Attached Files |
tock.txt [^] (3,675 bytes) 2012-09-02 17:35 [Show Content] [Hide Content]NAME: hangedman_zot_spectrum
TAGS: no_monster_gen
DEPTH: Zot:1-4
KMONS: A = red very ugly thing
KMONS: B = red draconian
KMONS: C = fire crab / nonbase red draconian w:6
KMONS: D = cyan very ugly thing
KMONS: E = black draconian
KMONS: F = electric golem / nonbase black draconian w:6
KMONS: G = green very ugly thing
KMONS: H = green draconian
KMONS: I = green death / nonbase green draconian w:6
KMONS: J = white very ugly thing
KMONS: K = white draconian
KMONS: L = frost giant / nonbase white draconian w:6
KMONS: M = brown very ugly thing
KMONS: N = yellow draconian
KMONS: O = acid blob / nonbase yellow draconian w:6
KMONS: Z = golden dragon / killer klown / Tiamat, golden dragon / killer klown
KITEM: BEHKN = $ w:15 / % w:25 / *
KITEM: z = any good_item
KITEM: Z = acquire any
SHUFFLE: defg{>Z' / defg{<'' / fgde>{'Z / fgde<{'' / defg'|Z' / fgde|''Z / \
fgfg''() / fgfg'')( / dede'''' / dede'''' / dede''''
SHUFFLE: ABC / DEF / GHI / JKL / MNO
SUBST: d = @, e = ., f = x, g = c, c : ccb, Z = z Z:6, {' = .
NSUBST: < = 1:{ / 1:[, > = 1:} / 1:]
MAP
ddddxxxx
ddeeeecxxxxxxxx
dee{..cxxxccccx
de{'c+cccccBBcx
de.cc.......Acxxx
xe.+.......Accccx
xccc..Cc+ccccEEcx
xxxc..cc......Dcxxx
xxxc..+......Dccccx
xxc..c..Fc+cccHHcx
xcc..c..cc.....Gcxxx
xcB.Ac..+.....Gccccx
xcBAcc..c..Ic+ccKKcx
xccccE.Dc..cc....Jcx
xxxxcEDcc..+....Jccx
xccccH.Gc..Lc+cgx
xxxxcHGcc..cc.>gf
xccccK.J+.Z.gf
xxxxcKJcc>.ggf
xccccggggff
xxxxxxffff
ENDMAP
NAME: hangedman_abyss_theft
TAGS: abyss no_monster_gen
KMONS: 1 = place:Lair:$
KMONS: 2 : place:Swamp:1 / place:Swamp:$
KMONS: 3 : place:Snake:1 / place:Snake:$
KMONS: 4 : place:Shoals:1 / place:Shoals:$
KMONS: 5 : place:Spider:1 / place:Spider:$
KMONS: 6 = place:Orc:$
KMONS: 7 : place:Elf:1 / place:Elf:$
KMONS: 8 : place:Crypt:1 / place:Crypt:$
KMONS: 9 : place:Hell / place:Slime
KMONS: A = plant
KMONS: B = bush
SHUFFLE: Gwm, xcvbwm, wwl, mmttB, 12345678, 169, $%
KMASK: B = no_item_gen
MAP
..xbb..
A x .xxbbb. b A
x xx1cvbb b
x x...vc..b b
x.x.1cv...b
..x...x.vc2.b.b..
.xx..1..cv.b..bb.
xxbvbvb%$*..2.2bb
ccvbvbv$G$xcxcxbb
cc3.3..*$%cxcxcvv
.cc..c.xb..4..vv.
..c.c.3bx.v...v..
c...xb4.v.v
c c..bx...v v
c ccxb4vv v
A c .ccvvv. v A
..cvv..
ENDMAP
NAME: hangedman_abyss_lost_library
TAGS: abyss patrolling no_monster_gen no_item_gen
MONS: guardian serpent, great orb of eyes, giant orange brain
MONS: boggart, rakshasa, cacodemon, shadow demon
KMONS: 0 = wizard
KMONS: 8 = orc sorcerer
KMONS: 9 = sphinx
KMONS: & = lich
KMONS: @ = deep elf sorcerer
KMONS: Z = nonbase draconian
ITEM: randbook numspells:1 w:19 / randbook numspells:2 w:1, any scroll
KFEAT: _ = altar_sif_muna
SHUFFLE: ABCDEF
NSUBST: A = 1:0 / 1:d / 1:dee / *:., B = 1:1 / 1:d / 1:dee / *:.
NSUBST: C = 1:2 / 1:d / 1:dee / *:., D = 1:3 / 1:d / 1:dee / *:.
NSUBST: E = 1:4 / 1:d / 1:dee / *:., F = 1:& / 2:d / 1:e / *:.
NSUBST: + = 2:+ / *:x, - = 2:+ / *:x
SHUFFLE: 0123456789', '''''''''@, &@Z
SUBST: ' = ., = = +wl x:45, _ : _:30 TUVY .:35
SUBST: x = x:20 c:4 v:1 b:1 .:4, X = x:20 c:5 v:2 b:2 .:1
MAP
. .. .. .. .. .. .
..X++XXXXXXXXXXXXX..
XX. xx xxx xxx xXX
.+._ xAAAxBBBxCCCxX.
.+ .xAAA=BBB=CCC X.
XX..xAAAxBBBxCCCxX
.XX..xx xxx xxx xxX.
.X .............. X.
.X .............. X.
.Xxx xxx xxx xx..XX.
XxDDDxEEExFFFx..XX
.X DDD=EEE=FFFx. -.
.XxDDDxEEExFFFx _.-.
XXx xxx xxx xx .XX
..XXXXXXXXXXXXX--X..
. .. .. .. .. .. .
ENDMAP
nonsense.txt [^] (5,224 bytes) 2012-09-17 00:40 [Show Content] [Hide Content]NAME: hangedman_abyss_batty_box
TAGS: abyss
MONS: bat / fire bat / vampire bat, butterfly, raven
MONS: spatial vortex, vapour, harpy, unseen horror
KMONS: 8 = phoenix w:9 / harpy w:1
KITEM: 8 = acquire any / any good_item / stone q:1 w:5
KFEAT: = = runed_door
NSUBST: A = 2:2 / 1:2 / 1:1122. / 1:1122., B = 1:3 / 1:4 / 1:1334. / 1:12334.
NSUBST: C = 1:556 / 1:6 / 1:7 / 1:66777. / 1:1234567.
SUBST: x = x:25 c:14 v:6 b:4 G:1 n:2, y = c:3 v:1 b:1, z = x:2 c:1 v:1 b:1
MAP
xxxxxxxxxx.
xx x x x x.x
x x0x x.x.x
xx0x.x1x.x.x
x x.x.x.x.x.
xx x.==xyyyy
x x.x=xAzCzy
xx1x.xAAABCy
x x.xyzACBzy
xx.x.yCBB8zy
x.x.xyzCzzzy
.x x.yyyyyyy
ENDMAP
NAME: hangedman_elemental_grid_stream
TAGS: transparent no_monster_gen no_pool_fixup patrolling
DEPTH: Geh, Coc, Zot:1-4
: if you.branch() == "Geh" then
KMONS: 1 = brimstone fiend w:9 / hell sentinel w:1
KMONS: 2 = hellion / balrug
KMONS: 34 = smoke demon / red devil
KMONS: 56 = skeletal warrior ; broad axe ego:flaming ident:type | \
halberd ego:flaming ident:type w:7 | spiked flail ego:flaming ident:type
KMONS: 7 = hell knight
SUBST: w = l, W = .
KPROP: l = no_cloud_gen
: elseif you.branch() == "Coc" then
KMONS: 1 = ice fiend
KMONS: 2 = blizzard demon
KMONS: 34 = ice devil / blue devil
KMONS: 56 = reaper ; scythe ego:freezing ident:type
KMONS: 7 = alligator snapping turtle skeleton / anaconda simulacrum / \
golden dragon simulacrum w:5 / iron troll simulacrum w:5 / hydra simulacrum
KMONS: 0 = skeletal warrior ; sling ego:frost ident:type . sling bullet
SUBST: l = w, W = .
: else
KMONS: 1 = kraken simulacrum
KMONS: 2 = azure jelly
KMONS: 3 = orb of fire / hellephant w:5
KMONS: 4 = draconian scorcher
KMONS: 5 = red draconian ; cloak . any weapon ego:freezing ident:type
KMONS: 6 = white draconian ; cloak . any weapon ego:flaming ident:type
KFEAT: 1 = w
KFEAT: 3 = l
NSUBST: 0 = 1:5 / 1:6
SUBST: x : x:9 b:1, 7 = .
: end
SHUFFLE: {` / `}
SUBST: { : .:4 {:3 [:3, } : .:2 (:3, ` = .
NSUBST: { = 1:{ / 1:} / *:., [ = 1:[ / 1:( / *:., ( = 1:] / 1:) / *:.
MAP
xxxx@@....
xllxxx......
x47llxxx........xxxx
xll0.ll..ll...xxxwwx
x1`ww..ww..ww..ww72x
xww5.ww{WwwW{ww.6wwx
x47ww..ww..ww..ll`3x
xwwxxx...ll..ll.0llx
xxxx........xxxll72x
......xxxllx
....@@xxxx
ENDMAP
NAME: hangedman_zot_vaults_quadrants
TAGS: no_monster_gen no_item_gen transparent
DEPTH: Zot:1-4
ORIENT: float
# Humanoids, guardian beasts, the strongest; first V, then Zot.
MONS: ettin / stone giant w:5 / fire giant / frost giant
MONS: base draconian w:18 / death cob w:1 / guardian mummy w:1
MONS: glowing shapeshifter w:20 / sphinx w:15 / quicksilver dragon w:20 / \
iron dragon w:20 / shadow dragon / golden dragon
MONS: dragon / ice dragon / storm dragon w:8 / moth of wrath w:12 / \
ghost moth w:5 / tentacled monstrosity w:5 / bone dragon w:5
MONS: titan / lich / deep elf annihilator w:3 / deep elf high priest w:4 / \
deep elf sorcerer w:3 / giant orange brain w:3
MONS: nonbase draconian w:20 / killer klown / orb of fire w:5 / \
curse toe w:5 / ancient lich / electric golem
SHUFFLE: ABCDEF, GH / GH / GH / HG
NSUBST: 1 = 3:1 / 3:2 / 1:112 / 1:122, 0 = 3:1 / 3:2 / 1:112 / 1:122
NSUBST: 3 = 3:3 / 3:4 / 1:334 / 1:344, 6 = 3:5 / 3:6 / 1:556 / 1:566
SUBST: % = $%, * = %:3 *:1, | = %:60 *:25 |:15, 1 = 1:3 .:2
SUBST: 2 = 2:2 .:1, 3 = 3:4 .:1, 4 = 4:6 .:1, 5 = 5:6 .:1, 6 = 6:5 .:1
SUBST: A : v:4 .:1, B : v:7 .:3, C : v:1 .:4, DEFH = .
SUBST: G : v:9 .:1, - : +., + : +:5 .:1, { : {:2 }:3 .:2
NSUBST: { = 1:{ / 1:( / 1:[ / 1:<, } = 1:} / 1:) / 1:] / 1:>
SUBST: ( = (:14 >:1 <:1 ):2, [ = [:14 >:1 <:1 ]:2, ) = ):70 >(, ] = ]:70 >[
MAP
xx@@vvvvv@@xx
xx..vvvvvvv..xx
x..vvv6v6vvv..x
xx.vvv.*v*.vvv.xx
xx..vv3*|-|*3vv..xx
xx..Gvvvv+v+vvvvG..xx
xxx..H.vv0$%-%$0vv.H..xxx
xx...G...vv4$v$4vv...G...xx
x..vvvv...vv.v.vv...vvvv..x
@.vvvvvv..1v...v1..vvvvvv.@
@vvv3v0vv1...A...1vv0v3vvv@
vvv.*v$4vv.BC{DB.vv4$v*.vvv
vv6*|+%$...DEFEC...$%+|*6vv
vvvv-v-vv.A{F<F{A.vv-v-vvvv
vv6*|+%$...CEFED...$%+|*6vv
vvv.*v$4vv.BD{CB.vv4$v*.vvv
@vvv3v0vv1...A...1vv0v3vvv@
@.vvvvvv..1v...v1..vvvvvv.@
x..vvvv...vv.v.vv...vvvv..x
xx...G...vv4$v$4vv...G...xx
xxx..H.vv0$%-%$0vv.H..xxx
xx..Gvvvv+v+vvvvG..xx
xx..vv3*|-|*3vv..xx
xx.vvv.*v*.vvv.xx
x..vvv6v6vvv..x
xx..vvvvvvv..xx
xx@@vvvvv@@xx
ENDMAP
# Build-up for hangedman_zot_vaults_quadrants.
NAME: vaults_room_7_dead_end_dangerous_hangedman_quadrants
TAGS: vaults_room_7_dead_end_dangerous no_monster_gen allow_dup luniq
SUBST: $ : $., % : $%., = : -., - : +:4 $:1
MAP
xx9x0xx
x.$x$0x
9$%-%$.+
xx=x=xx+
9$%-%$.+
x.$x$0x
xx9x0xx
ENDMAP
# Build-up for hangedman_zot_vaults_quadrants.
NAME: vaults_room_7_spin_up3_hangedman_random_cross
TAGS: vaults_room_7_spin_up3 allow_dup
SHUFFLE: ABCDEF
SUBST: A : x:4 .:1, B : x:7 .:3, C : x:1 .:4, DEF = .
NSUBST: { = 1:{ / 1:[ / 1:( / 1:<
MAP
...A...
.BC{DB.
.DEFEC.
A{F<F{A
.CEFED.
.BD{CB.
...A...
ENDMAP
nosense.txt [^] (1,767 bytes) 2012-09-21 03:31 [Show Content] [Hide Content]NAME: hangedman_elemental_grid_stream
TAGS: transparent no_monster_gen no_pool_fixup patrolling allow_dup
DEPTH: Geh, Coc, Zot:1-4
: if you.branch() == "Geh" then
KMONS: 1 = brimstone fiend w:9 / hell sentinel w:1
KMONS: 2 = hellion / balrug
KMONS: 34 = smoke demon / red devil
KMONS: 56 = skeletal warrior ; broad axe ego:flaming ident:type | \
halberd ego:flaming ident:type w:7 | spiked flail ego:flaming ident:type
KMONS: 7 = hell knight
SUBST: w = l, W = .
KPROP: l = no_cloud_gen
: elseif you.branch() == "Coc" then
KMONS: 1 = ice fiend
KMONS: 2 = blizzard demon
KMONS: 34 = ice devil / blue devil
KMONS: 56 = reaper ; scythe ego:freezing ident:type
KMONS: 7 = alligator snapping turtle skeleton / anaconda simulacrum / \
golden dragon simulacrum w:5 / iron troll simulacrum w:5 / hydra simulacrum
KMONS: 0 = skeletal warrior ; sling ego:frost ident:type . sling bullet
SUBST: l = w, W = .
: else
KMONS: 1 = kraken simulacrum
KMONS: 2 = seven-headed hydra simulacrum / eight-headed hydra simulacrum
KMONS: 3 = orb of fire / hellephant w:5
KMONS: 4 = draconian scorcher
KMONS: 5 = red draconian ; cloak . mace ego:freezing ident:type
KMONS: 6 = white draconian ; cloak . mace ego:flaming ident:type
KFEAT: 1 = w
KFEAT: 3 = l
NSUBST: 0 = 1:5 / 1:6
SUBST: x : x:9 b:1, 7 = .
: end
SHUFFLE: {` / `}
SUBST: { : .:4 A:3 B:3, } : .:2 C:3, ` = .
NSUBST: A = 1:{ / 1:} / *:., B = 1:{ / 1:[ / *:., C = 1:} / 1:] / *:.
MAP
xxxx@@....
xllxxx......
x47llxxx........xxxx
xll0.ll..ll...xxxwwx
x1`ww..ww..ww..ww72x
xww5.ww{WwwW{ww.6wwx
x47ww..ww..ww..ll`3x
xwwxxx...ll..ll.0llx
xxxx........xxxll72x
......xxxllx
....@@xxxx
ENDMAP
Comp.txt [^] (6,632 bytes) 2012-10-03 03:16 [Show Content] [Hide Content]# Known bug: dis statues don't get the renamed feature if the vault is tagged "transparent".
NAME: hangedman_snap_crack_crunch
TAGS: transparent no_monster_gen
DEPTH: Tar:1-6, Zot:1-4
: if you.branch() == "Tar" then
KMONS: 12 = patrolling reaper
KMONS: 34 = patrolling tormentor
KMONS: 56 = patrolling shadow demon
KMONS: 7 = skeletal warrior
KMONS: 8 = patrolling shadow imp / patrolling rotting devil
KMONS: AB = lich
KMONS: CD : vampire mage / mummy priest
KMONS: EF : shadow dragon w:5 / death drake
KITEM: | = nothing
: else
KMONS: 12 = patrolling lich w:5 / ancient lich
KMONS: 34 = patrolling curse toe
KMONS: 56 = patrolling bone dragon
KMONS: 7 = death cob w:12 / small zombie w:2 / large zombie w:2 / \
small skeleton w:2 / large skeleton w:2 / guardian mummy w:4
KMONS: 8 = patrolling death cob
KMONS: ABCD = shadow dragon
KMONS: EF = death drake
: end
KMONS: 0 = soul eater
KMONS: Z = curse skull
SHUFFLE: 1234, 12 / 34 / 56, ABCD, AB / CD / EF, {'" / {'" / }`_, {', }`, GHI
SUBST: { : -_= |:3, } : -= |:2, ' : |:1 .:4, " = ., Z = Z:1 c:8
SUBST: G : O:20 X, H : O X:50, I = X, X : xc
NSUBST: - = 1:{ / 1:}, _ = 1:[ / 1 = (:80 <, = = 1:] / 1 = ):80 >
NSUBST: 7 = 3:7 / 3:0 / 2 = 70
MARKER: O = lua:fog_machine { cloud_type = "foul pestilence", pow_min = 200, \
pow_max = 300, delay = 25, size = 1, walk_dist = 0, excl_rad = -1 }
MAP
xxxxxxxxx
xxxx...7.xx.@@.
xxxxxxxx..cc.7xx.....
xxxxxxxx.AcXc..xx....@
xxx......cGc...x.."..@
xx.'....cXc....x.8....
xx..cc..cc..cc..x..xxx
xx..cXc.....cXc..xxxxxx
xxx...cHc..1..cXc....7.x
xxxx....cXc.....cXc....7x
xxx..cc..cc..cc..cc..cc.x
xx.BcXc....{cXc.....cXc.x
x..cIc..2..cZc..3..cIc..x
x.cXc.....cXc{....cXcC.xx
x.cc..cc..cc..cc..cc..xxx
x7....cXc.....cXc....xxxx
x.7....cXc..4..cHc...xxx
xxxxxx..cXc.....cXc..xx
xxx..x..cc..cc..cc..xx
....8.x....cXc....'.xx
@.."..x...cGc......xxx
@....xx..cXcD.xxxxxxxx
.....xx7.cc..xxxxxxxx
.@@.xx.7...xxxx
xxxxxxxxx
ENDMAP
NAME: hangedman_player_shredder
TAGS: transparent mini_float no_monster_gen no_item_gen no_pool_fixup
DEPTH: Dis:1-6, Zot:1-4
: if you.branch() == "Dis" then
KMONS: 01 = tormentor
KMONS: 23 = reaper
KMONS: 45 = hellion
KMONS: 67 = quicksilver dragon
KMONS: 89 = iron golem
KMONS: ABC = dancing weapon ; great sword good_item | battleaxe good_item | \
bardiche good_item | great mace good_item
KMONS: D = iron elemental
KMONS: E = lich
KMONS: F = executioner
KMONS: ! = iron devil / skeletal warrior / hell knight / place:Zot:1 skeleton w:15
KMONS: ? = patrolling iron imp
: dgn.delayed_decay(_G, '%', 'human corpse / human skeleton, \
: human corpse / human skeleton')
: else
KMONS: 01 = ghost moth
KMONS: 23 = golden dragon
KMONS: 4567 = nonbase draconian
KMONS: 89 = killer klown
KMONS: AB = curse toe
KMONS: CD = electric golem
KMONS: E = orb of fire
KMONS: F = ancient lich
KMONS: ! = base draconian w:30 ; cloak . great sword good_item | \
battleaxe good_item | bardiche good_item | great mace good_item / \
dragon / ice dragon / storm dragon / bone dragon w:5
KMONS: ? = moth of wrath / death cob w:2 / guardian mummy w:2
KITEM: % = % / * w:2
: end
KMONS: H = iron dragon
KFEAT: - = runed_door
SHUFFLE: abcdefghij / bacdegfhij / bcadeghfij / bcdaeghifj / bcdeaghijf, ghij, ^~
SUBST: a = +, bcde = v, fgh = %, i = P, j = p
NSUBST: } : 1:P / 1:p / *:%, p : 1:P / *:%
SHUFFLE: HI, PQRS|, 0246' / 1357", 0246', 1357", 02468ACE, 13579BDF
NSUBST: P = 1:{ / 1:} / 1 : [:1 ]:1 %:16, Q = 1:{ / 1 : [:8 <:1 / 1 : (:1 %:8
NSUBST: RS = 1:} / 1 : ]:8 >:1 / 1 : ):1 %:8
SUBST: I = G, ~ : wv., ` : wv., ^ = ., % : %:9 .:1, % = %:499 |:1
: if you.branch() == "Dis" then
TILE: G = dngn_statue_iron
COLOUR: G = cyan
: set_feature_name("granite_statue", "iron statue")
: end
MAP
.........................
.vv...vv+vv...vv+vv...vv.
.vvv+vv.!.vv+vv.!.vv+vvv.
.vv.!.vvbvv.!.vvdvv.!.vv.
.vvvavv%g%vvcvv%i%vvevvv.
.vv%f%vv-vv%h%vv-vv%j%vv.
.vvv-vv.2.vv-vv.6.vv-vvv.
.vv.0.v...v.4.v...v.'.vv.
.vv...vv+vv...vv+vv...vv.
.vvv+vv...vv+vv...vv+vvv.
.vv...................vv.
?vv..~`^I~`^.~`^.~`^H.vv?
.vv.H^`~.^`~.^`~I^`~..vv.
.vv...................vv.
.vvv+vv...vv+vv...vv+vvv.
.vv...vv+vv...vv+vv...vv.
.vv.1.v...v.5.v...v.".vv.
.vvv-vv.3.vv-vv.7.vv-vvv.
.vv%}%vv-vv%}%vv-vv%}%vv.
.vvvvvv%}%vvvvv%}%vvvvvv.
.vv.G.vvvvv.G.vvvvv.G.vv.
............?............
ENDMAP
NAME: hangedman_swamp_dais
TAGS: no_pool_fixup no_monster_gen no_item_gen patrolling
DEPTH: Swamp, Zot:1-4
WEIGHT: 999999
KITEM: *| = % no_pickup w:2 / * no_pickup / | no_pickup
KFEAT: aA = stone_arch
KFEAT: B = shallow_water
KFEAT: M = mangrove
KFEAT: Z = known zot trap
: if you.branch() == "Swamp" then
MONS: swamp drake, hydra, swamp dragon
KMONS: A = swamp dragon
KMONS: B = green draconian
SUBST: x = M
NSUBST: 1 = 1:2 / 1:3 / * = 1:80 23
: else
KMONS: 1 = green draconian
KMONS: a = death drake
KMONS: A = tentacled monstrosity / green death
# No burning down the mangroves or making them look burnt.
KMONS: b = green draconian caller w:15 / yellow draconian caller w:1 / \
white draconian caller w:1 / grey draconian caller w:1 / \
pale draconian caller w:1 / purple draconian caller w:1
KMONS: B = green draconian zealot w:15 / yellow draconian zealot w:1 / \
white draconian zealot w:1 / grey draconian zealot w:1 / \
pale draconian zealot w:1 / purple draconian zealot w:1
KMONS: % = rotting devil / orange demon
KMONS: *d = swamp dragon w:8 / seven-headed hydra w:5 / eight-headed hydra w:5
KMONS: | = large abomination / tentacled monstrosity w:5
SHUFFLE: AB%| / abd*
: end
SUBST: < : <:1 .:9
NSUBST: < = 1:{ / 1:}
SHUFFLE: {} / {[ / {[ / }] / }]
MARKER: A = lua:fog_machine { cloud_type = "translocational energy", pow_max = 2, \
delay_min = 100, delay_max = 150, size = 1, walk_dist = 1 }
MAP
xxxxx
@xWxWxxxx
@@......<xx
xxxxxxxxxx..Zxx
xxxxxcxxxx.x1.<x
xxxWWW.WWW.xGx..x
xxxW1..W...W.x.x.xx
xxxW...MwM...W.xx.Wx
xxW1.M..M..M..Wxx.xx
xxW...M.w.M...Wxx.Wx
xxW.M..w|w..M.Wxx.xx
xc.WwMw|A|wMwW.cx@@
xxW.M.%w|w..M.Wxx@
xxW...M%w.M...Wxx
xxW..M..M..M.1Wxx
xxxB...MwM...Wxxx
xxxB...W..1Wxxx
xxxWWW.WWWxxx
xxxxxcxxxxx
xxxxxxxxx
ENDMAP
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