic ID (also the index of the handler in HandlerTable2)
1 Room ID
2 Exit offsets
3 X position
4 Y position
5 Attribute (bits 5-7 are the orientation, see DrawGraphic)
6 Obstacle X
7 Obstacle Y
The exit offsets are used by EnterDoor to put the player to the right of, and above, the position of the half that they come out of: the number of pixels to the right is twice the bottom four bits, and the number of pixels above is twice the top four bits. CheckObstacles uses the two obstacle bytes to make a rectangle, as long as bit 3 of the attribute is reset. An entity in the rectangle is blocked if bit 2 of the attribute is set, and is not blocked if it is reset. The left edge is in the top four bits of the X byte, and the top edge is in the top four bits of the Y byte (both signed). The width and height are in the bottom four bits of each. They are all in units of four pixels.
25709 16
Door: 25 / 0
The doorway between the right wall of room 25 and the left wall of room 0.
25725 16
Door: 1 / 0
The locked door between the bottom wall of room 1 and the top wall of room 0. It is opened by the cyan key (see CheckDoorKey).
25741 16
Door: 2 / 1
The doorway between the right wall of room 2 and the left wall of room 1.
25757 16
Door: 3 / 2
The doorway between the right wall of room 3 and the left wall of room 2.
25773 16
Door: 4 / 3
The doorway between the top wall of room 4 and the bottom wall of room 3.
25789 16
Door: 25 / 4
The doorway between the left wall of room 25 and the right wall of room 4.
25805 16
Door: 5 / 4
The doorway between the top wall of room 5 and the bottom wall of room 4.
25821 16
Door: 6 / 5
The doorway between the left wall of room 6 and the right wall of room 5.
25837 16
Door: 26 / 6
The big doorway in the bottom wall of room 26 which joins the doorway in the top wall of room 6.
25853 16
Door: 8 / 6
The locked door between the top wall of room 8 and the bottom wall of room 6. It is opened by the green key (see CheckDoorKey).
25869 16
Door: 7 / 6
The doorway between the left wall of room 7 and the right wall of room 6.
25885 16
Door: 9 / 8
The doorway between the top wall of room 9 and the bottom wall of room 8.
25901 16
Door: 10 / 9
The doorway between the right wall of room 10 and the left wall of room 9.
25917 16
Door: 11 / 10
The doorway between the right wall of room 11 and the left wall of room 10.
25933 16
Door: 12 / 11
The doorway between the right wall of room 12 and the left wall of room 11.
25949 16
Door: 13 / 12
The doorway between the right wall of room 13 and the left wall of room 12.
25965 16
Door: 14 / 13
The doorway between the bottom wall of room 14 and the top wall of room 13.
25981 16
Door: 15 / 14
The doorway between the bottom wall of room 15 and the top wall of room 14.
25997 16
Door: 16 / 15
The doorway between the bottom wall of room 16 and the top wall of room 15.
26013 16
Door: 17 / 16
The locked door between the bottom wall of room 17 and the top wall of room 16. It is opened by the red key (see CheckDoorKey).
26029 16
Door: 18 / 17
The doorway between the bottom wall of room 18 and the top wall of room 17.
26045 16
Door: 19 / 18
The doorway between the bottom wall of room 19 and the top wall of room 18.
26061 16
Door: 20 / 19
The doorway between the left wall of room 20 and the right wall of room 19.
26077 16
Door: 21 / 20
The doorway between the left wall of room 21 and the right wall of room 20.
26093 16
Door: 22 / 21
The doorway between the left wall of room 22 and the right wall of room 21.
26109 16
Door: 23 / 22
The locked door between the left wall of room 23 and the right wall of room 22. It is opened by the red key (see CheckDoorKey).
26125 16
Door: 24 / 23
The locked door between the top wall of room 24 and the bottom wall of room 23. It is opened by the green key (see CheckDoorKey).
26141 16
Door: 24 / 2
The doorway between the bottom wall of room 24 and the top wall of room 2.
26157 16
Door: 26 / 27
The doorway between the top wall of room 26 and the bottom wall of room 27.
26173 16
Door: 27 / 28
The doorway in the right wall of room 27 which joins the big doorway in the left wall of room 28.
26189 16
Door: 28 / 29
The doorway in the right wall of room 28 which joins the cave doorway in the left wall of room 29.
26205 16
Door: 30 / 31
The doorway between the top wall of room 30 and the bottom wall of room 31.
26221 16
Door: 31 / 32
The doorway between the left wall of room 31 and the right wall of room 32.
26237 16
Door: 32 / 33
The doorway between the left wall of room 32 and the right wall of room 33.
26253 16
Door: 33 / 34
The doorway between the bottom wall of room 33 and the top wall of room 34.
26269 16
Door: 34 / 35
The doorway between the bottom wall of room 34 and the top wall of room 35.
26285 16
Door: 35 / 36
The doorway between the right wall of room 35 and the left wall of room 36.
26301 16
Door: 36 / 37
The doorway between the right wall of room 36 and the left wall of room 37.
26317 16
Door: 37 / 30
The locked door between the top wall of room 37 and the bottom wall of room 30. It is opened by the cyan key (see CheckDoorKey).
26333 16
Door: 36 / 38
The doorway in the top wall of room 36 which joins the big doorway in the bottom wall of room 38.
26349 16
Door: 2 / 38
The doorway between the bottom wall of room 2 and the top wall of room 38.
26365 16
Door: 39 / 40
The doorway between the bottom wall of room 39 and the top wall of room 40.
26381 16
Door: 40 / 41
The locked door between the bottom wall of room 40 and the top wall of room 41. It is opened by the cyan key (see CheckDoorKey).
26397 16
Door: 41 / 42
The doorway between the left wall of room 41 and the right wall of room 42.
26413 16
Door: 42 / 43
The doorway between the left wall of room 42 and the right wall of room 43.
26429 16
Door: 43 / 44
The doorway between the top wall of room 43 and the bottom wall of room 44.
26445 16
Door: 44 / 45
The doorway between the top wall of room 44 and the bottom wall of room 45.
26461 16
Door: 45 / 46
The locked door between the right wall of room 45 and the left wall of room 46. It is opened by the green key (see CheckDoorKey).
26477 16
Door: 46 / 39
The doorway between the right wall of room 46 and the left wall of room 39.
26493 16
Door: 39 / 47
The doorway in the top wall of room 39 which joins the big doorway in the bottom wall of room 47.
26509 16
Door: 32 / 47
The locked door between the bottom wall of room 32 and the top wall of room 47. It is opened by the yellow key (see CheckDoorKey).
26525 16
Door: 48 / 49
The cave doorway between the bottom wall of room 48 and the top wall of room 49.
26541 16
Door: 49 / 50
The cave doorway between the bottom wall of room 49 and the top wall of room 50.
26557 16
Door: 50 / 51
The cave doorway between the bottom wall of room 50 and the top wall of room 51.
26573 16
Door: 51 / 52
The cave doorway between the bottom wall of room 51 and the top wall of room 52.
26589 16
Door: 52 / 53
The cave doorway between the bottom wall of room 52 and the top wall of room 53.
26605 16
Door: 51 / 54
The cave doorway between the right wall of room 51 and the left wall of room 54.
26621 16
Door: 54 / 55
The cave doorway between the right wall of room 54 and the left wall of room 55.
26637 16
Door: 55 / 56
The cave doorway between the right wall of room 55 and the left wall of room 56.
26653 16
Door: 56 / 57
The cave doorway between the bottom wall of room 56 and the top wall of room 57.
26669 16
Door: 56 / 58
The locked cave door between the right wall of room 56 and the left wall of room 58. It is opened by the green key (see CheckDoorKey).
26685 16
Door: 57 / 59
The cave doorway between the right wall of room 57 and the left wall of room 59.
26701 16
Door: 58 / 59
The cave doorway between the bottom wall of room 58 and the top wall of room 59.
26717 16
Door: 59 / 60
The locked cave door between the bottom wall of room 59 and the top wall of room 60. It is opened by the green key (see CheckDoorKey).
26733 16
Door: 59 / 61
The cave doorway between the right wall of room 59 and the left wall of room 61.
26749 16
Door: 60 / 62
The cave doorway between the right wall of room 60 and the left wall of room 62.
26765 16
Door: 61 / 62
The cave doorway between the bottom wall of room 61 and the top wall of room 62.
26781 16
Door: 61 / 63
The locked cave door between the right wall of room 61 and the left wall of room 63. It is opened by the cyan key (see CheckDoorKey).
26797 16
Door: 63 / 64
The cave doorway between the right wall of room 63 and the left wall of room 64.
26813 16
Door: 64 / 65
The cave doorway between the right wall of room 64 and the left wall of room 65.
26829 16
Door: 64 / 66
The cave doorway between the top wall of room 64 and the bottom wall of room 66.
26845 16
Door: 66 / 67
The cave doorway between the top wall of room 66 and the bottom wall of room 67.
26861 16
Door: 67 / 68
The cave doorway between the right wall of room 67 and the left wall of room 68.
26877 16
Door: 68 / 69
The locked cave door between the right wall of room 68 and the left wall of room 69. It is opened by the red key (see CheckDoorKey).
26893 16
Door: 67 / 70
The cave doorway between the top wall of room 67 and the bottom wall of room 70.
26909 16
Door: 70 / 71
The cave doorway between the left wall of room 70 and the right wall of room 71.
26925 16
Door: 71 / 72
The locked cave door between the left wall of room 71 and the right wall of room 72. It is opened by the red key (see CheckDoorKey).
26941 16
Door: 72 / 73
The cave doorway between the bottom wall of room 72 and the top wall of room 73.
26957 16
Door: 72 / 74
The locked cave door between the left wall of room 72 and the right wall of room 74. It is opened by the cyan key (see CheckDoorKey).
26973 16
Door: 74 / 75
The cave doorway between the left wall of room 74 and the right wall of room 75.
26989 16
Door: 75 / 76
The cave doorway between the top wall of room 75 and the bottom wall of room 76.
27005 16
Door: 72 / 77
The cave doorway between the top wall of room 72 and the bottom wall of room 77.
27021 16
Door: 77 / 78
The locked cave door between the top wall of room 77 and the bottom wall of room 78. It is opened by the red key (see CheckDoorKey).
27037 16
Door: 78 / 79
The cave doorway between the right wall of room 78 and the left wall of room 79.
27053 16
Door: 79 / 80
The cave doorway between the right wall of room 79 and the left wall of room 80.
27069 16
Door: 80 / 81
The cave doorway between the bottom wall of room 80 and the top wall of room 81.
27085 16
Door: 80 / 82
The locked cave door between the right wall of room 80 and the left wall of room 82. It is opened by the green key (see CheckDoorKey).
27101 16
Door: 82 / 83
The cave doorway between the right wall of room 82 and the left wall of room 83.
27117 16
Door: 29 / 67
The cave doorway between the right wall of room 29 and the left wall of room 67.
27133 16
Door: 70 / 81
The cave doorway between the top wall of room 70 and the bottom wall of room 81.
27149 16
Door: 76 / 85
The cave doorway between the left wall of room 76 and the right wall of room 85.
27165 16
Door: 84 / 85
The cave doorway between the right wall of room 84 and the left wall of room 85.
27181 16
Door: 84 / 48
The cave doorway between the left wall of room 84 and the right wall of room 48.
27197 16
Door: 45 / 117
The doorway between the left wall of room 45 and the right wall of room 117.
27213 16
Door: 117 / 118
The doorway between the bottom wall of room 117 and the top wall of room 118.
27229 16
Door: 118 / 119
The doorway between the right wall of room 118 and the left wall of room 119.
27245 16
Door: 119 / 120
The doorway between the right wall of room 119 and the left wall of room 120.
27261 16
Door: 120 / 121
The doorway between the bottom wall of room 120 and the top wall of room 121.
27277 16
Door: 121 / 122
The doorway between the bottom wall of room 121 and the top wall of room 122.
27293 16
Door: 122 / 123
The doorway between the left wall of room 122 and the right wall of room 123.
27309 16
Door: 123 / 124
The locked door between the left wall of room 123 and the right wall of room 124. It is opened by the yellow key (see CheckDoorKey).
27325 16
Door: 124 / 125
The locked door between the top wall of room 124 and the bottom wall of room 125. It is opened by the yellow key (see CheckDoorKey).
27341 16
Door: 125 / 118
The doorway between the top wall of room 125 and the bottom wall of room 118.
27357 16
Door: 122 / 126
The locked door between the right wall of room 122 and the left wall of room 126. It is opened by the red key (see CheckDoorKey).
27373 16
Door: 126 / 41
The doorway between the top wall of room 126 and the bottom wall of room 41.
27389 16
Door: 33 / 136
The doorway between the top wall of room 33 and the bottom wall of room 136.
27405 16
Door: 127 / 128
The locked door between the right wall of room 127 and the left wall of room 128. It is opened by the green key (see CheckDoorKey).
27421 16
Door: 128 / 130
The doorway between the bottom wall of room 128 and the top wall of room 130.
27437 16
Door: 130 / 129
The doorway between the left wall of room 130 and the right wall of room 129.
27453 16
Door: 129 / 127
The doorway between the top wall of room 129 and the bottom wall of room 127.
27469 16
Door: 130 / 135
The locked door between the right wall of room 130 and the left wall of room 135. It is opened by the cyan key (see CheckDoorKey).
27485 16
Door: 135 / 136
The doorway between the right wall of room 135 and the left wall of room 136.
27501 16
Door: 135 / 139
The doorway between the bottom wall of room 135 and the top wall of room 139.
27517 16
Door: 139 / 140
The doorway between the bottom wall of room 139 and the top wall of room 140.
27533 16
Door: 140 / 141
The locked door between the bottom wall of room 140 and the top wall of room 141. It is opened by the green key (see CheckDoorKey).
27549 16
Door: 131 / 132
The locked door between the right wall of room 131 and the left wall of room 132. It is opened by the red key (see CheckDoorKey).
27565 16
Door: 132 / 134
The doorway between the bottom wall of room 132 and the top wall of room 134.
27581 16
Door: 134 / 133
The doorway between the left wall of room 134 and the right wall of room 133.
27597 16
Door: 133 / 131
The doorway between the top wall of room 133 and the bottom wall of room 131.
27613 16
Door: 132 / 137
The locked door between the right wall of room 132 and the left wall of room 137. It is opened by the yellow key (see CheckDoorKey).
27629 16
Door: 137 / 141
The doorway between the top wall of room 137 and the bottom wall of room 141.
27645 16
Door: 137 / 138
The doorway between the right wall of room 137 and the left wall of room 138.
27661 16
Door: 138 / 35
The locked door between the top wall of room 138 and the bottom wall of room 35. It is opened by the green key (see CheckDoorKey).
27677 16
Door: 19 / 115
The doorway between the left wall of room 19 and the right wall of room 115.
27693 16
Door: 17 / 107
The doorway between the right wall of room 17 and the left wall of room 107.
27709 16
Door: 107 / 108
The doorway between the right wall of room 107 and the left wall of room 108.
27725 16
Door: 108 / 3
The locked door between the right wall of room 108 and the left wall of room 3. It is opened by the cyan key (see CheckDoorKey).
27741 16
Door: 15 / 109
The locked door between the right wall of room 15 and the left wall of room 109. It is opened by the green key (see CheckDoorKey).
27757 16
Door: 109 / 110
The doorway between the right wall of room 109 and the left wall of room 110.
27773 16
Door: 110 / 5
The doorway between the right wall of room 110 and the left wall of room 5.
27789 16
Door: 13 / 111
The locked door between the bottom wall of room 13 and the top wall of room 111. It is opened by the cyan key (see CheckDoorKey).
27805 16
Door: 111 / 112
The doorway between the bottom wall of room 111 and the top wall of room 112.
27821 16
Door: 112 / 113
The doorway in the top wall of room 112 which joins the big doorway in the bottom wall of room 113.
27837 16
Door: 113 / 114
The doorway in the top wall of room 113 which joins the big doorway in the bottom wall of room 114.
27853 16
Door: 114 / 53
The doorway in the top wall of room 114 which joins the cave doorway in the bottom wall of room 53.
27869 16
Door: 48 / 116
The cave doorway between the left wall of room 48 and the right wall of room 116.
27885 16
Door: 86 / 87
The doorway between the right wall of room 86 and the left wall of room 87.
27901 16
Door: 87 / 88
The locked door between the right wall of room 87 and the left wall of room 88. It is opened by the green key (see CheckDoorKey).
27917 16
Door: 88 / 89
The doorway between the right wall of room 88 and the left wall of room 89.
27933 16
Door: 90 / 91
The doorway between the right wall of room 90 and the left wall of room 91.
27949 16
Door: 91 / 92
The locked door between the right wall of room 91 and the left wall of room 92. It is opened by the red key (see CheckDoorKey).
27965 16
Door: 92 / 93
The locked door between the right wall of room 92 and the left wall of room 93. It is opened by the green key (see CheckDoorKey).
27981 16
Door: 94 / 95
The locked door between the right wall of room 94 and the left wall of room 95. It is opened by the red key (see CheckDoorKey).
27997 16
Door: 95 / 96
The locked door between the right wall of room 95 and the left wall of room 96. It is opened by the red key (see CheckDoorKey).
28013 16
Door: 96 / 97
The doorway between the right wall of room 96 and the left wall of room 97.
28029 16
Door: 98 / 99
The doorway between the right wall of room 98 and the left wall of room 99.
28045 16
Door: 99 / 100
The doorway between the right wall of room 99 and the left wall of room 100.
28061 16
Door: 100 / 101
The locked door between the right wall of room 100 and the left wall of room 101. It is opened by the yellow key (see CheckDoorKey).
28077 16
Door: 86 / 90
The doorway between the bottom wall of room 86 and the top wall of room 90.
28093 16
Door: 90 / 94
The locked door between the bottom wall of room 90 and the top wall of room 94. It is opened by the cyan key (see CheckDoorKey).
28109 16
Door: 94 / 98
The doorway between the bottom wall of room 94 and the top wall of room 98.
28125 16
Door: 87 / 91
The doorway between the bottom wall of room 87 and the top wall of room 91.
28141 16
Door: 91 / 95
The locked door between the bottom wall of room 91 and the top wall of room 95. It is opened by the green key (see CheckDoorKey).
28157 16
Door: 95 / 99
The locked door between the bottom wall of room 95 and the top wall of room 99. It is opened by the cyan key (see CheckDoorKey).
28173 16
Door: 88 / 92
The doorway between the bottom wall of room 88 and the top wall of room 92.
28189 16
Door: 92 / 96
The locked door between the bottom wall of room 92 and the top wall of room 96. It is opened by the red key (see CheckDoorKey).
28205 16
Door: 96 / 100
The locked door between the bottom wall of room 96 and the top wall of room 100. It is opened by the cyan key (see CheckDoorKey).
28221 16
Door: 89 / 93
The locked door between the bottom wall of room 89 and the top wall of room 93. It is opened by the yellow key (see CheckDoorKey).
28237 16
Door: 93 / 97
The doorway between the bottom wall of room 93 and the top wall of room 97.
28253 16
Door: 97 / 101
The doorway between the bottom wall of room 97 and the top wall of room 101.
28269 16
Door: 103 / 86
The locked door between the bottom wall of room 103 and the top wall of room 86. It is opened by the cyan key (see CheckDoorKey).
28285 16
Door: 104 / 89
The locked door between the bottom wall of room 104 and the top wall of room 89. It is opened by the red key (see CheckDoorKey).
28301 16
Door: 105 / 86
The locked door between the right wall of room 105 and the left wall of room 86. It is opened by the yellow key (see CheckDoorKey).
28317 16
Door: 106 / 98
The locked door between the right wall of room 106 and the left wall of room 98. It is opened by the green key (see CheckDoorKey).
28333 16
Door: 102 / 91
The locked door between the top wall of room 102 and the bottom wall of room 91. It is opened by the yellow key (see CheckDoorKey).
28349 16
Door: 102 / 92
The locked door between the top wall of room 102 and the bottom wall of room 92. It is opened by the yellow key (see CheckDoorKey).
28365 16
Door: 102 / 95
The locked door between the bottom wall of room 102 and the top wall of room 95. It is opened by the yellow key (see CheckDoorKey).
28381 16
Door: 102 / 96
The locked door between the bottom wall of room 102 and the top wall of room 96. It is opened by the yellow key (see CheckDoorKey).
28397 16
Door: 101 / 27
The doorway between the right wall of room 101 and the left wall of room 27.
28413 16
Door: 64 / 143
The cave doorway between the bottom wall of room 64 and the top wall of room 143.
28429 16
Door: 84 / 144
The cave doorway between the bottom wall of room 84 and the top wall of room 144.
28445 16
Door: 144 / 145
The cave doorway between the bottom wall of room 144 and the top wall of room 145.
28461 16
Door: 145 / 146
The cave doorway between the right wall of room 145 and the left wall of room 146.
28477 16
Door: 146 / 147
The cave doorway between the right wall of room 146 and the left wall of room 147.
28493 16
Door: 147 / 148
The cave doorway between the right wall of room 147 and the left wall of room 148.
28509 16
Door: 58 / 148
The cave doorway between the top wall of room 58 and the bottom wall of room 148.
28525 16
Trapdoor: 115 / 116
The trapdoor in room 115 which starts open, and the rug in room 116 that the player lands on when they fall through it (see HandlerTrapOpen).
28541 16
Trapdoor: 3 / 101
The trapdoor in room 3 which starts open, and the rug in room 101 that the player lands on when they fall through it (see HandlerTrapOpen).
28557 16
Trapdoor: 97 / 75
The trapdoor in room 97 which starts open, and the rug in room 75 that the player lands on when they fall through it (see HandlerTrapOpen).
28573 16
Trapdoor: 45 / 141
The trapdoor in room 45 which starts open, and the rug in room 141 that the player lands on when they fall through it (see HandlerTrapOpen).
28589 16
Trapdoor: 118 / 132
The trapdoor in room 118 which starts open, and the rug in room 132 that the player lands on when they fall through it (see HandlerTrapOpen).
28605 16
Trapdoor: 139 / 108
The trapdoor in room 139 which starts open, and the rug in room 108 that the player lands on when they fall through it (see HandlerTrapOpen).
28621 16
Trapdoor: 141 / 110
The trapdoor in room 141 which starts open, and the rug in room 110 that the player lands on when they fall through it (see HandlerTrapOpen).
28637 16
Trapdoor: 33 / 3
The trapdoor in room 33 which starts open, and the rug in room 3 that the player lands on when they fall through it (see HandlerTrapOpen).
28653 16
Trapdoor: 21 / 102
The trapdoor in room 21 which starts open, and the rug in room 102 that the player lands on when they fall through it (see HandlerTrapOpen).
28669 16
Trapdoor: 120 / 138
The trapdoor in room 120 which starts open, and the rug in room 138 that the player lands on when they fall through it (see HandlerTrapOpen).
28685 16
Trapdoor: 41 / 9
The trapdoor in room 41 which starts open, and the rug in room 9 that the player lands on when they fall through it (see HandlerTrapOpen).
28701 16
Ghost Picture Items
Two pictures of ghosts, which do nothing (see HandlerRoomItem).
28717 16
Barrel Stack Items
Two stacks of barrels, which do nothing (see HandlerRoomItem).
28733 288
Suit Of Armour Items
The suits of armour in the rooms, which do nothing (see HandlerRoomItem).
29021 176
Table Items
The tables in the rooms. The obstacle rectangle for each one stops the player from walking through it (see CheckObstacles).
29197 576
Wall Decoration Items
The shields, antlers, trophies and pictures on the walls of the rooms, which do nothing (see HandlerRoomItem).
29773 16
Clock: 13 / 19
The clock in room 13 and the clock in room 19. Together they are a secret door that only the knight can use (see HandlerClock).
29789 16
Clock: 9 / 23
The clock in room 9 and the clock in room 23. Together they are a secret door that only the knight can use (see HandlerClock).
29805 16
Clock: 53 / 143
The clock in room 53 and the clock in room 143. Together they are a secret door that only the knight can use (see HandlerClock).
29821 16
Clock: 103 / 104
The clock in room 103 and the clock in room 104. Together they are a secret door that only the knight can use (see HandlerClock).
29837 16
Clock: 141 / 34
The clock in room 141 and the clock in room 34. Together they are a secret door that only the knight can use (see HandlerClock).
29853 16
Clock: 118 / 117
The clock in room 118 and the clock in room 117. Together they are a secret door that only the knight can use (see HandlerClock).
29869 16
Bookcase: 10 / 22
The bookcase in room 10 and the bookcase in room 22. Together they are a secret door that only the wizard can use (see HandlerBookcase).
29885 16
Bookcase: 61 / 73
The bookcase in room 61 and the bookcase in room 73. Together they are a secret door that only the wizard can use (see HandlerBookcase).
29901 16
Bookcase: 105 / 106
The bookcase in room 105 and the bookcase in room 106. Together they are a secret door that only the wizard can use (see HandlerBookcase).
29917 16
Bookcase: 108 / 110
The bookcase in room 108 and the bookcase in room 110. Together they are a secret door that only the wizard can use (see HandlerBookcase).
29933 16
Bookcase: 62 / 65
The bookcase in room 62 and the bookcase in room 65. Together they are a secret door that only the wizard can use (see HandlerBookcase).
29949 16
Barrel: 69 / 83
The barrel in room 69 and the barrel in room 83. Together they are a secret door that only the serf can use (see HandlerBarrel).
29965 16
Barrel: 76 / 78
The barrel in room 76 and the barrel in room 78. Together they are a secret door that only the serf can use (see HandlerBarrel).
29981 16
Barrel: 56 / 75
The barrel in room 56 and the barrel in room 75. Together they are a secret door that only the serf can use (see HandlerBarrel).
29997 16
Barrel: 107 / 109
The barrel in room 107 and the barrel in room 109. Together they are a secret door that only the serf can use (see HandlerBarrel).
30013 16
Barrel: 138 / 8
The barrel in room 138 and the barrel in room 8. Together they are a secret door that only the serf can use (see HandlerBarrel).
30029 16
A.C.G. Door: 0 / 142
The A.C.G. door in room 0 and the other half of it in room 142 (see HandlerDoorACGExit).
30045 32
Skeleton Items
Four skeletons, which do nothing (see HandlerRoomItem).
41341 8
Entity To Draw
A scratch entity record, which the routines that draw the side panel fill in before drawing it as an entity. Only the sprite ID, the position and the attribute are used for drawing.