#
# IRE resource file for The False Messiah
#


section: sprites

	?UNKNOWN		SPRITES/UNKNOWN.CEL
	blank			roof/invis.cel
	OBJECT_PANEL		SPRITES/PANEL_OB.CEL
	OPEN_ROOF		SPRITES/ROOF_OPN.CEL
	CLOSE_ROOF		SPRITES/ROOF_CLS.CEL
	OBJCURSOR		SPRITES/O_CURSOR.CEL
	DIRCURSOR		SPRITES/WHICHWAY.CEL
	STATS_PANEL		SPRITES/PANEL_ST.CEL
	BACKICON		SPRITES/BACKICON.CEL

	intro_n			backings/intro_n.pcx
	intro_h			backings/intro_h.pcx
	start_n			backings/start_n.pcx
	start_h			backings/start_h.pcx
	saveg_n			backings/saveg_n.pcx
	saveg_h			backings/saveg_h.pcx

	arrow_up		sprites/arrowu.cel
	arrow_down		sprites/arrowd.cel
	arrow_left		sprites/arrowl.cel
	arrow_right		sprites/arrowr.cel
	RED			SPRITES/RED.CEL
	BLUE			SPRITES/BLUE.CEL
	GREEN			SPRITES/GREEN.CEL
	BLACK			BACKINGS/BLACK00.CEL
	BLACK_WALL_BL		BACKINGS/BLACK01.CEL
	BLACK_WALL_TR		BACKINGS/BLACK02.CEL
	BLACK_WALL_BL2		BACKINGS/BLACK03.CEL
	BLACK_WALL_TR2		BACKINGS/BLACK04.CEL
	GRASS00			BACKINGS/GRASS00.CEL
	GRASS01			BACKINGS/GRASS01.CEL
	GRASS02			BACKINGS/GRASS02.CEL
	GRASS03			BACKINGS/GRASS03.CEL
	GRASS04			BACKINGS/GRASS04.CEL
	GRASS05			BACKINGS/GRASS05.CEL
	GRASS06			BACKINGS/GRASS06.CEL
	GRASS07			BACKINGS/GRASS07.CEL
	GRASS08			BACKINGS/GRASS08.CEL
	GRASS09			BACKINGS/GRASS09.CEL
	GRASS10			BACKINGS/GRASS10.CEL
	GRASS11			BACKINGS/GRASS11.CEL
	GRASS12			BACKINGS/GRASS12.CEL
	GRASS13			BACKINGS/GRASS13.CEL
	GRASS14			BACKINGS/GRASS14.CEL
	GRASS15			BACKINGS/GRASS15.CEL
	GRASS16			BACKINGS/GRASS16.CEL
	GRASS17			BACKINGS/GRASS17.CEL
	GRASS18			BACKINGS/GRASS18.CEL
	GRASS19			BACKINGS/GRASS19.CEL
	GRASS20			BACKINGS/GRASS20.CEL
	GRASS21			BACKINGS/GRASS21.CEL
	WALLH00			BACKINGS/WALLH00.CEL
	WALLV00			BACKINGS/WALLV00.CEL
	WALLH01A		BACKINGS/WALLH01A.CEL
	WALLH01B		BACKINGS/WALLH01B.CEL
	WALLH01C		BACKINGS/WALLH01C.CEL
	WALLV01A		BACKINGS/WALLV01A.CEL
	WALLV01B		BACKINGS/WALLV01B.CEL
	WALLV01C		BACKINGS/WALLV01C.CEL
	WALLBR00		BACKINGS/WALLBR00.CEL
	WALLBR01		BACKINGS/WALLBR01.CEL
	WALLTL00		BACKINGS/WALLTL00.CEL
	WALLTL01		BACKINGS/WALLTL01.CEL
	WALLTR00		BACKINGS/WALLTR00.CEL
	WALLTR01		BACKINGS/WALLTR01.CEL
	WALLTR02		BACKINGS/WALLTR02.CEL
	WALLTR03		BACKINGS/WALLTR03.CEL
	WALLBL00		BACKINGS/WALLBL00.CEL
	WALLBL01		BACKINGS/WALLBL01.CEL
	WALLBL02		BACKINGS/WALLBL02.CEL
	WALLBL03		BACKINGS/WALLBL03.CEL
	WOOD00			BACKINGS/WOOD00.CEL
	MUD00			BACKINGS/MUD0.CEL
	MUD01			BACKINGS/MUD1.CEL
	MUD02			BACKINGS/MUD2.CEL
	MUD03			BACKINGS/MUD3.CEL
	MUD04			BACKINGS/MUD4.CEL
	MUD05			BACKINGS/MUD5.CEL
	MUD06			BACKINGS/MUD6.CEL
	MUD07			BACKINGS/MUD7.CEL
	MUD08			BACKINGS/MUD8.CEL
	MUD09			BACKINGS/MUD9.CEL
	MUD10			BACKINGS/MUD10.CEL
	MUD11			BACKINGS/MUD11.CEL
	MUD12			BACKINGS/MUD12.CEL
	MUD13			BACKINGS/MUD13.CEL
	MUD14			BACKINGS/MUD14.CEL
	MUD15			BACKINGS/MUD15.CEL
	MUD16			BACKINGS/MUD16.CEL
	MUD17			BACKINGS/MUD17.CEL
	MUD18			BACKINGS/MUD18.CEL
	MUD19			BACKINGS/MUD19.CEL
	MUD20			BACKINGS/MUD20.CEL
	MUD21			BACKINGS/MUD21.CEL
	MUD22			BACKINGS/MUD22.CEL
	MUD23			BACKINGS/MUD23.CEL
	MUD24			BACKINGS/MUD24.CEL
	MUD25			BACKINGS/MUD25.CEL
	MUD26			BACKINGS/MUD26.CEL
	MUD27			BACKINGS/MUD27.CEL
	MUD28			BACKINGS/MUD28.CEL
	MUD29			BACKINGS/MUD29.CEL
	MUD30			BACKINGS/MUD30.CEL
	MUD31			BACKINGS/MUD31.CEL
	MUD32			BACKINGS/MUD32.CEL
	MUD33			BACKINGS/MUD33.CEL
	MUD34			BACKINGS/MUD34.CEL
	MUD35			BACKINGS/MUD35.CEL
	MUD36			BACKINGS/MUD36.CEL
	MUD37			BACKINGS/MUD37.CEL
	MUD38			BACKINGS/MUD38.CEL
	MUD39			BACKINGS/MUD39.CEL
	MUD40			BACKINGS/MUD40.CEL
	MUD41			BACKINGS/MUD41.CEL
	MUD42			BACKINGS/MUD42.CEL
	MUD43			BACKINGS/MUD43.CEL
	MUD44			BACKINGS/MUD44.CEL
	MUD45			BACKINGS/MUD45.CEL
	MUD46			BACKINGS/MUD46.CEL
	MUD47			BACKINGS/MUD47.CEL
	MUD48			BACKINGS/MUD48.CEL
	MUD49			BACKINGS/MUD49.CEL
	MUD50			BACKINGS/MUD50.CEL
	MUD51			BACKINGS/MUD51.CEL
	MUD52			BACKINGS/MUD52.CEL
	MUD53			BACKINGS/MUD53.CEL
	MUD54			BACKINGS/MUD54.CEL
	MUD55			BACKINGS/MUD55.CEL
	MUD56			BACKINGS/MUD56.CEL
	MUD57			BACKINGS/MUD57.CEL
	MUD58			BACKINGS/MUD58.CEL
	MUD59			BACKINGS/MUD59.CEL
	MUD60			BACKINGS/MUD60.CEL
	MUD61			BACKINGS/MUD61.CEL
	MUD62			BACKINGS/MUD62.CEL
	MUD63			BACKINGS/MUD63.CEL
	WALLHOLE1		BACKINGS/WALLHOL1.CEL
	AV00			SPRITES/AV00.CEL
	AV01			SPRITES/AV01.CEL
	AV02			SPRITES/AV02.CEL
	AV03			SPRITES/AV03.CEL
	AV04			SPRITES/AV04.CEL
	AV05			SPRITES/AV05.CEL
	AV06			SPRITES/AV06.CEL
	AV07			SPRITES/AV07.CEL
	AV08			SPRITES/AV08.CEL
	AV09			SPRITES/AV09.CEL
	AV10			SPRITES/AV10.CEL
	AV11			SPRITES/AV11.CEL
	AV12			SPRITES/AV12.CEL
	FO00			SPRITES/FO00.CEL
	FO01			SPRITES/FO01.CEL
	FO02			SPRITES/FO02.CEL
	FO03			SPRITES/FO03.CEL
	FO04			SPRITES/FO04.CEL
	FO05			SPRITES/FO05.CEL
	FO06			SPRITES/FO06.CEL
	FO07			SPRITES/FO07.CEL
	FO08			SPRITES/FO08.CEL
	FO09			SPRITES/FO09.CEL
	FO10			SPRITES/FO10.CEL
	FO11			SPRITES/FO11.CEL
	FO12			SPRITES/FO12.CEL
	RO00			SPRITES/RO00.CEL
	RO01			SPRITES/RO01.CEL
	RO02			SPRITES/RO02.CEL
	RO03			SPRITES/RO03.CEL
	RO04			SPRITES/RO04.CEL
	RO05			SPRITES/RO05.CEL
	RO06			SPRITES/RO06.CEL
	RO07			SPRITES/RO07.CEL
	RO08			SPRITES/RO08.CEL
	RO09			SPRITES/RO09.CEL
	RO10			SPRITES/RO10.CEL
	RO11			SPRITES/RO11.CEL
	RO12			SPRITES/RO12.CEL
	KING00			SPRITES/people/KING00.CEL
	KING01			SPRITES/people/KING01.CEL
	KING02			SPRITES/people/KING02.CEL
	KING03			SPRITES/people/KING03.CEL
	KING04			SPRITES/people/KING04.CEL
	KING05			SPRITES/people/KING05.CEL
	KING06			SPRITES/people/KING06.CEL
	KING07			SPRITES/people/KING07.CEL
	KING08			SPRITES/people/KING08.CEL
	KING09			SPRITES/people/KING09.CEL
	KING10			SPRITES/people/KING10.CEL
	KING11			SPRITES/people/KING11.CEL

	KINGSIT_L		SPRITES/people/K_SIT0.CEL
	KINGSIT_R		SPRITES/people/K_SIT1.CEL
	KINGSIT_U		SPRITES/people/K_SIT2.CEL
	KINGSIT_D		SPRITES/people/K_SIT3.CEL

	OLDMAN00		SPRITES/OLDMAN00.CEL
	OLDMAN01		SPRITES/OLDMAN01.CEL
	OLDMAN02		SPRITES/OLDMAN02.CEL
	OLDMAN03		SPRITES/OLDMAN03.CEL
	OLDMAN04		SPRITES/OLDMAN04.CEL
	OLDMAN05		SPRITES/OLDMAN05.CEL
	OLDMAN06		SPRITES/OLDMAN06.CEL
	OLDMAN07		SPRITES/OLDMAN07.CEL
	OLDMAN08		SPRITES/OLDMAN08.CEL
	OLDMAN09		SPRITES/OLDMAN09.CEL
	OLDMAN10		SPRITES/OLDMAN10.CEL
	OLDMAN11		SPRITES/OLDMAN11.CEL
	OLDMAN12		SPRITES/OLDMAN12.CEL
	OLDMANSIT_U		SPRITES/OLMSIT00.CEL
	OLDMANSIT_R		SPRITES/OLMSIT01.CEL
	OLDMANSIT_D		SPRITES/OLMSIT02.CEL
	OLDMANSIT_L		SPRITES/OLMSIT03.CEL

	LEPRECHAUN00		SPRITES/people/lep00.CEL
	LEPRECHAUN01		SPRITES/people/lep01.CEL
	LEPRECHAUN02		SPRITES/people/lep02.CEL
	LEPRECHAUN03		SPRITES/people/lep03.CEL
	LEPRECHAUN04		SPRITES/people/lep04.CEL
	LEPRECHAUN05		SPRITES/people/lep05.CEL
	LEPRECHAUN06		SPRITES/people/lep06.CEL
	LEPRECHAUN07		SPRITES/people/lep07.CEL
	LEPRECHAUN08		SPRITES/people/lep08.CEL
	LEPRECHAUN09		SPRITES/people/lep09.CEL
	LEPRECHAUN10		SPRITES/people/lep10.CEL
	LEPRECHAUN11		SPRITES/people/lep11.CEL
	LEPRECHAUN12		SPRITES/people/lep12.CEL

	STONE_DOOR1S_VERT	SPRITES/STDOOR00.CEL
	STONE_DOOR1L_VERT	SPRITES/STDOOR01.CEL
	STONE_DOOR2S_VERT	SPRITES/STDOOR02.CEL
	STONE_DOOR2L_VERT	SPRITES/STDOOR03.CEL
	STONE_DOOR3S_VERT	SPRITES/STDOOR04.CEL
	STONE_DOOR3L_VERT	SPRITES/STDOOR05.CEL
	STONE_DOOR1O_VERT	SPRITES/STDOOR06.CEL
	STONE_ARCH_VERT		SPRITES/STDOOR07.CEL
	STONE_DOOR1S_HORIZ	SPRITES/STDOOR08.CEL
	STONE_DOOR1L_HORIZ	SPRITES/STDOOR09.CEL
	STONE_DOOR2S_HORIZ	SPRITES/STDOOR10.CEL
	STONE_DOOR2L_HORIZ	SPRITES/STDOOR11.CEL
	STONE_DOOR3S_HORIZ	SPRITES/STDOOR12.CEL
	STONE_DOOR3L_HORIZ	SPRITES/STDOOR13.CEL
	STONE_DOOR1O_HORIZ	SPRITES/STDOOR14.CEL
	STONE_ARCH_HORIZ	SPRITES/STDOOR15.CEL
	STONE_PORTCULL_VERT	SPRITES/STDOOR16.CEL
	STONE_PORTCULL_HORIZ	SPRITES/STDOOR17.CEL
	STONE_DOOR5S_VERT	SPRITES/STDOOR18.CEL
	STONE_DOOR5L_VERT	SPRITES/STDOOR19.CEL
	STONE_DOOR5O_VERT	SPRITES/STDOOR20.CEL
	STONE_DOOR5S_HORIZ	SPRITES/STDOOR21.CEL
	STONE_DOOR5L_HORIZ	SPRITES/STDOOR22.CEL
	STONE_DOOR5O_HORIZ	SPRITES/STDOOR23.CEL

	STONE_WINDOW1_VERT	SPRITES/STWIND00.CEL
	STONE_WINDOW1_HORIZ	SPRITES/STWIND01.CEL
	STONE_WINDOW2_VERT	SPRITES/STWIND02.CEL
	STONE_WINDOW2_HORIZ	SPRITES/STWIND03.CEL
	STOOL_H			SPRITES/STOOL_H.CEL
	STOOL_V			SPRITES/STOOL_V.CEL
	BED_H			SPRITES/BED00.CEL
	BED_V			SPRITES/BED01.CEL
	BED_H_FULL		SPRITES/BED02.CEL
	BED_V_FULL		SPRITES/BED03.CEL
	BED_H_BLOODY		SPRITES/BED04.CEL
	BED_V_BLOODY		SPRITES/BED05.CEL
	BED2			SPRITES/BED06.CEL
	BED2_FULL		SPRITES/BED07.CEL
	BED2A_FULL		SPRITES/BED07A.CEL
	BED2_BLOODY		SPRITES/BED08.CEL
	BED_H_BROKEN		SPRITES/BED09.CEL
	CHAIRB_U		SPRITES/CHAIRB0.CEL
	CHAIRB_L		SPRITES/CHAIRB3.CEL
	CHAIR_U			SPRITES/CHAIR0.CEL
	CHAIR_R			SPRITES/CHAIR1.CEL
	CHAIR_D			SPRITES/CHAIR2.CEL
	CHAIR_L			SPRITES/CHAIR3.CEL
	CHAIR_DEAD		SPRITES/CHAIR_D.CEL
	THRONE			SPRITES/THRONE00.CEL
	THRONE_OVL		SPRITES/THRONE01.CEL
	AVSIT_U			SPRITES/AVSIT00.CEL
	AVSIT_R			SPRITES/AVSIT01.CEL
	AVSIT_D			SPRITES/AVSIT02.CEL
	AVSIT_L			SPRITES/AVSIT03.CEL
	CUTLERY00		SPRITES/CUTLRY00.CEL
	CUTLERY01		SPRITES/CUTLRY01.CEL
	CUTLERY02		SPRITES/CUTLRY02.CEL
	CUTLERY03		SPRITES/CUTLRY03.CEL
	CUTLERY04		SPRITES/CUTLRY04.CEL
	CUTLERY05		SPRITES/CUTLRY05.CEL
	CUTLERY06		SPRITES/CUTLRY06.CEL
	CUTLERY07		SPRITES/CUTLRY07.CEL
	CUTLERY08		SPRITES/CUTLRY08.CEL
	KEY_0			SPRITES/KEY0.CEL
	KEY_1			SPRITES/KEY1.CEL
	KEY_2			SPRITES/KEY2.CEL
	CHEST			SPRITES/CHEST.CEL
	CHESTOPEN		SPRITES/CHEST_O.CEL
	CHESTLOCK		SPRITES/CHEST_L.CEL
	BAG00			SPRITES/BAG00.CEL
	BAG01			SPRITES/BAG01.CEL
	BAG02			SPRITES/BAG02.CEL
	BAG03			SPRITES/BAG03.CEL
	BAG04			SPRITES/BAG04.CEL
	FLOUR00			SPRITES/FLOUR00.CEL
	FLOUR01			SPRITES/FLOUR01.CEL
	FLOUR02			SPRITES/FLOUR02.CEL
	FLOUR03			SPRITES/FLOUR03.CEL
	GRAIN00			SPRITES/GRAIN00.CEL
	STUFF			SPRITES/STUFF1.CEL
	STUFF_BAG		SPRITES/STUFF0.CEL
	TORCH0			SPRITES/TORCH1.CEL
	TORCH1			SPRITES/TORCH2.CEL
	TORCH2			SPRITES/TORCH3.CEL
	TORCH3			SPRITES/TORCH4.CEL
	TORCHOUT		SPRITES/TORCH5.CEL
	BLOOD_OVERLAY		SPRITES/SQUISH00.CEL
	SPLAT			SPRITES/SPLAT!.CEL
	SPLAT2			SPRITES/SPLAT2!.CEL
	CANDLE0			SPRITES/CANDLE01.CEL
	CANDLE1			SPRITES/CANDLE02.CEL
	CANDLE2			SPRITES/CANDLE03.CEL
	CANDLE3			SPRITES/CANDLE04.CEL
	DEADCANDLE		SPRITES/CANDLE05.CEL
	CANDLE4			SPRITES/CANDLE06.CEL
	CANDLE5			SPRITES/CANDLE07.CEL
	CANDLE6			SPRITES/CANDLE08.CEL
	CANDLE7			SPRITES/CANDLE09.CEL
	DEADCANDLE2		SPRITES/CANDLE10.CEL
	CANDLE8			SPRITES/CANDLE11.CEL
	CANDLE9			SPRITES/CANDLE12.CEL
	CANDLE10		SPRITES/CANDLE13.CEL
	CANDLE11		SPRITES/CANDLE14.CEL
	DEADCANDLE3		SPRITES/CANDLE15.CEL
	DEATH0			SPRITES/DEATH0.CEL
	DEATH1			SPRITES/DEATH1.CEL
	DEATH2			SPRITES/DEATH2.CEL
	DEATH3			SPRITES/DEATH3.CEL
	CRAP_SUN		SPRITES/CRAP_SUN.CEL
	SINK0			SPRITES/SINK00.CEL
	SINK1			SPRITES/SINK01.CEL
	SINK2			SPRITES/SINK02.CEL
	SINK3			SPRITES/SINK03.CEL
	SINK4			SPRITES/SINK04.CEL
	TV1			SPRITES/TV00.CEL
	TV2			SPRITES/TV01.CEL
	TV3			SPRITES/TV02.CEL
	TV4			SPRITES/TV03.CEL
	BASIN_V			SPRITES/BASIN_V.CEL
	BASIN_H			SPRITES/BASIN_H.CEL
	BOGV			SPRITES/BOG0.CEL
	BOGH			SPRITES/BOG1.CEL
	DRAWERS_V		SPRITES/DRAWERSV.CEL
	DRAWERS_H		SPRITES/DRAWERSH.CEL
	RING			SPRITES/RING.CEL
	FULLBOTTLE		SPRITES/BOTTLE0.CEL
	EMPTYBOTTLE		SPRITES/BOTTLE01.CEL
	BROKENBOTTLE		SPRITES/BOTTLE02.CEL
	GLASSSHARDS		SPRITES/BOTTLE03.CEL
	PUDDLE_WATER		SPRITES/LIQUID0.CEL
	PUDDLE_BEER		SPRITES/LIQUID01.CEL
	PUDDLE_BEER1		SPRITES/LIQUID1A.CEL
	PUDDLE_BEER2		SPRITES/LIQUID1B.CEL
	PUDDLE_BEER3		SPRITES/LIQUID1C.CEL
	PUDDLE_BEER4		SPRITES/LIQUID1D.CEL
	PUDDLE_BLOOD		SPRITES/LIQUID02.CEL
	BOWL			SPRITES/BOWL.CEL
	JUG			SPRITES/JUG.CEL
	JUG_BROKEN		SPRITES/JUGBRK.CEL
	PLATE00			SPRITES/PLATE00.CEL
	PLATE01			SPRITES/PLATE01.CEL
	PLATE02			SPRITES/PLATE02.CEL
	PLATE03			SPRITES/PLATE03.CEL
	PLATE_BROKEN		SPRITES/PLATEBRK.CEL
	MUG			SPRITES/MUG.CEL
	MUG_BROKEN		SPRITES/MUGBRK.CEL
	TRIANGLE		SPRITES/TRIANGLE.CEL
	MIRROR_V0		SPRITES/MIRROR0.CEL
	MIRROR_V1		SPRITES/MIRROR1.CEL
	MIRROR_H0		SPRITES/MIRROR2.CEL
	MIRROR_H1		SPRITES/MIRROR3.CEL
	MIRROR_V_BRK		SPRITES/MIRROR4.CEL
	MIRROR_H_BRK		SPRITES/MIRROR5.CEL
	MED_D1			SPRITES/MED01.CEL
	MED_D2			SPRITES/MED02.CEL
	MED_R0			SPRITES/MED03.CEL
	MED_R1			SPRITES/MED04.CEL
	MED_R2			SPRITES/MED05.CEL
	MED_DEAD		SPRITES/MED_DED.CEL
	MED_U0			SPRITES/MED06.CEL
	MED_U1			SPRITES/MED07.CEL
	MED_U2			SPRITES/MED08.CEL
	MED_L0			SPRITES/MED09.CEL
	MED_L1			SPRITES/MED10.CEL
	MED_L2			SPRITES/MED11.CEL
	MED_SITD		SPRITES/MED_SD.CEL
	MED_SITL		SPRITES/MED_SL.CEL
	MED_SITR		SPRITES/MED_SR.CEL
	MED_SITU		SPRITES/MED_SU.CEL
	ALBUM_00		SPRITES/ALBUM_00.CEL
	ALBUM_02		SPRITES/ALBUM_02.PCX
	ALBUM_01		SPRITES/ALBUM_01.CEL
	ALBUM_03		SPRITES/ALBUM_03.PCX
	ALBUM_04		SPRITES/ALBUM_04.PCX
	ALBUM_05		SPRITES/ALBUM_05.PCX
	ALBUM_06		SPRITES/ALBUM_06.PCX
	ALBUM_07		SPRITES/ALBUM_07.PCX
	PLANT1_OK		SPRITES/PLANT1A.CEL
	PLANT1_BROKE		SPRITES/PLANT1B.CEL
	PLANT1_PULP		SPRITES/PLANT1C.CEL
	GOLD_COINS		SPRITES/GOLD.CEL
	SILVER_COINS		SPRITES/SILVER.CEL
	LIFT_UP			SPRITES/LIFT_UP.CEL
	LIFT_DOWN		SPRITES/LIFT_DN.CEL
	TARGET_MARKER		SPRITES/TARGET.CEL
	FLSIT_U			SPRITES/FLSIT00.CEL
	FLSIT_R			SPRITES/FLSIT01.CEL
	FLSIT_D			SPRITES/FLSIT02.CEL
	FLSIT_L			SPRITES/FLSIT03.CEL
	REMOTE_CONTROL		SPRITES/ROCONTRL.CEL
	PEBBLE_COTSWOLD		SPRITES/CWPEBBLE.CEL
	STAIRS_DOWN		SPRITES/STAIRDWN.CEL
	STAIRS_UP		SPRITES/STAIRUP.CEL
	STAIRS_UP_TOP		SPRITES/STAIRUP1.CEL
	POTION_EMPTY		SPRITES/POTION_E.CEL
	POTION_GREEN		SPRITES/POTION_G.CEL
	POTION_BLACK		SPRITES/POTION_K.CEL
	POTION_RED		SPRITES/POTION_R.CEL
	POTION_YELLOW		SPRITES/POTION_Y.CEL
	STONE_ARCH_BROKEN_H	SPRITES/STBROKEH.CEL
	STONE_ARCH_BROKEN_V	SPRITES/STBROKEV.CEL
	DYNAMITE		SPRITES/DYNA1.CEL
	DYNAMITE_LIT1		SPRITES/DYNA2.CEL
	DYNAMITE_LIT2		SPRITES/DYNA3.CEL
	DYNAMITE_LIT3		SPRITES/DYNA4.CEL
	DYNAMITE_READY1		SPRITES/DYNA5.CEL
	DYNAMITE_READY2		SPRITES/DYNA6.CEL
	DYNAMITE_READY3		SPRITES/DYNA7.CEL
	GRENADE			SPRITES/GRENADE.CEL
	LANDMINE		SPRITES/LANDMINE.CEL
	AV13			SPRITES/AV13.CEL
	AV14			SPRITES/AV14.CEL
	AV15			SPRITES/AV15.CEL
	AV16			SPRITES/AV16.CEL
	AV17			SPRITES/AV17.CEL
	AV18			SPRITES/AV18.CEL
	AV19			SPRITES/AV19.CEL
	AV20			SPRITES/AV20.CEL
	ROSIT_U			SPRITES/ROSIT0.CEL
	ROSIT_R			SPRITES/ROSIT1.CEL
	ROSIT_D			SPRITES/ROSIT2.CEL
	ROSIT_L			SPRITES/ROSIT3.CEL
	TESTCAR_DOWN		SPRITES/CAR_D.CEL
	TESTCAR_UP		SPRITES/CAR_U.CEL
	TESTCAR_LEFT		SPRITES/CAR_L.CEL
	TESTCAR_RIGHT		SPRITES/CAR_R.CEL
	WALL_EDGE_BL		SPRITES/WALLEDG1.CEL
	WALL_EDGE_TR		SPRITES/WALLEDG2.CEL
	WALL_EDGE_B		SPRITES/WALLEDG3.CEL
	WALL_EDGE_R		SPRITES/WALLEDG4.CEL
	WALL2_EDGE_BL		SPRITES/WALLEDG5.CEL
	WALL2_EDGE_TR		SPRITES/WALLEDG6.CEL
	WALL2_EDGE_B		SPRITES/WALLEDG7.CEL
	WALL2_EDGE_R		SPRITES/WALLEDG8.CEL
	ARKCOV00		SPRITES/ARKCOV00.CEL
	ARKCOV01		SPRITES/ARKCOV01.CEL
	ARKCOV02		SPRITES/ARKCOV02.CEL
	ARKCOV03		SPRITES/ARKCOV03.CEL
	ARKCOV04		SPRITES/ARKCOV04.CEL
	ARKCOV05		SPRITES/ARKCOV05.CEL
	ARKCOV06		SPRITES/ARKCOV06.CEL
	ARKCOV07		SPRITES/ARKCOV07.CEL
	ARKCOV08		SPRITES/ARKCOV08.CEL
	ARKCOV09		SPRITES/ARKCOV09.CEL
	ARKCOV10		SPRITES/ARKCOV10.CEL
	ARKCOV11		SPRITES/ARKCOV11.CEL
	ARKCOV12		SPRITES/ARKCOV12.CEL
	ARKCOV13		SPRITES/ARKCOV13.CEL
	ARKCOV14		SPRITES/ARKCOV14.CEL
	BOOTS			SPRITES/BOOTS.CEL
	BOAT1_L			SPRITES/BOAT1_L.CEL
	BOAT1_R			SPRITES/BOAT1_R.CEL
	BOAT1_U			SPRITES/BOAT1_U.CEL
	BOAT1_D			SPRITES/BOAT1_D.CEL
	BOAT1_DEAD		SPRITES/BOAT1_K.CEL
	WATER_N00		BACKINGS/WATER/N00.CEL
	WATER_N01		BACKINGS/WATER/N01.CEL
	WATER_N02		BACKINGS/WATER/N02.CEL
	WATER_N03		BACKINGS/WATER/N03.CEL
	WATER_N04		BACKINGS/WATER/N04.CEL
	WATER_E00		BACKINGS/WATER/E00.CEL
	WATER_E01		BACKINGS/WATER/E01.CEL
	WATER_E02		BACKINGS/WATER/E02.CEL
	WATER_E03		BACKINGS/WATER/E03.CEL
	WATER_E04		BACKINGS/WATER/E04.CEL
	WATER_NE00		BACKINGS/WATER/NE00.CEL
	WATER_NE01		BACKINGS/WATER/NE01.CEL
	WATER_NE02		BACKINGS/WATER/NE02.CEL
	WATER_NE03		BACKINGS/WATER/NE03.CEL
	WATER_NE04		BACKINGS/WATER/NE04.CEL
	WATER_SE00		BACKINGS/WATER/SE00.CEL
	WATER_SE01		BACKINGS/WATER/SE01.CEL
	WATER_SE02		BACKINGS/WATER/SE02.CEL
	WATER_SE03		BACKINGS/WATER/SE03.CEL
	WATER_SE04		BACKINGS/WATER/SE04.CEL
	SHORE_N_W00		BACKINGS/WATER/SHN_W00.CEL
	SHORE_N_W01		BACKINGS/WATER/SHN_W01.CEL
	SHORE_N_W02		BACKINGS/WATER/SHN_W02.CEL
	SHORE_N_W03		BACKINGS/WATER/SHN_W03.CEL
	SHORE_N_W04		BACKINGS/WATER/SHN_W04.CEL
	SHORE_N_E00		BACKINGS/WATER/SHN_E00.CEL
	SHORE_N_E01		BACKINGS/WATER/SHN_E01.CEL
	SHORE_N_E02		BACKINGS/WATER/SHN_E02.CEL
	SHORE_N_E03		BACKINGS/WATER/SHN_E03.CEL
	SHORE_N_E04		BACKINGS/WATER/SHN_E04.CEL
	SHORE_N_N00		BACKINGS/WATER/SHN_N00.CEL
	SHORE_N_N01		BACKINGS/WATER/SHN_N01.CEL
	SHORE_N_N02		BACKINGS/WATER/SHN_N02.CEL
	SHORE_N_N03		BACKINGS/WATER/SHN_N03.CEL
	SHORE_N_N04		BACKINGS/WATER/SHN_N04.CEL
	SHORE_N_S00		BACKINGS/WATER/SHN_S00.CEL
	SHORE_N_S01		BACKINGS/WATER/SHN_S01.CEL
	SHORE_N_S02		BACKINGS/WATER/SHN_S02.CEL
	SHORE_N_S03		BACKINGS/WATER/SHN_S03.CEL
	SHORE_N_S04		BACKINGS/WATER/SHN_S04.CEL
	SHORE_N_NW00		BACKINGS/WATER/SHN_NW00.CEL
	SHORE_N_NW01		BACKINGS/WATER/SHN_NW01.CEL
	SHORE_N_NW02		BACKINGS/WATER/SHN_NW02.CEL
	SHORE_N_NW03		BACKINGS/WATER/SHN_NW03.CEL
	SHORE_N_NW04		BACKINGS/WATER/SHN_NW04.CEL
	SHORE_N_NE00		BACKINGS/WATER/SHN_NE00.CEL
	SHORE_N_NE01		BACKINGS/WATER/SHN_NE01.CEL
	SHORE_N_NE02		BACKINGS/WATER/SHN_NE02.CEL
	SHORE_N_NE03		BACKINGS/WATER/SHN_NE03.CEL
	SHORE_N_NE04		BACKINGS/WATER/SHN_NE04.CEL
	SHORE_N_SW00		BACKINGS/WATER/SHN_SW00.CEL
	SHORE_N_SW01		BACKINGS/WATER/SHN_SW01.CEL
	SHORE_N_SW02		BACKINGS/WATER/SHN_SW02.CEL
	SHORE_N_SW03		BACKINGS/WATER/SHN_SW03.CEL
	SHORE_N_SW04		BACKINGS/WATER/SHN_SW04.CEL
	SHORE_N_SE00		BACKINGS/WATER/SHN_SE00.CEL
	SHORE_N_SE01		BACKINGS/WATER/SHN_SE01.CEL
	SHORE_N_SE02		BACKINGS/WATER/SHN_SE02.CEL
	SHORE_N_SE03		BACKINGS/WATER/SHN_SE03.CEL
	SHORE_N_SE04		BACKINGS/WATER/SHN_SE04.CEL
	SHORE2_N_NW00		BACKINGS/WATER/S2N_NW00.CEL
	SHORE2_N_NW01		BACKINGS/WATER/S2N_NW01.CEL
	SHORE2_N_NW02		BACKINGS/WATER/S2N_NW02.CEL
	SHORE2_N_NW03		BACKINGS/WATER/S2N_NW03.CEL
	SHORE2_N_NW04		BACKINGS/WATER/S2N_NW04.CEL
	SHORE2_N_NE00		BACKINGS/WATER/S2N_NE00.CEL
	SHORE2_N_NE01		BACKINGS/WATER/S2N_NE01.CEL
	SHORE2_N_NE02		BACKINGS/WATER/S2N_NE02.CEL
	SHORE2_N_NE03		BACKINGS/WATER/S2N_NE03.CEL
	SHORE2_N_NE04		BACKINGS/WATER/S2N_NE04.CEL
	SHORE2_N_SW00		BACKINGS/WATER/S2N_SW00.CEL
	SHORE2_N_SW01		BACKINGS/WATER/S2N_SW01.CEL
	SHORE2_N_SW02		BACKINGS/WATER/S2N_SW02.CEL
	SHORE2_N_SW03		BACKINGS/WATER/S2N_SW03.CEL
	SHORE2_N_SW04		BACKINGS/WATER/S2N_SW04.CEL
	SHORE2_N_SE00		BACKINGS/WATER/S2N_SE00.CEL
	SHORE2_N_SE01		BACKINGS/WATER/S2N_SE01.CEL
	SHORE2_N_SE02		BACKINGS/WATER/S2N_SE02.CEL
	SHORE2_N_SE03		BACKINGS/WATER/S2N_SE03.CEL
	SHORE2_N_SE04		BACKINGS/WATER/S2N_SE04.CEL
	SHORE_E_W00		BACKINGS/WATER/SHE_W00.CEL
	SHORE_E_W01		BACKINGS/WATER/SHE_W01.CEL
	SHORE_E_W02		BACKINGS/WATER/SHE_W02.CEL
	SHORE_E_W03		BACKINGS/WATER/SHE_W03.CEL
	SHORE_E_W04		BACKINGS/WATER/SHE_W04.CEL
	SHORE_E_E00		BACKINGS/WATER/SHE_E00.CEL
	SHORE_E_E01		BACKINGS/WATER/SHE_E01.CEL
	SHORE_E_E02		BACKINGS/WATER/SHE_E02.CEL
	SHORE_E_E03		BACKINGS/WATER/SHE_E03.CEL
	SHORE_E_E04		BACKINGS/WATER/SHE_E04.CEL
	SHORE_E_N00		BACKINGS/WATER/SHE_N00.CEL
	SHORE_E_N01		BACKINGS/WATER/SHE_N01.CEL
	SHORE_E_N02		BACKINGS/WATER/SHE_N02.CEL
	SHORE_E_N03		BACKINGS/WATER/SHE_N03.CEL
	SHORE_E_N04		BACKINGS/WATER/SHE_N04.CEL
	SHORE_E_S00		BACKINGS/WATER/SHE_S00.CEL
	SHORE_E_S01		BACKINGS/WATER/SHE_S01.CEL
	SHORE_E_S02		BACKINGS/WATER/SHE_S02.CEL
	SHORE_E_S03		BACKINGS/WATER/SHE_S03.CEL
	SHORE_E_S04		BACKINGS/WATER/SHE_S04.CEL
	SHORE_E_NW00		BACKINGS/WATER/SHE_NW00.CEL
	SHORE_E_NW01		BACKINGS/WATER/SHE_NW01.CEL
	SHORE_E_NW02		BACKINGS/WATER/SHE_NW02.CEL
	SHORE_E_NW03		BACKINGS/WATER/SHE_NW03.CEL
	SHORE_E_NW04		BACKINGS/WATER/SHE_NW04.CEL
	SHORE_E_NE00		BACKINGS/WATER/SHE_NE00.CEL
	SHORE_E_NE01		BACKINGS/WATER/SHE_NE01.CEL
	SHORE_E_NE02		BACKINGS/WATER/SHE_NE02.CEL
	SHORE_E_NE03		BACKINGS/WATER/SHE_NE03.CEL
	SHORE_E_NE04		BACKINGS/WATER/SHE_NE04.CEL
	SHORE_E_SW00		BACKINGS/WATER/SHE_SW00.CEL
	SHORE_E_SW01		BACKINGS/WATER/SHE_SW01.CEL
	SHORE_E_SW02		BACKINGS/WATER/SHE_SW02.CEL
	SHORE_E_SW03		BACKINGS/WATER/SHE_SW03.CEL
	SHORE_E_SW04		BACKINGS/WATER/SHE_SW04.CEL
	SHORE_E_SE00		BACKINGS/WATER/SHE_SE00.CEL
	SHORE_E_SE01		BACKINGS/WATER/SHE_SE01.CEL
	SHORE_E_SE02		BACKINGS/WATER/SHE_SE02.CEL
	SHORE_E_SE03		BACKINGS/WATER/SHE_SE03.CEL
	SHORE_E_SE04		BACKINGS/WATER/SHE_SE04.CEL
	SHORE2_E_NW00		BACKINGS/WATER/S2E_NW00.CEL
	SHORE2_E_NW01		BACKINGS/WATER/S2E_NW01.CEL
	SHORE2_E_NW02		BACKINGS/WATER/S2E_NW02.CEL
	SHORE2_E_NW03		BACKINGS/WATER/S2E_NW03.CEL
	SHORE2_E_NW04		BACKINGS/WATER/S2E_NW04.CEL
	SHORE2_E_NE00		BACKINGS/WATER/S2E_NE00.CEL
	SHORE2_E_NE01		BACKINGS/WATER/S2E_NE01.CEL
	SHORE2_E_NE02		BACKINGS/WATER/S2E_NE02.CEL
	SHORE2_E_NE03		BACKINGS/WATER/S2E_NE03.CEL
	SHORE2_E_NE04		BACKINGS/WATER/S2E_NE04.CEL
	SHORE2_E_SW00		BACKINGS/WATER/S2E_SW00.CEL
	SHORE2_E_SW01		BACKINGS/WATER/S2E_SW01.CEL
	SHORE2_E_SW02		BACKINGS/WATER/S2E_SW02.CEL
	SHORE2_E_SW03		BACKINGS/WATER/S2E_SW03.CEL
	SHORE2_E_SW04		BACKINGS/WATER/S2E_SW04.CEL
	SHORE2_E_SE00		BACKINGS/WATER/S2E_SE00.CEL
	SHORE2_E_SE01		BACKINGS/WATER/S2E_SE01.CEL
	SHORE2_E_SE02		BACKINGS/WATER/S2E_SE02.CEL
	SHORE2_E_SE03		BACKINGS/WATER/S2E_SE03.CEL
	SHORE2_E_SE04		BACKINGS/WATER/S2E_SE04.CEL
	SHORE_NE_W00		BACKINGS/WATER/SNE_W00.CEL
	SHORE_NE_W01		BACKINGS/WATER/SNE_W01.CEL
	SHORE_NE_W02		BACKINGS/WATER/SNE_W02.CEL
	SHORE_NE_W03		BACKINGS/WATER/SNE_W03.CEL
	SHORE_NE_W04		BACKINGS/WATER/SNE_W04.CEL
	SHORE_NE_E00		BACKINGS/WATER/SNE_E00.CEL
	SHORE_NE_E01		BACKINGS/WATER/SNE_E01.CEL
	SHORE_NE_E02		BACKINGS/WATER/SNE_E02.CEL
	SHORE_NE_E03		BACKINGS/WATER/SNE_E03.CEL
	SHORE_NE_E04		BACKINGS/WATER/SNE_E04.CEL
	SHORE_NE_N00		BACKINGS/WATER/SNE_N00.CEL
	SHORE_NE_N01		BACKINGS/WATER/SNE_N01.CEL
	SHORE_NE_N02		BACKINGS/WATER/SNE_N02.CEL
	SHORE_NE_N03		BACKINGS/WATER/SNE_N03.CEL
	SHORE_NE_N04		BACKINGS/WATER/SNE_N04.CEL
	SHORE_NE_S00		BACKINGS/WATER/SNE_S00.CEL
	SHORE_NE_S01		BACKINGS/WATER/SNE_S01.CEL
	SHORE_NE_S02		BACKINGS/WATER/SNE_S02.CEL
	SHORE_NE_S03		BACKINGS/WATER/SNE_S03.CEL
	SHORE_NE_S04		BACKINGS/WATER/SNE_S04.CEL
	SHORE_NE_NW00		BACKINGS/WATER/SNE_NW00.CEL
	SHORE_NE_NW01		BACKINGS/WATER/SNE_NW01.CEL
	SHORE_NE_NW02		BACKINGS/WATER/SNE_NW02.CEL
	SHORE_NE_NW03		BACKINGS/WATER/SNE_NW03.CEL
	SHORE_NE_NW04		BACKINGS/WATER/SNE_NW04.CEL
	SHORE_NE_NE00		BACKINGS/WATER/SNE_NE00.CEL
	SHORE_NE_NE01		BACKINGS/WATER/SNE_NE01.CEL
	SHORE_NE_NE02		BACKINGS/WATER/SNE_NE02.CEL
	SHORE_NE_NE03		BACKINGS/WATER/SNE_NE03.CEL
	SHORE_NE_NE04		BACKINGS/WATER/SNE_NE04.CEL
	SHORE_NE_SW00		BACKINGS/WATER/SNE_SW00.CEL
	SHORE_NE_SW01		BACKINGS/WATER/SNE_SW01.CEL
	SHORE_NE_SW02		BACKINGS/WATER/SNE_SW02.CEL
	SHORE_NE_SW03		BACKINGS/WATER/SNE_SW03.CEL
	SHORE_NE_SW04		BACKINGS/WATER/SNE_SW04.CEL
	SHORE_NE_SE00		BACKINGS/WATER/SNE_SE00.CEL
	SHORE_NE_SE01		BACKINGS/WATER/SNE_SE01.CEL
	SHORE_NE_SE02		BACKINGS/WATER/SNE_SE02.CEL
	SHORE_NE_SE03		BACKINGS/WATER/SNE_SE03.CEL
	SHORE_NE_SE04		BACKINGS/WATER/SNE_SE04.CEL
	SHORE2_NE_NW00		BACKINGS/WATER/SNE2NW00.CEL
	SHORE2_NE_NW01		BACKINGS/WATER/SNE2NW01.CEL
	SHORE2_NE_NW02		BACKINGS/WATER/SNE2NW02.CEL
	SHORE2_NE_NW03		BACKINGS/WATER/SNE2NW03.CEL
	SHORE2_NE_NW04		BACKINGS/WATER/SNE2NW04.CEL
	SHORE2_NE_NE00		BACKINGS/WATER/SNE2NE00.CEL
	SHORE2_NE_NE01		BACKINGS/WATER/SNE2NE01.CEL
	SHORE2_NE_NE02		BACKINGS/WATER/SNE2NE02.CEL
	SHORE2_NE_NE03		BACKINGS/WATER/SNE2NE03.CEL
	SHORE2_NE_NE04		BACKINGS/WATER/SNE2NE04.CEL
	SHORE2_NE_SW00		BACKINGS/WATER/SNE2SW00.CEL
	SHORE2_NE_SW01		BACKINGS/WATER/SNE2SW01.CEL
	SHORE2_NE_SW02		BACKINGS/WATER/SNE2SW02.CEL
	SHORE2_NE_SW03		BACKINGS/WATER/SNE2SW03.CEL
	SHORE2_NE_SW04		BACKINGS/WATER/SNE2SW04.CEL
	SHORE2_NE_SE00		BACKINGS/WATER/SNE2SE00.CEL
	SHORE2_NE_SE01		BACKINGS/WATER/SNE2SE01.CEL
	SHORE2_NE_SE02		BACKINGS/WATER/SNE2SE02.CEL
	SHORE2_NE_SE03		BACKINGS/WATER/SNE2SE03.CEL
	SHORE2_NE_SE04		BACKINGS/WATER/SNE2SE04.CEL
	SHORE_SE_W00		BACKINGS/WATER/SSE_W00.CEL
	SHORE_SE_W01		BACKINGS/WATER/SSE_W01.CEL
	SHORE_SE_W02		BACKINGS/WATER/SSE_W02.CEL
	SHORE_SE_W03		BACKINGS/WATER/SSE_W03.CEL
	SHORE_SE_W04		BACKINGS/WATER/SSE_W04.CEL
	SHORE_SE_E00		BACKINGS/WATER/SSE_E00.CEL
	SHORE_SE_E01		BACKINGS/WATER/SSE_E01.CEL
	SHORE_SE_E02		BACKINGS/WATER/SSE_E02.CEL
	SHORE_SE_E03		BACKINGS/WATER/SSE_E03.CEL
	SHORE_SE_E04		BACKINGS/WATER/SSE_E04.CEL
	SHORE_SE_N00		BACKINGS/WATER/SSE_N00.CEL
	SHORE_SE_N01		BACKINGS/WATER/SSE_N01.CEL
	SHORE_SE_N02		BACKINGS/WATER/SSE_N02.CEL
	SHORE_SE_N03		BACKINGS/WATER/SSE_N03.CEL
	SHORE_SE_N04		BACKINGS/WATER/SSE_N04.CEL
	SHORE_SE_S00		BACKINGS/WATER/SSE_S00.CEL
	SHORE_SE_S01		BACKINGS/WATER/SSE_S01.CEL
	SHORE_SE_S02		BACKINGS/WATER/SSE_S02.CEL
	SHORE_SE_S03		BACKINGS/WATER/SSE_S03.CEL
	SHORE_SE_S04		BACKINGS/WATER/SSE_S04.CEL
	SHORE_SE_NW00		BACKINGS/WATER/SSE_NW00.CEL
	SHORE_SE_NW01		BACKINGS/WATER/SSE_NW01.CEL
	SHORE_SE_NW02		BACKINGS/WATER/SSE_NW02.CEL
	SHORE_SE_NW03		BACKINGS/WATER/SSE_NW03.CEL
	SHORE_SE_NW04		BACKINGS/WATER/SSE_NW04.CEL
	SHORE_SE_NE00		BACKINGS/WATER/SSE_NE00.CEL
	SHORE_SE_NE01		BACKINGS/WATER/SSE_NE01.CEL
	SHORE_SE_NE02		BACKINGS/WATER/SSE_NE02.CEL
	SHORE_SE_NE03		BACKINGS/WATER/SSE_NE03.CEL
	SHORE_SE_NE04		BACKINGS/WATER/SSE_NE04.CEL
	SHORE_SE_SW00		BACKINGS/WATER/SSE_SW00.CEL
	SHORE_SE_SW01		BACKINGS/WATER/SSE_SW01.CEL
	SHORE_SE_SW02		BACKINGS/WATER/SSE_SW02.CEL
	SHORE_SE_SW03		BACKINGS/WATER/SSE_SW03.CEL
	SHORE_SE_SW04		BACKINGS/WATER/SSE_SW04.CEL
	SHORE_SE_SE00		BACKINGS/WATER/SSE_SE00.CEL
	SHORE_SE_SE01		BACKINGS/WATER/SSE_SE01.CEL
	SHORE_SE_SE02		BACKINGS/WATER/SSE_SE02.CEL
	SHORE_SE_SE03		BACKINGS/WATER/SSE_SE03.CEL
	SHORE_SE_SE04		BACKINGS/WATER/SSE_SE04.CEL
	SHORE2_SE_NW00		BACKINGS/WATER/SSE2NW00.CEL
	SHORE2_SE_NW01		BACKINGS/WATER/SSE2NW01.CEL
	SHORE2_SE_NW02		BACKINGS/WATER/SSE2NW02.CEL
	SHORE2_SE_NW03		BACKINGS/WATER/SSE2NW03.CEL
	SHORE2_SE_NW04		BACKINGS/WATER/SSE2NW04.CEL
	SHORE2_SE_NE00		BACKINGS/WATER/SSE2NE00.CEL
	SHORE2_SE_NE01		BACKINGS/WATER/SSE2NE01.CEL
	SHORE2_SE_NE02		BACKINGS/WATER/SSE2NE02.CEL
	SHORE2_SE_NE03		BACKINGS/WATER/SSE2NE03.CEL
	SHORE2_SE_NE04		BACKINGS/WATER/SSE2NE04.CEL
	SHORE2_SE_SW00		BACKINGS/WATER/SSE2SW00.CEL
	SHORE2_SE_SW01		BACKINGS/WATER/SSE2SW01.CEL
	SHORE2_SE_SW02		BACKINGS/WATER/SSE2SW02.CEL
	SHORE2_SE_SW03		BACKINGS/WATER/SSE2SW03.CEL
	SHORE2_SE_SW04		BACKINGS/WATER/SSE2SW04.CEL
	SHORE2_SE_SE00		BACKINGS/WATER/SSE2SE00.CEL
	SHORE2_SE_SE01		BACKINGS/WATER/SSE2SE01.CEL
	SHORE2_SE_SE02		BACKINGS/WATER/SSE2SE02.CEL
	SHORE2_SE_SE03		BACKINGS/WATER/SSE2SE03.CEL
	SHORE2_SE_SE04		BACKINGS/WATER/SSE2SE04.CEL
	SHORE1_L		SPRITES/SHORE00.CEL
	SHORE1_R		SPRITES/SHORE01.CEL
	SHORE1_U		SPRITES/SHORE02.CEL
	SHORE1_D		SPRITES/SHORE03.CEL
	BOOK_CLOSEDD		SPRITES/BOOK0.CEL
	BOOK_OPEND		SPRITES/BOOK1.CEL
	BOOKD			SPRITES/BOOK2.CEL
	BOOK_CLOSEDR		SPRITES/BOOK3.CEL
	BOOK_OPENR		SPRITES/BOOK4.CEL
	BOOKR			SPRITES/BOOK5.CEL
	BOOK_CLOSEDL		SPRITES/BOOK6.CEL
	BOOK_OPENL		SPRITES/BOOK7.CEL
	BOOKL			SPRITES/BOOK8.CEL
	BOOK_CLOSEDU		SPRITES/BOOK9.CEL
	BOOK_OPENU		SPRITES/BOOK10.CEL
	BOOKU			SPRITES/BOOK11.CEL
	HALO00			SPRITES/HALO00.CEL
	HALO01			SPRITES/HALO01.CEL
	HALO02			SPRITES/HALO02.CEL
	HALO03			SPRITES/HALO03.CEL
	HALO04			SPRITES/HALO04.CEL
	HALO05			SPRITES/HALO05.CEL
	HALO06			SPRITES/HALO06.CEL
	HALO07			SPRITES/HALO07.CEL
	HALO08			SPRITES/HALO08.CEL
	HALO09			SPRITES/HALO09.CEL
	HALO10			SPRITES/HALO10.CEL
	HALO11			SPRITES/HALO11.CEL
	HALO12			SPRITES/HALO12.CEL
	HALO13			SPRITES/HALO13.CEL
	HALO14			SPRITES/HALO14.CEL
	HALO15			SPRITES/HALO15.CEL
	HALO16			SPRITES/HALO16.CEL
	HALO17			SPRITES/HALO17.CEL
	HALO18			SPRITES/HALO18.CEL
	HALO19			SPRITES/HALO19.CEL
	HALO20			SPRITES/HALO20.CEL
	HALO21			SPRITES/HALO21.CEL
	PISTOL			SPRITES/PISTOL.CEL
	ROUNDS-S		SPRITES/PELLETS.CEL
	ROUNDS-E		SPRITES/DETHSLUG.CEL
	ROUNDS-0		SPRITES/NOSLUGS.CEL
	SAND00			BACKINGS/SAND00.CEL
	SAND01			BACKINGS/SAND01.CEL
	SAND02			BACKINGS/SAND02.CEL
	SAND03			BACKINGS/SAND03.CEL
	SAND04			BACKINGS/SAND04.CEL
	SAND05			BACKINGS/SAND05.CEL
	SAND06			BACKINGS/SAND06.CEL
	SAND07			BACKINGS/SAND07.CEL
	SAND08			BACKINGS/SAND08.CEL
	SAND09			BACKINGS/SAND09.CEL
	SAND10			BACKINGS/SAND10.CEL
	SAND11			BACKINGS/SAND11.CEL
	SAND12			BACKINGS/SAND12.CEL
	SAND13			BACKINGS/SAND13.CEL
	SAND14			BACKINGS/SAND14.CEL
	SAND15			BACKINGS/SAND15.CEL
	SAND16			BACKINGS/SAND16.CEL
	SAND17			BACKINGS/SAND17.CEL
	SAND18			BACKINGS/SAND18.CEL
	SAND19			BACKINGS/SAND19.CEL
	SAND20			BACKINGS/SAND20.CEL
	SAND21			BACKINGS/SAND21.CEL
	LAPTOP00		SPRITES/LAPTOP00.CEL
	LAPTOP01		SPRITES/LAPTOP01.CEL
	LAPTOP02		SPRITES/LAPTOP02.CEL
	LAPTOP03		SPRITES/LAPTOP03.CEL
	WOODMASK_U		SPRITES/WOODMSK0.CEL
	WOODMASK_L		SPRITES/WOODMSK1.CEL
	WOODMASK_D		SPRITES/WOODMSK2.CEL
	STONEMASK_L		SPRITES/STONMSK0.CEL
	STONEMASK_U		SPRITES/STONMSK1.CEL
	STONEMASK_R		SPRITES/STONMSK2.CEL
	PHONE00			SPRITES/PHONE00.CEL
	PHONE01			SPRITES/PHONE01.CEL
	PHONE02			SPRITES/PHONE02.CEL
	PHONE03			SPRITES/PHONE03.CEL
	PHONE04			SPRITES/PHONE04.CEL
	DEDBULL			SPRITES/DEADBULL.CEL
	DEDBULL_BREAK01		SPRITES/DEADBL01.CEL
	DEDBULL_BREAK02		SPRITES/DEADBL02.CEL
	DEDBULL_BREAK03		SPRITES/DEADBL03.CEL
	DEDBULL_BREAK04		SPRITES/DEADBL04.CEL
	DEDBULL_BREAK05		SPRITES/DEADBL05.CEL
	DEDBULL_BREAK06		SPRITES/DEADBL06.CEL
	DEDBULL_BREAK07		SPRITES/DEADBL07.CEL
	DEDBULL_BREAK08		SPRITES/DEADBL08.CEL
	DEDBULL_BREAK09		SPRITES/DEADBL09.CEL
	DEDBULL_EMPTY		SPRITES/DEADBL10.CEL
	COLA			SPRITES/COLA_00.CEL
	COLA_1			SPRITES/COLA_01.CEL
	COLA_2			SPRITES/COLA_02.CEL
	COLA_3			SPRITES/COLA_03.CEL
	COLA_4			SPRITES/COLA_04.CEL
	COLA_5			SPRITES/COLA_05.CEL
	COLA_6			SPRITES/COLA_06.CEL
	COLA_7			SPRITES/COLA_07.CEL
	COLA_8			SPRITES/COLA_08.CEL
	PEPSEE			SPRITES/PEPSE_00.CEL
	PEPSEE_1		SPRITES/PEPSE_01.CEL
	PEPSEE_2		SPRITES/PEPSE_02.CEL
	PEPSEE_3		SPRITES/PEPSE_03.CEL
	PEPSEE_4		SPRITES/PEPSE_04.CEL
	PEPSEE_5		SPRITES/PEPSE_05.CEL
	PEPSEE_6		SPRITES/PEPSE_06.CEL
	PEPSEE_7		SPRITES/PEPSE_07.CEL
	PEPSEE_8		SPRITES/PEPSE_08.CEL
	PEPSEE_9		SPRITES/PEPSE_09.CEL
	PEPSEE_10		SPRITES/PEPSE_10.CEL
	PEPSEE_11		SPRITES/PEPSE_11.CEL
	PEPSEE_12		SPRITES/PEPSE_12.CEL
	TILE00			BACKINGS/TILE00.CEL
	TILE01			BACKINGS/TILE01.CEL
	TILE02			BACKINGS/TILE02.CEL
	ASH00			SPRITES/ASH00.CEL
	ASH01			SPRITES/ASH01.CEL
	ASH02			SPRITES/ASH02.CEL
	ASH03			SPRITES/ASH03.CEL
	HAPPYDRNK		SPRITES/HAPPYDK0.CEL
	HAPPYDRNK_E		SPRITES/HAPPYDK1.CEL
	HAPPYDRNK_2		SPRITES/HAPPYDK2.CEL
	HAPPYDRNK_3		SPRITES/HAPPYDK3.CEL
	HAPPYDRNK_4		SPRITES/HAPPYDK4.CEL
	HAPPYDRNK_5		SPRITES/HAPPYDK5.CEL
	HAPPYDRNK_6		SPRITES/HAPPYDK6.CEL
	HAPPYDRNK_7		SPRITES/HAPPYDK7.CEL
	HAPPYDRNK_8		SPRITES/HAPPYDK8.CEL
	ASPIRIN			SPRITES/ASPIRIN.CEL
	COD_OIL			SPRITES/COD_OIL.CEL
	COD_OIL2		SPRITES/COD_OIL2.CEL
	COD_OIL3		SPRITES/COD_OIL3.CEL
	ROAD00			BACKINGS/ROAD00.CEL
	ROAD01			BACKINGS/ROAD01.CEL
	ROAD02			BACKINGS/ROAD02.CEL
	ROAD03			BACKINGS/ROAD03.CEL
	ROAD04			BACKINGS/ROAD04.CEL
	ROAD05			BACKINGS/ROAD05.CEL
	ROAD06			BACKINGS/ROAD06.CEL
	ROAD07			BACKINGS/ROAD07.CEL
	ROAD08			BACKINGS/ROAD08.CEL
	ROAD09			BACKINGS/ROAD09.CEL
	ROAD10			BACKINGS/ROAD10.CEL
	ROAD11			BACKINGS/ROAD11.CEL
	ROAD12			BACKINGS/ROAD12.CEL
	ROAD13			BACKINGS/ROAD13.CEL
	ROAD14			BACKINGS/ROAD14.CEL
	ROAD15			BACKINGS/ROAD15.CEL
	ROAD16			BACKINGS/ROAD16.CEL
	ROAD17			BACKINGS/ROAD17.CEL
	ROAD18			BACKINGS/ROAD18.CEL
	ROAD19			BACKINGS/ROAD19.CEL
	ROAD20			BACKINGS/ROAD20.CEL
	ROAD21			BACKINGS/ROAD21.CEL
	ROAD22			BACKINGS/ROAD22.CEL
	ROAD23			BACKINGS/ROAD23.CEL
	ROAD24			BACKINGS/ROAD24.CEL
	ROAD25			BACKINGS/ROAD25.CEL
	ROAD26			BACKINGS/ROAD26.CEL
	ROAD27			BACKINGS/ROAD27.CEL
	ROAD28			BACKINGS/ROAD28.CEL
	ROAD29			BACKINGS/ROAD29.CEL
	ROAD30			BACKINGS/ROAD30.CEL
	ROAD31			BACKINGS/ROAD31.CEL
	ROAD32			BACKINGS/ROAD32.CEL
	ROAD33			BACKINGS/ROAD33.CEL
	ROAD34			BACKINGS/ROAD34.CEL
	ROAD35			BACKINGS/ROAD35.CEL
	ROAD36			BACKINGS/ROAD36.CEL
	ROAD37			BACKINGS/ROAD37.CEL
	ROAD38			BACKINGS/ROAD38.CEL
	ROAD39			BACKINGS/ROAD39.CEL
	ROAD40			BACKINGS/ROAD40.CEL
	MIRRORW0		SPRITES/MIRROR6.CEL
	MIRROR_W1		SPRITES/MIRROR7.CEL
	MIRROR_W2		SPRITES/MIRROR8.CEL
	MIRROR_W3		SPRITES/MIRROR9.CEL
	MIRROR_W4		SPRITES/MIRROR10.CEL
	MIRROR_W5		SPRITES/MIRROR11.CEL
	BREAD_0			SPRITES/BREAD.CEL
	SANDWICH_0		SPRITES/SANDWICH.CEL
	BREAD_1			SPRITES/BREAD2.CEL
	SOCKET			SPRITES/SOCKET.CEL
	TABLE_LAMP0		SPRITES/TLAMP0.CEL
	TABLE_LAMP1		SPRITES/TLAMP1.CEL
	TABLE_LAMP2		SPRITES/TLAMP2.CEL
	TABLE_LAMP3		SPRITES/TLAMP3.CEL
	LETTUCE-1		SPRITES/LETTUCE1.CEL
	GRAVE_PICTURE		SPRITES/GRAVE.PCX
	CREDIT_CARD		SPRITES/CREDCARD.CEL
	MICROVAX		SPRITES/MICROVAX.CEL
	MICROVAX_BROKEN		SPRITES/MICROVX2.CEL
	SEASHELL		SPRITES/SEASHELL.CEL
	ROB00			SPRITES/ROB00.CEL
	ROB01			SPRITES/ROB01.CEL
	ROB02			SPRITES/ROB02.CEL
	ROB03			SPRITES/ROB03.CEL
	ROB04			SPRITES/ROB04.CEL
	ROB05			SPRITES/ROB05.CEL
	ROB06			SPRITES/ROB06.CEL
	ROB07			SPRITES/ROB07.CEL
	ROB08			SPRITES/ROB08.CEL
	ROB09			SPRITES/ROB09.CEL
	ROB10			SPRITES/ROB10.CEL
	ROB11			SPRITES/ROB11.CEL
	ROB12			SPRITES/ROB12.CEL
	ROBSIT_U		SPRITES/ROBSIT0.CEL
	ROBSIT_R		SPRITES/ROBSIT1.CEL
	ROBSIT_D		SPRITES/ROBSIT2.CEL
	ROBSIT_L		SPRITES/ROBSIT3.CEL
	LIGHT_SW1		SPRITES/LGT_SW1.CEL
	LIGHT_SW2		SPRITES/LGT_SW2.CEL
	LIGHT_START		SPRITES/LIGHTCT0.CEL
	LIGHT_END		SPRITES/LIGHTCT1.CEL
	MNT00			BACKINGS/MNT00.CEL
	MNT01			BACKINGS/MNT01.CEL
	MNT02			BACKINGS/MNT02.CEL
	MNT03			BACKINGS/MNT03.CEL
	MNT04			BACKINGS/MNT04.CEL
	MNT05			BACKINGS/MNT05.CEL
	MNT06			BACKINGS/MNT06.CEL
	MNT07			BACKINGS/MNT07.CEL
	MNT08			BACKINGS/MNT08.CEL
	MNT09			BACKINGS/MNT09.CEL
	MNT10			BACKINGS/MNT10.CEL
	MNT11			BACKINGS/MNT11.CEL
	MNT12			BACKINGS/MNT12.CEL
	MNT13			BACKINGS/MNT13.CEL
	MNT14			BACKINGS/MNT14.CEL
	MNT15			BACKINGS/MNT15.CEL
	MNT16			BACKINGS/MNT16.CEL
	MNT17			BACKINGS/MNT17.CEL
	MNT18			BACKINGS/MNT18.CEL
	MNT19			BACKINGS/MNT19.CEL
	MNT20			BACKINGS/MNT20.CEL
	MNT21			BACKINGS/MNT21.CEL
	MNT22			BACKINGS/MNT22.CEL
	MNT23			BACKINGS/MNT23.CEL
	MNT24			BACKINGS/MNT24.CEL
	MNT25			BACKINGS/MNT25.CEL
	MNT26			BACKINGS/MNT26.CEL
	MNT27			BACKINGS/MNT27.CEL
	CRYSTAL_SWORD0		SPRITES/SWORD_C.CEL
	CRYSTAL_SWORD1		SPRITES/SWORD_C2.CEL
	CRYSTAL_SWORD2		SPRITES/SWORD_C3.CEL
	CRYSTAL_SWORD3		SPRITES/SWORD_C4.CEL
	TABLE1-0		SPRITES/TABLE00.CEL
	TABLE1-1		SPRITES/TABLE01.CEL
	TABLE1-2		SPRITES/TABLE02.CEL
	TABLE1-3		SPRITES/TABLE03.CEL
	TABLE1-4		SPRITES/TABLE04.CEL
	TABLE1-5		SPRITES/TABLE05.CEL
	TABLE1-6		SPRITES/TABLE06.CEL
	TABLE1-7		SPRITES/TABLE07.CEL
	TABLE1-8		SPRITES/TABLE08.CEL
	TABLE2-0		SPRITES/TABLE09.CEL
	TABLE2-1		SPRITES/TABLE10.CEL
	TABLE2-2		SPRITES/TABLE11.CEL
	TABLE2-3		SPRITES/TABLE12.CEL
	TABLE2-4		SPRITES/TABLE13.CEL
	TABLE2-5		SPRITES/TABLE14.CEL
	TABLE2-6		SPRITES/TABLE53.CEL
	TABLE2-7		SPRITES/TABLE54.CEL
	TABLE2-8		SPRITES/TABLE55.CEL
	TABLE2-9		SPRITES/TABLE56.CEL
	TABLE3-0		SPRITES/TABLE15.CEL
	TABLE3-1		SPRITES/TABLE16.CEL
	TABLE3-2		SPRITES/TABLE17.CEL
	TABLE4-0		SPRITES/TABLE18.CEL
	TABLE4-1		SPRITES/TABLE19.CEL
	TABLE4-2		SPRITES/TABLE22.CEL
	TABLE5-0		SPRITES/TABLE20.CEL
	TABLE5-1		SPRITES/TABLE21.CEL
	TABLE5-2		SPRITES/TABLE27.CEL
	TABLE5-3		SPRITES/TABLE32.CEL
	TABLE5-4		SPRITES/TABLE37.CEL
	TABLE5-5		SPRITES/TABLE38.CEL
	TABLE5-6		SPRITES/TABLE35.CEL
	TABLE5-7		SPRITES/TABLE36.CEL
	TABLE6-0		SPRITES/TABLE23.CEL
	TABLE6-1		SPRITES/TABLE24.CEL
	TABLE6-2		SPRITES/TABLE25.CEL
	TABLE6-3		SPRITES/TABLE26.CEL
	TABLE6-4		SPRITES/TABLE28.CEL
	TABLE6-5		SPRITES/TABLE29.CEL
	TABLE6-6		SPRITES/TABLE30.CEL
	TABLE6-7		SPRITES/TABLE31.CEL
	TABLE7-0		SPRITES/TABLE39.CEL
	TABLE7-1		SPRITES/TABLE40.CEL
	TABLE8-0		SPRITES/TABLE41.CEL
	TABLE8-1		SPRITES/TABLE42.CEL
	TABLE8-2		SPRITES/TABLE43.CEL
	TABLE8-3		SPRITES/TABLE44.CEL
	TABLE8-4		SPRITES/TABLE45.CEL
	TABLE8-5		SPRITES/TABLE46.CEL
	TABLE8-6		SPRITES/TABLE47.CEL
	TABLE8-7		SPRITES/TABLE48.CEL
	TABLE8-8		SPRITES/TABLE49.CEL
	TABLE8-9		SPRITES/TABLE50.CEL
	TABLE8-10		SPRITES/TABLE51.CEL
	TABLE8-11		SPRITES/TABLE52.CEL
	TSHAD00			SPRITES/TSHAD00.CEL
	TSHAD01			SPRITES/TSHAD01.CEL
	TSHAD02			SPRITES/TSHAD02.CEL
	TSHAD03			SPRITES/TSHAD03.CEL
	TSHAD04			SPRITES/TSHAD04.CEL
	TSHAD05			SPRITES/TSHAD05.CEL
	TSHAD06			SPRITES/TSHAD06.CEL
	TSHAD07			SPRITES/TSHAD07.CEL
	TSHAD08			SPRITES/TSHAD08.CEL
	CHIMNEY1		ROOF/CHIMNEY1.CEL
	747-LEFT-1		SPRITES/TECH/747-LP1.CEL
	747-LEFT-2		SPRITES/TECH/747-LP2.CEL
	747-LEFT-3		SPRITES/TECH/747-LP3.CEL
	747-LEFT-4		SPRITES/TECH/747-LP4.CEL
	747-LEFT-5		SPRITES/TECH/747-LP5.CEL
	B1B-D0			SPRITES/TECH/B1B-F0.PCX
	B1B-D1			SPRITES/TECH/B1B-F1.PCX
	B1B-D2			SPRITES/TECH/B1B-F2.PCX
	B1B-D3			SPRITES/TECH/B1B-F3.PCX
	B1B-D4			SPRITES/TECH/B1B-F4.PCX
	B1B-D5			SPRITES/TECH/B1B-F5.PCX
	B1B-D0SH		SPRITES/TECH/B1B-F0S.PCX
	B1B-D1SH		SPRITES/TECH/B1B-F1S.PCX
	B1B-D2SH		SPRITES/TECH/B1B-F2S.PCX
	B1B-D3SH		SPRITES/TECH/B1B-F3S.PCX
	B1B-D4SH		SPRITES/TECH/B1B-F4S.PCX
	B1B-D5SH		SPRITES/TECH/B1B-F5S.PCX
	STONEFLOOR		BACKINGS/STONFLOR.CEL
	STONEFLOOR2		BACKINGS/STONFL2.CEL
	STONEFLOOR3		BACKINGS/STONFL3.CEL
	STONEFLOOR4		BACKINGS/STONFL4.CEL
	STONEFLOOR5		BACKINGS/STONFL5.CEL
	STONEFLOOR6		BACKINGS/STONFL6.CEL
	STONEFLOOR7		BACKINGS/STONFL7.CEL
	STONEARCH1		SPRITES/ARCH00.CEL
	STONEARCH2		SPRITES/ARCH01.CEL
	STONEARCH3		SPRITES/ARCH02.CEL
	STONEARCH4		SPRITES/ARCH03.CEL
	STONEARCH5		SPRITES/ARCH04.CEL
	STONEARCH6		SPRITES/ARCH05.CEL
	GRAVE1			SPRITES/GRAVE1.CEL
	GRAVE2			SPRITES/GRAVE2.CEL
	GRAVE3			SPRITES/GRAVE3.CEL
	GRAVE4			SPRITES/GRAVE4.CEL
	GRAVE5			SPRITES/GRAVE5.CEL
	GRAVE6			SPRITES/GRAVE6.CEL
	PEW00			SPRITES/BENCH0.CEL
	PEW01			SPRITES/BENCH1.CEL
	PEW02			SPRITES/BENCH2.CEL
	PEW03			SPRITES/BENCH3.CEL
	PEW04			SPRITES/BENCH4.CEL
	PEW05			SPRITES/BENCH5.CEL
	LECTURN			SPRITES/LECTURN.CEL
	ORGAN_KEYBOARD		SPRITES/ORGAN_K.CEL
	ORGAN_WAARG		SPRITES/WARG/ORGAN.CEL
	PIANO_D			SPRITES/PIANO1.CEL
	PIANO_R			SPRITES/PIANO2.CEL
	HJJ_U			SPRITES/HJJ_U.CEL
	HJJ_D			SPRITES/HJJ_D.CEL
	HJJ_L			SPRITES/HJJ_L.CEL
	HJJ_R			SPRITES/HJJ_R.CEL
	WOLFA_D0		SPRITES/WARG/WA_D_0.CEL
	WOLFA_D1		SPRITES/WARG/WA_D_1.CEL
	WOLFA_D2		SPRITES/WARG/WA_D_2.CEL
	WOLFA_D3		SPRITES/WARG/WA_D_3.CEL
	WOLFA_L0		SPRITES/WARG/WA_L_0.CEL
	WOLFA_L1		SPRITES/WARG/WA_L_1.CEL
	WOLFA_L2		SPRITES/WARG/WA_L_2.CEL
	WOLFA_R0		SPRITES/WARG/WA_R_0.CEL
	WOLFA_R1		SPRITES/WARG/WA_R_1.CEL
	WOLFA_R2		SPRITES/WARG/WA_R_2.CEL
	WOLFA_R3		SPRITES/WARG/WA_R_3.CEL
	WOLFA_U0		SPRITES/WARG/WA_U_0.CEL
	WOLFA_U1		SPRITES/WARG/WA_U_1.CEL
	WOLFA_U2		SPRITES/WARG/WA_U_2.CEL
	WOLFA_P0		SPRITES/WARG/WA_P_0.CEL
	WOLFA_P1		SPRITES/WARG/WA_P_1.CEL
	WOLFA_DEAD		SPRITES/WARG/WA_DEAD.CEL
	WOLFA_SLEEP_R		SPRITES/WARG/WA_SLEEP.CEL
	CARPET00		BACKINGS/CARPET00.CEL
	CARPET01		BACKINGS/CARPET01.CEL
	CARPET02		BACKINGS/CARPET02.CEL
	CARPET03		BACKINGS/CARPET03.CEL
	CARPET04		BACKINGS/CARPET04.CEL
	CARPET05		BACKINGS/CARPET05.CEL
	CARPET06		BACKINGS/CARPET06.CEL
	CARPET07		BACKINGS/CARPET07.CEL
	CARPET08		BACKINGS/CARPET08.CEL
	CARPET09		BACKINGS/CARPET09.CEL
	CARPET10		BACKINGS/CARPET10.CEL
	CARPET11		SPRITES/CARPET11.CEL
	CARPET12		SPRITES/CARPET12.CEL
	CARPET13		SPRITES/CARPET13.CEL
	CARPET14		SPRITES/CARPET14.CEL
	CARPET15		SPRITES/CARPET15.CEL
	CARPET16		SPRITES/CARPET16.CEL
	CARPET17		SPRITES/CARPET17.CEL
	CARPET18		SPRITES/CARPET18.CEL
	CARPET19		SPRITES/CARPET19.CEL
	CARPET20		SPRITES/CARPET20.CEL
	CARPET21		SPRITES/CARPET21.CEL
	STEPS00			SPRITES/STEPS00.CEL
	STEPS01			SPRITES/STEPS01.CEL
	STEPS02			SPRITES/STEPS02.CEL
	STEPS03			SPRITES/STEPS03.CEL
	STEPS04			SPRITES/STEPS04.CEL
	STEPS05			SPRITES/STEPS05.CEL
	STEPS06			SPRITES/STEPS06.CEL
	CRUCIFIX		SPRITES/CRUCIFIX.CEL
	CRUCIFIX-TABLE		SPRITES/CRUCIFX2.CEL
	CRUCIFIX-TABLE2		SPRITES/CRUCIFX3.CEL
	CRUCIFIX-TABLE3		SPRITES/CRUCIFX4.CEL
	FLOWERS0		SPRITES/FLOWERS0.CEL
	TABLECLOTH1		SPRITES/TABLCLTH.CEL
	TABLECLOTH2		SPRITES/TABLCLT2.CEL
	TABLECLOTH3		SPRITES/TABLCLT3.CEL
	TABLECLOTH4		SPRITES/TABLCLT4.CEL
	TABLECLOTH5		SPRITES/TABLCLT5.CEL
	TABLECLOTH6		SPRITES/TABLCLT6.CEL
	TABLECLOTH7		SPRITES/TABLCLT7.CEL
	TABLECLOTH8		SPRITES/TABLCLT8.CEL
	TABLECLOTH9		SPRITES/TABLCLT9.CEL
	STAINGLASS00		SPRITES/CHURCH/STGLAS00.CEL
	STAINGLASS01		SPRITES/CHURCH/STGLAS01.CEL
	STAINGLASS02		SPRITES/CHURCH/STGLAS02.CEL
	STAINGLASS03		SPRITES/CHURCH/STGLAS03.CEL
	STAINGLASS04		SPRITES/CHURCH/STGLAS04.CEL
	STAINGLASS05		SPRITES/CHURCH/STGLAS05.CEL
	STAINGLASS06		SPRITES/CHURCH/STGLAS06.CEL
	STAINGLASS07		SPRITES/CHURCH/STGLAS07.CEL
	STAINGLASS08		SPRITES/CHURCH/STGLAS08.CEL
	STAINGLASS09		SPRITES/CHURCH/STGLAS09.CEL
	SECRETDOOR00		SPRITES/SECRET00.CEL
	SECRETDOOR01		SPRITES/SECRET01.CEL
	SECRETDOOR02		SPRITES/SECRET02.CEL
	SECRETDOOR03		SPRITES/SECRET03.CEL
	SECRETDOOR04		SPRITES/SECRET04.CEL
	SECRETDOOR05		SPRITES/SECRET05.CEL
	FONT1			SPRITES/FONT1.CEL
	POORBOX1		SPRITES/POORBOX1.CEL
	POORBOX2		SPRITES/POORBOX2.CEL
	PILLAR1			SPRITES/PILLAR1.CEL
	PILLAR2			SPRITES/PILLAR2.CEL
	CUSHION1		SPRITES/CUSHN.CEL
	EGG_SPRITE		SPRITES/EGG0.CEL
	JAILBARS1		SPRITES/JAIL00.CEL
	JAILBARS2		SPRITES/JAIL01.CEL
	JAILBARS3		SPRITES/JAIL02.CEL
	GUNPOWDER0		SPRITES/POWDER0.CEL
	GUNPOWDER1		SPRITES/POWDER1.CEL
	GUNPOWDER2		SPRITES/POWDER2.CEL
	GUNPOWDER3		SPRITES/POWDER3.CEL
	BONES0			SPRITES/BONES00.CEL
	BONES1			SPRITES/BONES01.CEL
	BONES2			SPRITES/BONES02.CEL
	BONES3			SPRITES/BONES03.CEL
	BONES4			SPRITES/BONES04.CEL
	BONES5			SPRITES/BONES05.CEL
	BONES6			SPRITES/BONES06.CEL
	BONES7			SPRITES/BONES07.CEL
	BONES8			SPRITES/BONES08.CEL
	BONES9			SPRITES/BONES09.CEL
	DIRT0			SPRITES/DIRT0.CEL
	DIRT1			SPRITES/DIRT1.CEL
	DIRT2			SPRITES/DIRT02.CEL
	DIRT3			SPRITES/DIRT03.CEL
	DIRT4			SPRITES/DIRT04.CEL
	DIRT5			SPRITES/DIRT05.CEL
	BLOOD00			SPRITES/BLOOD00.CEL
	BLOOD01			SPRITES/BLOOD01.CEL
	BLOOD02			SPRITES/BLOOD02.CEL
	BLOOD03			SPRITES/BLOOD03.CEL
	BLOOD04			SPRITES/BLOOD04.CEL
	BLOOD05			SPRITES/BLOOD05.CEL
	BLOOD06			SPRITES/BLOOD06.CEL
	BLOOD07			SPRITES/BLOOD07.CEL
	BLOOD08			SPRITES/BLOOD08.CEL
	BLOOD09			SPRITES/BLOOD09.CEL
	COBWEB0			SPRITES/COBWEB0.CEL
	COBWEB1			SPRITES/COBWEB1.CEL
	COBWEB2			SPRITES/COBWEB2.CEL
	MOBILE			SPRITES/MOBILE.CEL
	FENCE_T			SPRITES/TECH/FENCE_T.CEL
	FENCE_LIGHT2		SPRITES/TECH/FENCE_TI.CEL
	FENCE_L			SPRITES/TECH/FENCE_L.CEL
	FENCE_LIGHT		SPRITES/TECH/FENCE_LI.CEL
	FENCE_TL		SPRITES/TECH/FENCE_TL.CEL
	FENCE_TR		SPRITES/TECH/FENCE_TR.CEL
	FENCE_BL		SPRITES/TECH/FENCE_BL.CEL
	FENCE_BR		SPRITES/TECH/FENCE_BR.CEL
	FENCE_GATE_L00		SPRITES/TECH/FGATE_00.CEL
	FENCE_GATE_L01		SPRITES/TECH/FGATE_01.CEL
	FENCE_GATE_L02		SPRITES/TECH/FGATE_02.CEL
	FENCE_GATE_L03		SPRITES/TECH/FGATE_03.CEL
	FENCE_GATE_L04		SPRITES/TECH/FGATE_04.CEL
	FENCE_GATE_L05		SPRITES/TECH/FGATE_05.CEL
	FENCE_GATE_L06		SPRITES/TECH/FGATE_06.CEL
	FENCE_GATE_R00		SPRITES/TECH/FGATE_07.CEL
	FENCE_GATE_R01		SPRITES/TECH/FGATE_08.CEL
	FENCE_GATE_R02		SPRITES/TECH/FGATE_09.CEL
	FENCE_GATE_R03		SPRITES/TECH/FGATE_10.CEL
	FENCE_GATE_R04		SPRITES/TECH/FGATE_11.CEL
	FENCE_GATE_R05		SPRITES/TECH/FGATE_12.CEL

	HANGAR_DOOR_L00		SPRITES/TECH/HDOOR_00.CEL
	HANGAR_DOOR_L01		SPRITES/TECH/HDOOR_01.CEL
	HANGAR_DOOR_L02		SPRITES/TECH/HDOOR_02.CEL
	HANGAR_DOOR_L03		SPRITES/TECH/HDOOR_03.CEL
	HANGAR_DOOR_L04		SPRITES/TECH/HDOOR_04.CEL
	HANGAR_DOOR_L05		SPRITES/TECH/HDOOR_05.CEL
	HANGAR_DOOR_L06		SPRITES/TECH/HDOOR_06.CEL
	HANGAR_DOOR_L07		SPRITES/TECH/HDOOR_07.CEL
	HANGAR_DOOR_L08		SPRITES/TECH/HDOOR_08.CEL
	HANGAR_DOOR_L09		SPRITES/TECH/HDOOR_09.CEL

	HANGAR_DOOR_R00		SPRITES/TECH/HDOOR_10.CEL
	HANGAR_DOOR_R01		SPRITES/TECH/HDOOR_11.CEL
	HANGAR_DOOR_R02		SPRITES/TECH/HDOOR_12.CEL
	HANGAR_DOOR_R03		SPRITES/TECH/HDOOR_13.CEL
	HANGAR_DOOR_R04		SPRITES/TECH/HDOOR_14.CEL
	HANGAR_DOOR_R05		SPRITES/TECH/HDOOR_15.CEL
	HANGAR_DOOR_R06		SPRITES/TECH/HDOOR_16.CEL
	HANGAR_DOOR_R07		SPRITES/TECH/HDOOR_17.CEL
	HANGAR_DOOR_R08		SPRITES/TECH/HDOOR_18.CEL
	HANGAR_DOOR_R09		SPRITES/TECH/HDOOR_19.CEL

	SECURITY_LIGHTV		SPRITES/TECH/S_LIGHT1.CEL
	SECURITY_LIGHTH		SPRITES/TECH/S_LIGHT2.CEL
	FENCE2_H		SPRITES/FENCE2H.CEL
	FENCE2_V		SPRITES/FENCE2V.CEL
	FENCE2_H2		SPRITES/FENCE2HP.CEL
	FENCE2_V2		SPRITES/FENCE2VP.CEL
	FENCE2_HB		SPRITES/FENCE2HB.CEL
	FENCE2_VB		SPRITES/FENCE2VB.CEL
	FENCE2_L		SPRITES/FENCE2L.CEL
	FENCE2_R		SPRITES/FENCE2R.CEL
	FENCE2_T		SPRITES/FENCE2T.CEL
	FENCE2_B		SPRITES/FENCE2B.CEL
	FENCE2_TL		SPRITES/FENCE2TL.CEL
	FENCE2_TR		SPRITES/FENCE2TR.CEL
	FENCE2_BL		SPRITES/FENCE2BL.CEL
	FENCE2_BR		SPRITES/FENCE2BR.CEL
	
	F16-D			SPRITES/TECH/GRAYF16D.PCX
	F16-L			SPRITES/TECH/GRAYF16L.PCX
	F16-R			SPRITES/TECH/GRAYF16R.PCX
	F16-U			SPRITES/TECH/GRAYF16U.PCX
	F16V-D			SPRITES/TECH/BLAKF16D.PCX
	F16V-L			SPRITES/TECH/BLAKF16L.PCX
	F16V-R			SPRITES/TECH/BLAKF16R.PCX
	F16V-U			SPRITES/TECH/BLAKF16U.PCX
	F16-D-SHADOW		SPRITES/TECH/SHADF16D.PCX
	F16-L-SHADOW		SPRITES/TECH/SHADF16L.PCX
	F16-R-SHADOW		SPRITES/TECH/SHADF16R.PCX
	F16-U-SHADOW		SPRITES/TECH/SHADF16U.PCX
	GR1GRN-R		SPRITES/TECH/GR1GRN00.CEL
	GR1GRN-D		SPRITES/TECH/GR1GRN02.CEL
	GR1GRN-L		SPRITES/TECH/GR1GRN04.CEL
	GR1GRN-U		SPRITES/TECH/GR1GRN06.CEL
	GR1GRN-R-SHADOW		SPRITES/TECH/GR1GRN01.CEL
	GR1GRN-D-SHADOW		SPRITES/TECH/GR1GRN03.CEL
	GR1GRN-L-SHADOW		SPRITES/TECH/GR1GRN05.CEL
	GR1GRN-U-SHADOW		SPRITES/TECH/GR1GRN07.CEL
	GR1BLU-R		SPRITES/TECH/GR1BLU00.CEL
	GR1BLU-D		SPRITES/TECH/GR1BLU02.CEL
	GR1BLU-L		SPRITES/TECH/GR1BLU04.CEL
	GR1BLU-U		SPRITES/TECH/GR1BLU06.CEL

	SU27-D			SPRITES/TECH/SU27_D.PCX
	SU27-L			SPRITES/TECH/SU27_L.PCX
	SU27-R			SPRITES/TECH/SU27_R.PCX
	SU27-U			SPRITES/TECH/SU27_U.PCX
	SU27-D-SHADOW		SPRITES/TECH/SU27_D2.PCX
	SU27-L-SHADOW		SPRITES/TECH/SU27_L2.PCX
	SU27-R-SHADOW		SPRITES/TECH/SU27_R2.PCX
	SU27-U-SHADOW		SPRITES/TECH/SU27_U2.PCX

	TREE00			SPRITES/TREE00.CEL
	TREE01			SPRITES/TREE01.CEL
	TREE02			SPRITES/TREE02.CEL
	TREE03			SPRITES/TREE03.CEL
	TREE01ST		SPRITES/TREE01ST.CEL
	TREE04			SPRITES/TREE04.CEL
	TREE05			SPRITES/TREE05.CEL
	TREE06			SPRITES/TREE06.CEL
	TREE07			SPRITES/TREE07.CEL
	TREE08			SPRITES/TREE08.CEL
	STAKE1			SPRITES/STAKE1.CEL
	STAKE2			SPRITES/STAKE2.CEL
	STAKE3			SPRITES/STAKE3.CEL
	KIDDIE-DRAWING-1	SPRITES/KIDPAPR1.CEL
	KIDDIE-DRAWING-1L	SPRITES/KIDPAP1L.CEL
	KIDDIE-DRAWING-1R	SPRITES/KIDPAP1R.CEL
	KIDDIE-DRAWING-2	SPRITES/KIDPAPR2.CEL
	KIDDIE-DRAWING-2L	SPRITES/KIDPAP2L.CEL
	KIDDIE-DRAWING-2R	SPRITES/KIDPAP2R.CEL
	KIDDIE-DRAWING-3	SPRITES/KIDPAPR3.CEL
	KIDDIE-DRAWING-3L	SPRITES/KIDPAP3L.CEL
	KIDDIE-DRAWING-3R	SPRITES/KIDPAP3R.CEL
	PLAQUE_STONE_V		SPRITES/PLAQUE0.CEL
	PLAQUE_STONE_H		SPRITES/PLAQUE1.CEL
	PLAQUE_BRASS_V		SPRITES/PLAQUE2.CEL
	PLAQUE_BRASS_H		SPRITES/PLAQUE3.CEL
	RUBBLE00		SPRITES/RUBBLE00.CEL
	RUBBLE01		SPRITES/RUBBLE01.CEL
	RUBBLE02		SPRITES/RUBBLE02.CEL
	RUBBLE03		SPRITES/RUBBLE03.CEL
	RUBBLE04		SPRITES/RUBBLE04.CEL
	RUBBLE05		SPRITES/RUBBLE05.CEL
	RUBBLE06		SPRITES/RUBBLE06.CEL
	RUBBLE07		SPRITES/RUBBLE07.CEL
	RUBBLE08		SPRITES/RUBBLE08.CEL
	RUBBLE09		SPRITES/RUBBLE09.CEL
	RUBBLE10		SPRITES/RUBBLE10.CEL
	RUBBLE11		SPRITES/RUBBLE11.CEL
	RUBBLE12		SPRITES/RUBBLE12.CEL
	RUBBLE13		SPRITES/RUBBLE13.CEL
	RUBBLE14		SPRITES/RUBBLE14.CEL
	RUBBLE15		SPRITES/RUBBLE15.CEL
	RUBBLE16		SPRITES/RUBBLE16.CEL
	RUBBLE17		SPRITES/RUBBLE17.CEL
	RUBBLE18		SPRITES/RUBBLE18.CEL
	RUBBLE19		SPRITES/RUBBLE19.CEL
	RUBBLE20		SPRITES/RUBBLE20.CEL
	RUBBLE21		SPRITES/RUBBLE21.CEL
	RUBBLE22		SPRITES/RUBBLE22.CEL
	RUBBLE23		SPRITES/RUBBLE23.CEL
	RUBBLE24		SPRITES/RUBBLE24.CEL
	RUBBLE25		SPRITES/RUBBLE25.CEL
	PLANKS00		SPRITES/PLANKS00.CEL
	PLANKS01		SPRITES/PLANKS01.CEL
	PLANKS02		SPRITES/PLANKS02.CEL
	PLANKS03		SPRITES/PLANKS03.CEL
	PLANKS04		SPRITES/PLANKS04.CEL
	PLANKS05		SPRITES/PLANKS05.CEL
	PLANKS06		SPRITES/PLANKS06.CEL
	PLANKS07		SPRITES/PLANKS07.CEL
	SIGN01L			SPRITES/SIGN01L.CEL
	SIGN01R			SPRITES/SIGN01R.CEL
	SIGN01U			SPRITES/SIGN01U.CEL
	SIGN01D			SPRITES/SIGN01D.CEL
	SIGN02UD		SPRITES/SIGN02UD.CEL
	SIGN02LR		SPRITES/SIGN02LR.CEL
	SIGN03			SPRITES/SIGN03.CEL
	SIGN04			SPRITES/SIGN04.CEL
	LEVER01			SPRITES/LEVER1.CEL
	LEVER02			SPRITES/LEVER2.CEL
	FIREA00			SPRITES/FIREA00.CEL
	FIREA01			SPRITES/FIREA01.CEL
	FIREA02			SPRITES/FIREA02.CEL
	FIREA03			SPRITES/FIREA03.CEL
	FIREA04			SPRITES/FIREA04.CEL
	FIREA05			SPRITES/FIREA05.CEL
	FIREA06			SPRITES/FIREA06.CEL
	FIREA07			SPRITES/FIREA07.CEL
	FIREA08			SPRITES/FIREA08.CEL
	FIRESTONES		SPRITES/FIRESTN.CEL
	LOOM00			SPRITES/LOOM00.CEL
	LOOM01			SPRITES/LOOM01.CEL
	FOOD00			SPRITES/FOOD00.CEL
	FOOD01			SPRITES/FOOD01.CEL
	FOOD02			SPRITES/FOOD02.CEL
	FOOD03			SPRITES/FOOD03.CEL
	FOOD04			SPRITES/FOOD04.CEL
	FOOD04A			SPRITES/FOOD04A.CEL
	FOOD05			SPRITES/FOOD05.CEL
	FOOD06			SPRITES/FOOD06.CEL
	FOOD07			SPRITES/FOOD07.CEL
	FOOD08			SPRITES/FOOD08.CEL
	FOOD08A			SPRITES/FOOD08A.CEL
	FOOD09			SPRITES/FOOD09.CEL
	FOOD10			SPRITES/FOOD10.CEL
	FOOD11			SPRITES/FOOD11.CEL
	FOOD12			SPRITES/FOOD12.CEL
	FOODP00			SPRITES/FOODP00.CEL
	FOODP01			SPRITES/FOODP01.CEL
	FOODP02			SPRITES/FOODP02.CEL
	FOODP03			SPRITES/FOODP03.CEL
	FOODP04			SPRITES/FOODP04.CEL
	FOODP05			SPRITES/FOODP05.CEL
	FOODP06			SPRITES/FOODP06.CEL
	FOODP07			SPRITES/FOODP07.CEL
	FOODP08			SPRITES/FOODP08.CEL
	FOODP09			SPRITES/FOODP09.CEL
	FOODP10			SPRITES/FOODP10.CEL
	FOODP11			SPRITES/FOODP11.CEL
	FOODP12			SPRITES/FOODP12.CEL
	FOODP13			SPRITES/FOODP13.CEL
	FOODP14			SPRITES/FOODP14.CEL
	FOODP15			SPRITES/FOODP15.CEL
	FOODP16			SPRITES/FOODP16.CEL
	FOODP17			SPRITES/FOODP17.CEL
	FOODP18			SPRITES/FOODP18.CEL
	FOODP19			SPRITES/FOODP19.CEL
	FOODP20			SPRITES/FOODP20.CEL
	FOODP21			SPRITES/FOODP21.CEL
	FOODP22			SPRITES/FOODP22.CEL
	FOODP23			SPRITES/FOODP23.CEL
	FOODP24			SPRITES/FOODP24.CEL
	FOODP25			SPRITES/FOODP25.CEL
	FOODP26			SPRITES/FOODP26.CEL
	FOODP27			SPRITES/FOODP27.CEL
	FOODP28			SPRITES/FOODP28.CEL
	FOODP29			SPRITES/FOODP29.CEL
	FOODP30			SPRITES/FOODP30.CEL
	FOODP31			SPRITES/FOODP31.CEL
	FOODP32			SPRITES/FOODP32.CEL
	FOODP33			SPRITES/FOODP33.CEL
	FOODP34			SPRITES/FOODP34.CEL
	FOODP35			SPRITES/FOODP35.CEL
	FOODP36			SPRITES/FOODP36.CEL
	FOODP37			SPRITES/FOODP37.CEL
	FOODP38			SPRITES/FOODP38.CEL
	FOODP39			SPRITES/FOODP39.CEL
	FOODP40			SPRITES/FOODP40.CEL
	FOODP41			SPRITES/FOODP41.CEL
	FOODP42			SPRITES/FOODP42.CEL
	FOODP43			SPRITES/FOODP43.CEL
	FISHROD			SPRITES/FISHROD0.CEL
	WOLFA_BED		SPRITES/WARG/WA_BED.CEL
	WOLFA_BED2		SPRITES/WARG/WA_BED2.CEL
	CLOTH00			SPRITES/CLOTH00.CEL
	CLOTH01			SPRITES/CLOTH01.CEL
	CLOTH02			SPRITES/CLOTH02.CEL
	CLOTH03			SPRITES/CLOTH03.CEL
	CLOTH04			SPRITES/CLOTH04.CEL
	CLOTH05			SPRITES/CLOTH05.CEL
	CLOTH06			SPRITES/CLOTH06.CEL
	CLOTH07			SPRITES/CLOTH07.CEL
	CLOTH08			SPRITES/CLOTH08.CEL
	CLOTH09			SPRITES/CLOTH09.CEL
	THREAD00		SPRITES/THREAD00.CEL
	THREAD01		SPRITES/THREAD01.CEL
	THREAD02		SPRITES/THREAD02.CEL
	THREAD03		SPRITES/THREAD03.CEL
	THREAD04		SPRITES/THREAD04.CEL
	CLOTHING00		SPRITES/CLOTHE00.CEL
	CLOTHING01		SPRITES/CLOTHE01.CEL
	SWORD00			SPRITES/SWORD00.CEL
	SWORD01			SPRITES/SWORD01.CEL
	SWORD02			SPRITES/SWORD02.CEL
	SWORD03A		SPRITES/SWORD03A.CEL
	SWORD03B		SPRITES/SWORD03B.CEL
	SWORD03C		SPRITES/SWORD03C.CEL
	SWORD03D		SPRITES/SWORD03D.CEL
	SWORD04			SPRITES/SWORD04.CEL
	SWORD05			SPRITES/SWORD05.CEL
	SWORD05A		SPRITES/SWORD05A.CEL
	STAFF00			SPRITES/STAFF00.CEL
	COWPRINTS00		BACKINGS/COW00.CEL
	COWPRINTS01		BACKINGS/COW01.CEL
	COWPRINTS02		SPRITES/wildlife/COW00.CEL
	TABLE6-8		SPRITES/TABLE33.CEL
	TABLE6-9		SPRITES/TABLE34.CEL
	BRIDGE_FLOOR_0		BACKINGS/BRIDGE00.CEL
	BRIDGE_FLOOR_1		BACKINGS/BRIDGE01.CEL
	BRIDGE_FLOOR_2		BACKINGS/BRIDGE02.CEL
	BRIDGE_FLOOR_3		BACKINGS/BRIDGE03.CEL
	BRIDGE_FLOOR_4		BACKINGS/BRIDGE04.CEL
	BRIDGE_FLOOR_5		BACKINGS/BRIDGE05.CEL
	BRIDGE_FLOOR_6		BACKINGS/BRIDGE06.CEL
	BRIDGE_FLOOR_7		BACKINGS/BRIDGE07.CEL
	BRIDGE_SPRITE_00	SPRITES/BRIDGE00.CEL
	BRIDGE_SPRITE_01	SPRITES/BRIDGE01.CEL
	BRIDGE_SPRITE_02	SPRITES/BRIDGE02.CEL
	BRIDGE_SPRITE_03	SPRITES/BRIDGE03.CEL
	BRIDGE_SPRITE_04	SPRITES/BRIDGE04.CEL
	BRIDGE_SPRITE_05	SPRITES/BRIDGE05.CEL
	BRIDGE_SPRITE_06	SPRITES/BRIDGE06.CEL
	BRIDGE_SPRITE_07	SPRITES/BRIDGE07.CEL
	BRIDGE_SPRITE_08	SPRITES/BRIDGE08.CEL
	BRIDGE_SPRITE_09	SPRITES/BRIDGE09.CEL
	BRIDGE_SPRITE_10	SPRITES/BRIDGE10.CEL
	BRIDGE_SPRITE_11	SPRITES/BRIDGE11.CEL
	BRIDGE_SPRITE_12	SPRITES/BRIDGE12.CEL
	BRIDGE_SPRITE_13	SPRITES/BRIDGE13.CEL
	BRIDGE_SPRITE_14	SPRITES/BRIDGE14.CEL
	BRIDGE_SPRITE_15	SPRITES/BRIDGE15.CEL
	BRIDGE_SPRITE_16	SPRITES/BRIDGE16.CEL
	BRIDGE_SPRITE_17	SPRITES/BRIDGE17.CEL
	BRIDGE_SPRITE_18	SPRITES/BRIDGE18.CEL
	BRIDGE_SPRITE_19	SPRITES/BRIDGE19.CEL
	BRIDGE_SPRITE_20	SPRITES/BRIDGE20.CEL
	BRIDGE_SPRITE_21	SPRITES/BRIDGE21.CEL
	BRIDGE_SPRITE_22	SPRITES/BRIDGE22.CEL
	BRIDGE_SPRITE_23	SPRITES/BRIDGE23.CEL
	BRIDGE_SPRITE_24	SPRITES/BRIDGE24.CEL
	BRIDGE_SPRITE_25	SPRITES/BRIDGE25.CEL
	BRIDGE_SPRITE_26	SPRITES/BRIDGE26.CEL
	BRIDGE_SPRITE_27	SPRITES/BRIDGE27.CEL
	BRIDGE_SPRITE_28	SPRITES/BRIDGE28.CEL
	BRIDGE_SPRITE_29	SPRITES/BRIDGE29.CEL
	BRIDGE_SPRITE_30	SPRITES/BRIDGE30.CEL
	BRIDGE_SPRITE_31	SPRITES/BRIDGE31.CEL
	BRIDGE_SPRITE_32	SPRITES/BRIDGE32.CEL
	BRIDGE_SPRITE_33	SPRITES/BRIDGE33.CEL
	BRIDGE_SPRITE_34	SPRITES/BRIDGE34.CEL
	BRIDGE_SPRITE_35	SPRITES/BRIDGE35.CEL
	BRIDGE_SPRITE_36	SPRITES/BRIDGE36.CEL
	BRIDGE_SPRITE_37	SPRITES/BRIDGE37.CEL
	BRIDGE_SPRITE_38	SPRITES/BRIDGE38.CEL
	BRIDGE_SPRITE_39	SPRITES/BRIDGE39.CEL
	BRIDGE_SPRITE_40	SPRITES/BRIDGE40.CEL
	BRIDGE_SPRITE_41	SPRITES/BRIDGE41.CEL
	BRIDGE_SPRITE_42	SPRITES/BRIDGE42.CEL
	BRIDGE_SPRITE_43	SPRITES/BRIDGE43.CEL
	HATCH1_CLOSED		SPRITES/HATCH00.CEL
	HATCH1_OPENED		SPRITES/HATCH01.CEL
	GALLOWS1		SPRITES/GALLOWS1.CEL
	MACHINERY_00		SPRITES/MACHIN00.CEL
	MACHINERY_01		SPRITES/MACHIN01.CEL
	MACHINERY_02		SPRITES/MACHIN02.CEL
	MACHINERY_03		SPRITES/MACHIN03.CEL
	MACHINERY_04		SPRITES/MACHIN04.CEL
	MACHINERY_05		SPRITES/MACHIN05.CEL
	MACHINERY_06		SPRITES/MACHIN06.CEL
	MACHINERY_07		SPRITES/MACHIN07.CEL
	WATER_WHEEL_DRY0	SPRITES/WATERW00.CEL
	WATER_WHEEL_DRY1	SPRITES/WATERW01.CEL
	WATER_WHEEL_DRY2	SPRITES/WATERW02.CEL
	WATER_WHEEL_DRY3	SPRITES/WATERW03.CEL
	WATER_WHEEL_DRY4	SPRITES/WATERW04.CEL
	WATER_WHEEL_DRY5	SPRITES/WATERW05.CEL
	WATER_WHEEL_DRY6	SPRITES/WATERW06.CEL
	WATER_WHEEL_DRY7	SPRITES/WATERW07.CEL
	WATER_WHEEL_WET0	SPRITES/WATERW10.CEL
	WATER_WHEEL_WET1	SPRITES/WATERW11.CEL
	WATER_WHEEL_WET2	SPRITES/WATERW12.CEL
	WATER_WHEEL_WET3	SPRITES/WATERW13.CEL
	WATER_WHEEL_WET4	SPRITES/WATERW14.CEL
	WATER_WHEEL_WET5	SPRITES/WATERW15.CEL
	WATER_WHEEL_WET6	SPRITES/WATERW16.CEL
	WATER_WHEEL_WET7	SPRITES/WATERW17.CEL
	PRINTOUT		SPRITES/PRINTOUT.CEL
	LASER1			SPRITES/LASER1.CEL
	LASER2			SPRITES/LASER2.CEL
	ROCK00			SPRITES/ROCK00.CEL
	ROCK01			SPRITES/ROCK01.CEL
	MNTS00			SPRITES/MNT00.CEL
	MNTS01			SPRITES/MNT01.CEL
	MNTS02			SPRITES/MNT02.CEL
	MNTS03			SPRITES/MNT03.CEL
	MNTS04			SPRITES/MNT04.CEL
	MNTS05			SPRITES/MNT05.CEL
	MNTS06			SPRITES/MNT06.CEL
	MNTS07			SPRITES/MNT07.CEL
	MNTS08			SPRITES/MNT08.CEL
	MNTS09			SPRITES/MNT09.CEL
	MNTS10			SPRITES/MNT10.CEL
	MNTS11			SPRITES/MNT11.CEL
	HUT00			SPRITES/HUT00.CEL
	HUT01			SPRITES/HUT01.CEL
	HUT02			SPRITES/HUT02.CEL
	HUT03			SPRITES/HUT03.CEL
	HUT04			SPRITES/HUT04.CEL
	HUT05			SPRITES/HUT05.CEL
	HUT06			SPRITES/HUT06.CEL
	HUTD00			SPRITES/HUTD00.CEL
	HUTD01			SPRITES/HUTD01.CEL
	HUTD02			SPRITES/HUTD02.CEL
	HUTD03			SPRITES/HUTD03.CEL
	HUTD04			SPRITES/HUTD04.CEL
	HUTD05			SPRITES/HUTD05.CEL
	WBRIDGE00		SPRITES/WARG/WBRIDGE.CEL
	WCRN_L0			SPRITES/WARG/OVERLAYS/WCRN_L0.CEL
	WCRN_R0			SPRITES/WARG/OVERLAYS/WCRN_R0.CEL
	WCRN_U0			SPRITES/WARG/OVERLAYS/WCRN_U0.CEL
	WCRN_D0			SPRITES/WARG/OVERLAYS/WCRN_D0.CEL
	WCRN_R1			SPRITES/WARG/OVERLAYS/WCRN_R1.CEL
	WCRN_D1			SPRITES/WARG/OVERLAYS/WCRN_D1.CEL
	W_HARNESS_L0		SPRITES/WARG/OVERLAYS/HARN_L0.CEL
	W_HARNESS_R0		SPRITES/WARG/OVERLAYS/HARN_R0.CEL
	W_HARNESS_R1		SPRITES/WARG/OVERLAYS/HARN_R1.CEL
	W_HARNESS_U0		SPRITES/WARG/OVERLAYS/HARN_U0.CEL
	W_HARNESS_D0		SPRITES/WARG/OVERLAYS/HARN_D0.CEL
	W_HARNESS_D1		SPRITES/WARG/OVERLAYS/HARN_D1.CEL
	W_XBOW_L0		SPRITES/WARG/OVERLAYS/XBOW_L0.CEL
	W_XBOW_R0		SPRITES/WARG/OVERLAYS/XBOW_R0.CEL
	W_XBOW_R1		SPRITES/WARG/OVERLAYS/XBOW_R1.CEL
	W_XBOW_U0		SPRITES/WARG/OVERLAYS/XBOW_U0.CEL
	W_XBOW_D0		SPRITES/WARG/OVERLAYS/XBOW_D0.CEL
	W_XBOW_D1		SPRITES/WARG/OVERLAYS/XBOW_D1.CEL
	W_XBOW			SPRITES/WARG/XBOW.CEL
	W_XBOW_BOLT_U		SPRITES/WARG/XBOLT00.CEL
	W_XBOW_BOLT_D		SPRITES/WARG/XBOLT01.CEL
	W_XBOW_BOLT_L		SPRITES/WARG/XBOLT02.CEL
	W_XBOW_BOLT_R		SPRITES/WARG/XBOLT03.CEL
	W_INKBOWL		SPRITES/WARG/INKBOWL.CEL
	W_STAMP			SPRITES/WARG/STAMP00.CEL
	W_TINES			SPRITES/WARG/TINES.CEL
	W_FAVOUR		SPRITES/WARG/FAVOUR.CEL
	W_KNIFE			SPRITES/WARG/KNIFE.CEL
	INKWELL			SPRITES/INKWELL.CEL
	BUCKET_WATER		SPRITES/BUCKET0.CEL
	BUCKET_EMPTY		SPRITES/BUCKET1.CEL
	BUCKET_MILK		SPRITES/BUCKET2.CEL
	SNAKE00			SPRITES/WILDLIFE/SNAKE00.CEL
	SNAKE01			SPRITES/WILDLIFE/SNAKE01.CEL
	SNAKE02			SPRITES/WILDLIFE/SNAKE02.CEL
	SNAKE03			SPRITES/WILDLIFE/SNAKE03.CEL
	SNAKE04			SPRITES/WILDLIFE/SNAKE04.CEL
	SNAKE05			SPRITES/WILDLIFE/SNAKE05.CEL
	SNAKE06			SPRITES/WILDLIFE/SNAKE06.CEL
	SNAKE07			SPRITES/WILDLIFE/SNAKE07.CEL
	SNAKE08			SPRITES/WILDLIFE/SNAKE08.CEL
	PIG00			SPRITES/WILDLIFE/PIG00.CEL
	PIG01			SPRITES/WILDLIFE/PIG01.CEL
	PIG02			SPRITES/WILDLIFE/PIG02.CEL
	PIG03			SPRITES/WILDLIFE/PIG03.CEL
	PIG04			SPRITES/WILDLIFE/PIG04.CEL
	PIG05			SPRITES/WILDLIFE/PIG05.CEL
	PIG06			SPRITES/WILDLIFE/PIG06.CEL
	PIG07			SPRITES/WILDLIFE/PIG07.CEL
	PIG08			SPRITES/WILDLIFE/PIG08.CEL
	PIG09			SPRITES/WILDLIFE/PIG09.CEL
	PIG10			SPRITES/WILDLIFE/PIG10.CEL
	PIG11			SPRITES/WILDLIFE/PIG11.CEL
	PIG12			SPRITES/WILDLIFE/PIG12.CEL
	BLACKCOCK00		SPRITES/WILDLIFE/BLCOCK00.CEL
	BLACKCOCK01		SPRITES/WILDLIFE/BLCOCK01.CEL
	BLACKCOCK02		SPRITES/WILDLIFE/BLCOCK02.CEL
	BLACKCOCK03		SPRITES/WILDLIFE/BLCOCK03.CEL
	BLACKCOCK04		SPRITES/WILDLIFE/BLCOCK04.CEL
	BLACKCOCK05		SPRITES/WILDLIFE/BLCOCK05.CEL
	BLACKCOCK06		SPRITES/WILDLIFE/BLCOCK06.CEL
	BLACKCOCK07		SPRITES/WILDLIFE/BLCOCK07.CEL
	BLACKCOCK08		SPRITES/WILDLIFE/BLCOCK08.CEL
	BLACKCOCK09		SPRITES/WILDLIFE/BLCOCK09.CEL
	BLACKCOCK10		SPRITES/WILDLIFE/BLCOCK10.CEL
	BLACKCOCK11		SPRITES/WILDLIFE/BLCOCK11.CEL
	BLACKCOCK12		SPRITES/WILDLIFE/BLCOCK12.CEL
	BLACKCOCK13		SPRITES/WILDLIFE/BLCOCK13.CEL
	BLACKCOCK14		SPRITES/WILDLIFE/BLCOCK14.CEL
	BLACKCOCK15		SPRITES/WILDLIFE/BLCOCK15.CEL
	BLACKCOCK16		SPRITES/WILDLIFE/BLCOCK16.CEL

	GOLEM00			SPRITES/WILDLIFE/GOLEM00.CEL
	GOLEM01			SPRITES/WILDLIFE/GOLEM01.CEL
	GOLEM02			SPRITES/WILDLIFE/GOLEM02.CEL

	GOLEM12			SPRITES/WILDLIFE/GOLEM12.CEL

	spook00			sprites/wildlife/spook00.cel
	spook01			sprites/wildlife/spook01.cel
	spook02			sprites/wildlife/spook02.cel

	TODE00			SPRITES/WILDLIFE/TODE00.CEL
	TODE01			SPRITES/WILDLIFE/TODE01.CEL
	TODE02			SPRITES/WILDLIFE/TODE02.CEL
	TODE03			SPRITES/WILDLIFE/TODE03.CEL
	TODE04			SPRITES/WILDLIFE/TODE04.CEL
	TODE05			SPRITES/WILDLIFE/TODE05.CEL
	TODE06			SPRITES/WILDLIFE/TODE06.CEL
	TODE07			SPRITES/WILDLIFE/TODE07.CEL
	TODE08			SPRITES/WILDLIFE/TODE08.CEL
	TODE09			SPRITES/WILDLIFE/TODE09.CEL
	TODE10			SPRITES/WILDLIFE/TODE10.CEL
	TODE11			SPRITES/WILDLIFE/TODE11.CEL
	TODE12			SPRITES/WILDLIFE/TODE12.CEL

	HAWK00			SPRITES/WILDLIFE/HHAWK00.CEL
	HAWK01			SPRITES/WILDLIFE/HHAWK01.CEL
	HAWK02			SPRITES/WILDLIFE/HHAWK02.CEL
	HAWK03			SPRITES/WILDLIFE/HHAWK03.CEL
	HAWK04			SPRITES/WILDLIFE/HHAWK04.CEL
	HAWK05			SPRITES/WILDLIFE/HHAWK05.CEL
	HAWK06			SPRITES/WILDLIFE/HHAWK06.CEL
	HAWK07			SPRITES/WILDLIFE/HHAWK07.CEL
	HAWK08			SPRITES/WILDLIFE/HHAWK08.CEL

	BEE00			SPRITES/WILDLIFE/BEE00.CEL
	BEE01			SPRITES/WILDLIFE/BEE01.CEL
	BEE02			SPRITES/WILDLIFE/BEE02.CEL
	BEE03			SPRITES/WILDLIFE/BEE03.CEL
	BEE04			SPRITES/WILDLIFE/BEE04.CEL
	BEE05			SPRITES/WILDLIFE/BEE05.CEL
	BEE06			SPRITES/WILDLIFE/BEE06.CEL
	BEE07			SPRITES/WILDLIFE/BEE07.CEL
	BEE08			SPRITES/WILDLIFE/BEE08.CEL
	BEE09			SPRITES/WILDLIFE/BEE09.CEL
	BEE10			SPRITES/WILDLIFE/BEE10.CEL
	BEE11			SPRITES/WILDLIFE/BEE11.CEL
	BEE12			SPRITES/WILDLIFE/BEE12.CEL

	FBOLT00			SPRITES/FBOLT00.CEL
	FBOLT01			SPRITES/FBOLT01.CEL
	FBOLT02			SPRITES/FBOLT02.CEL
	FBOLT03			SPRITES/FBOLT03.CEL
	PBOLT00			SPRITES/PBOLT00.CEL
	PBOLT01			SPRITES/PBOLT01.CEL
	MBOLT00			SPRITES/MBOLT00.CEL
	MBOLT01			SPRITES/MBOLT01.CEL
	MBOLT02			SPRITES/MBOLT02.CEL
	MBOLT03			SPRITES/MBOLT03.CEL


	DECOR00			SPRITES/DECOR00.CEL
	DECOR01			SPRITES/DECOR01.CEL
	DECOR02			SPRITES/DECOR02.CEL
	DECOR03			SPRITES/DECOR03.CEL
	DECOR04			SPRITES/DECOR04.CEL
	DECOR05			SPRITES/DECOR05.CEL
	DECOR06			SPRITES/DECOR06.CEL
	DECOR07			SPRITES/DECOR07.CEL
	DECOR08			SPRITES/DECOR08.CEL
	DECOR09			SPRITES/DECOR09.CEL
	DECOR10			SPRITES/DECOR10.CEL
	DECOR11			SPRITES/DECOR11.CEL
	DECOR12			SPRITES/DECOR12.CEL
	DECOR13			SPRITES/DECOR13.CEL
	DECOR14			SPRITES/DECOR14.CEL
	DECOR15			SPRITES/DECOR15.CEL
	DECOR16			SPRITES/DECOR16.CEL
	DECOR17			SPRITES/DECOR17.CEL
	DECOR18			SPRITES/DECOR18.CEL
	DECOR19			SPRITES/DECOR19.CEL
	DECOR20			SPRITES/DECOR20.CEL
	DECOR21			SPRITES/DECOR21.CEL
	DECOR22			SPRITES/DECOR22.CEL
	DECOR23			SPRITES/DECOR23.CEL
	DECOR24			SPRITES/DECOR24.CEL

	PAINTING00		SPRITES/CHURCH/CREAT00.CEL
	PAINTING01		SPRITES/CHURCH/CREAT01.CEL
	PAINTING02		SPRITES/CHURCH/CREAT02.CEL
	PAINTING03		SPRITES/CHURCH/CREAT03.CEL
	PAINTING04		SPRITES/CHURCH/CREAT04.CEL
	PAINTING05		SPRITES/CHURCH/CREAT05.CEL
	PAINTING06		SPRITES/CHURCH/CREAT06.CEL

	CROP1-00		SPRITES/CROP1-00.CEL
	CROP1-01		SPRITES/CROP1-01.CEL
	CROP1-02		SPRITES/CROP1-02.CEL
	CROP1-03		SPRITES/CROP1-03.CEL
	CROP1-04		SPRITES/CROP1-04.CEL
	CROP1-05		SPRITES/CROP1-05.CEL
	CROP1-06		SPRITES/CROP1-06.CEL
	CROP1-07		SPRITES/CROP1-07.CEL
	CROP1-08		SPRITES/CROP1-08.CEL

	CROP2-00		SPRITES/CROP2-00.CEL
	CROP2-01		SPRITES/CROP2-01.CEL
	CROP2-02		SPRITES/CROP2-02.CEL
	CROP2-03		SPRITES/CROP2-03.CEL

	swamp00			sprites/swamp00.cel
	swamp01			sprites/swamp01.cel
	swamp02			sprites/swamp02.cel
	swamp03			sprites/swamp03.cel
	swamp04			sprites/swamp04.cel
	swamp05			sprites/swamp05.cel
	swamp06			sprites/swamp06.cel
	swamp07			sprites/swamp07.cel
	swamp08			sprites/swamp08.cel
	swamp09			sprites/swamp09.cel
	swamp10			sprites/swamp10.cel
	swamp11			sprites/swamp11.cel
	swamp12			sprites/swamp12.cel
	swamp13			sprites/swamp13.cel
	swamp14			sprites/swamp14.cel
	swamp15			sprites/swamp15.cel
	swamp16			sprites/swamp16.cel
	swamp17			sprites/swamp17.cel
	swamp18			sprites/swamp18.cel
	swamp19			sprites/swamp19.cel

	swamp_e00		backings/swamp/e00.cel
	swamp_e01		backings/swamp/e01.cel
	swamp_e02		backings/swamp/e02.cel
	swamp_e03		backings/swamp/e03.cel
	swamp_e04		backings/swamp/e04.cel

	swamp_n00		backings/swamp/n00.cel
	swamp_n01		backings/swamp/n01.cel
	swamp_n02		backings/swamp/n02.cel
	swamp_n03		backings/swamp/n03.cel
	swamp_n04		backings/swamp/n04.cel

	swamp_ne00		backings/swamp/ne00.cel
	swamp_ne01		backings/swamp/ne01.cel
	swamp_ne02		backings/swamp/ne02.cel
	swamp_ne03		backings/swamp/ne03.cel
	swamp_ne04		backings/swamp/ne04.cel

	swamp_se00		backings/swamp/se00.cel
	swamp_se01		backings/swamp/se01.cel
	swamp_se02		backings/swamp/se02.cel
	swamp_se03		backings/swamp/se03.cel
	swamp_se04		backings/swamp/se04.cel

	swamp_w00		backings/swamp/w00.cel
	swamp_w01		backings/swamp/w01.cel
	swamp_w02		backings/swamp/w02.cel
	swamp_w03		backings/swamp/w03.cel
	swamp_w04		backings/swamp/w04.cel

	swamp_s00		backings/swamp/s00.cel
	swamp_s01		backings/swamp/s01.cel
	swamp_s02		backings/swamp/s02.cel
	swamp_s03		backings/swamp/s03.cel
	swamp_s04		backings/swamp/s04.cel

	swamp_nw00		backings/swamp/nw00.cel
	swamp_nw01		backings/swamp/nw01.cel
	swamp_nw02		backings/swamp/nw02.cel
	swamp_nw03		backings/swamp/nw03.cel
	swamp_nw04		backings/swamp/nw04.cel

	swamp_sw00		backings/swamp/sw00.cel
	swamp_sw01		backings/swamp/sw01.cel
	swamp_sw02		backings/swamp/sw02.cel
	swamp_sw03		backings/swamp/sw03.cel
	swamp_sw04		backings/swamp/sw04.cel

	swampshore2_nw00	backings/swamp/s2n_nw00.cel
	swampshore2_nw01	backings/swamp/s2n_nw01.cel
	swampshore2_nw02	backings/swamp/s2n_nw02.cel
	swampshore2_nw03	backings/swamp/s2n_nw03.cel
	swampshore2_nw04	backings/swamp/s2n_nw04.cel

	swampshore2_ne00	backings/swamp/s2n_ne00.cel
	swampshore2_ne01	backings/swamp/s2n_ne01.cel
	swampshore2_ne02	backings/swamp/s2n_ne02.cel
	swampshore2_ne03	backings/swamp/s2n_ne03.cel
	swampshore2_ne04	backings/swamp/s2n_ne04.cel

	swampshore2_sw00	backings/swamp/s2n_sw00.cel
	swampshore2_sw01	backings/swamp/s2n_sw01.cel
	swampshore2_sw02	backings/swamp/s2n_sw02.cel
	swampshore2_sw03	backings/swamp/s2n_sw03.cel
	swampshore2_sw04	backings/swamp/s2n_sw04.cel

	swampshore2_se00	backings/swamp/s2n_se00.cel
	swampshore2_se01	backings/swamp/s2n_se01.cel
	swampshore2_se02	backings/swamp/s2n_se02.cel
	swampshore2_se03	backings/swamp/s2n_se03.cel
	swampshore2_se04	backings/swamp/s2n_se04.cel

	CRYSTAL00		SPRITES/XTAL00.CEL
	CRYSTAL01		SPRITES/XTAL01.CEL
	CRYSTAL02		SPRITES/XTAL02.CEL
	CRYSTAL03		SPRITES/XTAL03.CEL
	CRYSTAL04		SPRITES/XTAL04.CEL
	CRYSTAL05		SPRITES/XTAL05.CEL
	CRYSTAL06		SPRITES/XTAL06.CEL
	CRYSTAL07		SPRITES/XTAL07.CEL
	CRYSTAL08		SPRITES/XTAL08.CEL
	CRYSTAL09		SPRITES/XTAL09.CEL
	CRYSTAL10		SPRITES/XTAL10.CEL
	CRYSTAL11		SPRITES/XTAL11.CEL
	W_STATUE		SPRITES/WARG/STATUE.CEL
	TRAY00			SPRITES/TRAY00.CEL
	TRAY01			SPRITES/TRAY01.CEL
	ROLLINGPIN		SPRITES/KITCHN00.CEL
	CLEAVER			SPRITES/KITCHN01.CEL
	LADLE			SPRITES/KITCHN02.CEL
	SPATULA			SPRITES/KITCHN03.CEL
	SPIKES00		SPRITES/SPIKES0.CEL
	SPIKES01		SPRITES/SPIKES1.CEL
	LADDER00		SPRITES/LADDER0.CEL
	LADDER01		SPRITES/LADDER1.CEL
	TOOLS00			SPRITES/TOOLS00.CEL
	TOOLS01			SPRITES/TOOLS01.CEL
	TOOLS02			SPRITES/TOOLS02.CEL
	TOOLS03			SPRITES/TOOLS03.CEL
	TOOLS04			SPRITES/TOOLS04.CEL
	TOOLS05			SPRITES/TOOLS05.CEL
	TOOLS06			SPRITES/TOOLS06.CEL
	TOOLS07			SPRITES/TOOLS07.CEL
	FORGE00			SPRITES/FORGE00.CEL
	FORGE01			SPRITES/FORGE01.CEL
	FORGE02			SPRITES/FORGE02.CEL
	FORGE03			SPRITES/FORGE03.CEL
	FORGE04			SPRITES/FORGE04.CEL
	METAL00			SPRITES/METAL00.CEL
	METAL01			SPRITES/METAL01.CEL
	METAL02			SPRITES/METAL02.CEL
	METAL03			SPRITES/METAL03.CEL
	METAL04			SPRITES/METAL04.CEL
	WELL			SPRITES/WELL.CEL
	WELL2			SPRITES/WELL2.CEL
	BELLOWS0		SPRITES/BELLOWS0.CEL
	BELLOWS1		SPRITES/BELLOWS1.CEL
	BELLOWS2		SPRITES/BELLOWS2.CEL
	BELLOWS3		SPRITES/BELLOWS3.CEL
	ANVIL			SPRITES/ANVIL.CEL
	GOLD0			SPRITES/GOLD0.CEL
	GOLD1			SPRITES/GOLD1.CEL
	GOLD2			SPRITES/GOLD2.CEL
	GOLD3			SPRITES/GOLD3.CEL
	GOLD4			SPRITES/GOLD4.CEL
	GOLD5			SPRITES/GOLD5.CEL
	TREASURE00		SPRITES/TREASR00.CEL
	TREASURE01		SPRITES/TREASR01.CEL
	TREASURE02		SPRITES/TREASR02.CEL
	TREASURE03		SPRITES/TREASR03.CEL
	TREASURE04		SPRITES/TREASR04.CEL
	TREASURE05		SPRITES/TREASR05.CEL
	TREASURE06		SPRITES/TREASR06.CEL
	TREASURE07		SPRITES/TREASR07.CEL
	TREASURE08		SPRITES/TREASR08.CEL
	TREASURE09		SPRITES/TREASR09.CEL
	TREASURE10		SPRITES/TREASR10.CEL
	TREASURE11		SPRITES/TREASR11.CEL
	TREASURE12		SPRITES/TREASR12.CEL
	TREASURE13		SPRITES/TREASR13.CEL
	TREASURE14		SPRITES/TREASR14.CEL
	TREASURE15		SPRITES/TREASR15.CEL
	TREASURE16		SPRITES/TREASR16.CEL
	TREASURE17		SPRITES/TREASR17.CEL
	STOVE00			SPRITES/STOVE00.CEL
	STOVE01			SPRITES/STOVE01.CEL
	STOVE02			SPRITES/STOVE02.CEL
	STOVE03			SPRITES/STOVE03.CEL
	STOVE04			SPRITES/STOVE04.CEL
	SKIN00			SPRITES/SKINS00.CEL
	SKIN01			SPRITES/SKINS01.CEL
	SKIN02			SPRITES/SKINS02.CEL
	SKIN03			SPRITES/SKINS03.CEL
	SKIN04			SPRITES/SKINS04.CEL
	SKIN05			SPRITES/SKINS05.CEL
	BARREL01		SPRITES/BARREL01.CEL
	BARREL02		SPRITES/BARREL02.CEL
	CHURN			SPRITES/CHURN.CEL
	BOOKSHELF00		SPRITES/BOOKSH00.CEL
	BOOKSHELF01		SPRITES/BOOKSH01.CEL
	BOOKSHELF02		SPRITES/BOOKSH02.CEL
	BOOKSHELF03		SPRITES/BOOKSH03.CEL
	BOOKSHELF04		SPRITES/BOOKSH04.CEL
	BOOKSHELF05		SPRITES/BOOKSH05.CEL
	BOOKSHELF06		SPRITES/BOOKSH06.CEL
	BOOKSHELF07		SPRITES/BOOKSH07.CEL
	CAULDRON00		SPRITES/CAULDRN0.CEL
	CAULDRON01		SPRITES/CAULDRN1.CEL
	CAULDRON02		SPRITES/CAULDRN2.CEL
	CAULDRON03		SPRITES/CAULDRN3.CEL
	CAULDRON04		SPRITES/CAULDRN4.CEL
	CAULDRON05		SPRITES/CAULDRN5.CEL
	CAULDRON06		SPRITES/CAULDRN6.CEL
	CAULDRON07		SPRITES/CAULDRN7.CEL
	CAULDRON08		SPRITES/CAULDRN8.CEL
	TELESCOPE		SPRITES/SCOPE00.CEL

	XBOW_BOLT_U		SPRITES/XBOLT00.CEL
	XBOW_BOLT_D		SPRITES/XBOLT01.CEL
	XBOW_BOLT_L		SPRITES/XBOLT02.CEL
	XBOW_BOLT_R		SPRITES/XBOLT03.CEL
	XBOW_BOLT_SPENT		SPRITES/XBOLT-F.CEL
	XBOW			SPRITES/XBOW.CEL

	GLASS00			SPRITES/GLASS00.CEL
	GLASS01			SPRITES/GLASS01.CEL
	GLASS02			SPRITES/GLASS02.CEL
	GLASS03			SPRITES/GLASS03.CEL
	GLASS04			SPRITES/GLASS04.CEL
	GLASS05			SPRITES/GLASS05.CEL

	DATA00			SPRITES/DATA00.CEL
	DATA01			SPRITES/DATA01.CEL
	DATA02			SPRITES/DATA02.CEL
	DATA03			SPRITES/DATA03.CEL

	LP_DECK0		SPRITES/LP_DECK0.CEL
	LP_DECK1		SPRITES/LP_DECK1.CEL
	OSCILLOSCOPE00		SPRITES/tech/oscil00.CEL
	OSCILLOSCOPE01		SPRITES/tech/oscil01.CEL
	OSCILLOSCOPE02		SPRITES/tech/oscil02.CEL
	OSCILLOSCOPE03		SPRITES/tech/oscil03.CEL
	OSCILLOSCOPE04		SPRITES/tech/oscil04.CEL
	OSCILLOSCOPE05		SPRITES/tech/oscil05.CEL

	cage00			sprites/cage00.cel
	cage01			sprites/cage01.cel
	cage02			sprites/cage02.cel
	cage03			sprites/cage03.cel
	cage04			sprites/cage04.cel
	cage05			sprites/cage05.cel
	cage06			sprites/cage06.cel
	cage07			sprites/cage07.cel
	cage08			sprites/cage08.cel
	cage09			sprites/cage09.cel
	cage10			sprites/cage10.cel
	cage11			sprites/cage11.cel
	cage12			sprites/cage12.cel
	cage13			sprites/cage13.cel

	hawking_kit0		sprites/hwk_kit0.cel
	hawking_kit1		sprites/hwk_kit1.cel
	hawking_kit2		sprites/hwk_kit2.cel
	hawking_kit3		sprites/hwk_kit3.cel
	hawking_kit4		sprites/hwk_kit4.cel

	GUARD00			SPRITES/PEOPLE/GUARD00.CEL
	GUARD01			SPRITES/PEOPLE/GUARD01.CEL
	GUARD02			SPRITES/PEOPLE/GUARD02.CEL
	GUARD03			SPRITES/PEOPLE/GUARD03.CEL
	GUARD04			SPRITES/PEOPLE/GUARD04.CEL
	GUARD05			SPRITES/PEOPLE/GUARD05.CEL
	GUARD06			SPRITES/PEOPLE/GUARD06.CEL
	GUARD07			SPRITES/PEOPLE/GUARD07.CEL
	GUARD08			SPRITES/PEOPLE/GUARD08.CEL
	GUARD09			SPRITES/PEOPLE/GUARD09.CEL
	GUARD10			SPRITES/PEOPLE/GUARD10.CEL
	GUARD11			SPRITES/PEOPLE/GUARD11.CEL
	GUARD12			SPRITES/PEOPLE/GUARD12.CEL

	DRAWBRIDGE_DOWN		SPRITES/DBRIDGE1.CEL
	DRAWBRIDGE_UP		SPRITES/DBRIDGE2.CEL

	attackbutton_dark	sprites/button1a.cel
	attackbutton_light	sprites/button1b.cel
	usebutton_dark		sprites/button2a.cel
	usebutton_light		sprites/button2b.cel
	movebutton_dark		sprites/button3a.cel
	movebutton_light	sprites/button3b.cel
	lookbutton_dark		sprites/button4a.cel
	lookbutton_light	sprites/button4b.cel
	getbutton_dark		sprites/button5a.cel
	getbutton_light		sprites/button5b.cel
	talkbutton_dark		sprites/button6a.cel
	talkbutton_light	sprites/button6b.cel
	dropbutton_dark		sprites/button7a.cel
	dropbutton_light	sprites/button7b.cel
	castbutton_dark		sprites/button8a.cel
	castbutton_light	sprites/button8b.cel

	bag_arrow_u1		sprites/bag_arr1.cel
	bag_arrow_u2		sprites/bag_arr2.cel
	bag_arrow_d1		sprites/bag_arr3.cel
	bag_arrow_d2		sprites/bag_arr4.cel

	poster_v		sprites/poster00.cel
	poster_h		sprites/poster01.cel
	poster2_v		sprites/poster02.cel
	poster2_h		sprites/poster03.cel
	scroll00		sprites/scroll00.cel
	trough_h		sprites/trough1.cel
	trough_v		sprites/trough2.cel
	sceptre			SPRITES/SCEPTRE.CEL
	lute			sprites/lute.cel

	COW1_D0			SPRITES/wildlife/COW1_00.CEL
	COW1_D1			SPRITES/wildlife/COW1_01.CEL
	COW1_U0			SPRITES/wildlife/COW1_02.CEL
	COW1_U1			SPRITES/wildlife/COW1_03.CEL
	COW1_L0			SPRITES/wildlife/COW1_04.CEL
	COW1_L1			SPRITES/wildlife/COW1_05.CEL
	COW1_R0			SPRITES/wildlife/COW1_06.CEL
	COW1_R1			SPRITES/wildlife/COW1_07.CEL
	COW1_D2			SPRITES/wildlife/COW1_08.CEL
	COW1_U2			SPRITES/wildlife/COW1_09.CEL
	COW1_L2			SPRITES/wildlife/COW1_10.CEL
	COW1_R2			SPRITES/wildlife/COW1_11.CEL
	COW1_dead		SPRITES/wildlife/COW1_12.CEL

	COW2_U0			SPRITES/wildlife/COW2_00.CEL
	COW2_U1			SPRITES/wildlife/COW2_01.CEL
	COW2_D0			SPRITES/wildlife/COW2_02.CEL
	COW2_D1			SPRITES/wildlife/COW2_03.CEL
	COW2_L0			SPRITES/wildlife/COW2_04.CEL
	COW2_L1			SPRITES/wildlife/COW2_05.CEL
	COW2_R0			SPRITES/wildlife/COW2_06.CEL
	COW2_R1			SPRITES/wildlife/COW2_07.CEL
	COW2_dead		SPRITES/wildlife/COW2_08.CEL

	powerplant00		sprites/tech/power00.cel
	powerplant01		sprites/tech/power01.cel

	kfs_sign		sprites/tech/kfs01.cel
	kfs_wall1		sprites/tech/kfs02.cel
	kfs_wall2		sprites/tech/kfs03.cel
	kfs_wall3		sprites/tech/kfs04.cel
	kfs_window1		sprites/tech/kfs05.cel
	kfs_window2		sprites/tech/kfs06.cel
	kfs_window3		sprites/tech/kfs07.cel
	kfs_takeaway1		sprites/tech/kfs08.cel
	kfs_takeaway2		sprites/tech/kfs09.cel
	kfs_kebab1		sprites/tech/kfs10.cel
	kfs_kebab2		sprites/tech/kfs11.cel
	kfs_kebab2		sprites/tech/kfs11.cel

	who_01			sprites/tech/drwho1.cel
	who_02A			sprites/tech/drwho2a.cel
	who_02B			sprites/tech/drwho2b.cel
	who_02C			sprites/tech/drwho2c.cel
	who_03			sprites/tech/drwho3.cel
	who_04			sprites/tech/drwho4.cel
	who_05			sprites/tech/drwho5.cel
	who_06			sprites/tech/drwho6.cel
	who_07			sprites/tech/drwho7.cel
	who_08			sprites/tech/drwho8.cel
	scully			sprites/tech/scully.cel

	paper_book		backings/upaper.pcx
	perch_u			sprites/perchu.cel
	perch_r			sprites/perchr.cel
	perch_bad		sprites/perchx.cel

	winecask0		sprites/winecsk0.cel

	salt_empty		sprites/salt00.cel
	salt_00			sprites/salt01.cel
	salt_01			sprites/salt02.cel
	salt_02			sprites/salt03.cel
	pepper_00		sprites/pepper00.cel
	pepper_01		sprites/pepper01.cel

	meat00			SPRITES/MEAT00.CEL
	meat01			SPRITES/MEAT01.CEL
	meat02			SPRITES/MEAT02.CEL
	meat03			SPRITES/MEAT03.CEL
	meat04			SPRITES/MEAT04.CEL
	meat05			SPRITES/MEAT05.CEL

	brown_package		sprites/packageb.cel
	stones00		sprites/stones00.cel
	stones01		sprites/stones01.cel
	stones02		sprites/stones02.cel
	stones03		sprites/stones03.cel

	honeycomb_h1		backings/hnycomb0.cel
	honeycomb_h2		backings/hnycomb1.cel
	honeycomb_h3		backings/hnycomb2.cel
	honeycomb_v1		backings/hnycomb3.cel
	honeycomb_v2		backings/hnycomb4.cel
	honeycomb_v3		backings/hnycomb5.cel
	honey00			sprites/honey00.cel
	jar00			sprites/jar00.cel
	jar01			sprites/jar01.cel
	jar02			sprites/jar02.cel

	teleporter00		SPRITES/telep00.cel
	teleporter01		SPRITES/telep01.cel
	teleporter02		SPRITES/telep02.cel
	teleporter03		SPRITES/telep03.cel
	teleporter04		SPRITES/telep04.cel

	log00			sprites/log00.cel
	log01			sprites/log01.cel
	log02			sprites/log02.cel

section: sequences

	quickname ?UNKNOWN ?UNKNOWN
	quickname OBJECT_PANEL OBJECT_PANEL
	quickname STATS_PANEL STATS_PANEL

	name OBJCURSOR
	post_overlay
	wall
	overlay OBJCURSOR
	framelist:
	#1 frames
		OBJCURSOR
	end

	name DIRCURSOR
	post_overlay
	wall
	overlay DIRCURSOR
	framelist:
	#1 frames
		DIRCURSOR
	end

	quickname arrow_left arrow_left
	quickname arrow_right arrow_right
	quickname arrow_up arrow_up
	quickname arrow_down arrow_down
	quickname BACKICON BACKICON
	quickname OPEN_ROOF OPEN_ROOF
	quickname CLOSE_ROOF CLOSE_ROOF
	quickname SPLAT_BLOOD SPLAT
	quickname SPLAT_SPARK SPLAT2
	quickname GRASS00 GRASS00
	quickname GRASS01 GRASS01
	quickname GRASS02 GRASS02
	quickname GRASS03 GRASS03
	quickname GRASS04 GRASS04
	quickname GRASS05 GRASS05
	quickname GRASS06 GRASS06
	quickname GRASS07 GRASS07
	quickname GRASS08 GRASS08
	quickname GRASS09 GRASS09
	quickname GRASS10 GRASS10
	quickname GRASS11 GRASS11
	quickname GRASS12 GRASS12
	quickname GRASS13 GRASS13
	quickname GRASS14 GRASS14
	quickname GRASS15 GRASS15
	quickname GRASS16 GRASS16
	quickname GRASS17 GRASS17
	quickname GRASS18 GRASS18
	quickname GRASS19 GRASS19
	quickname GRASS20 GRASS20
	quickname GRASS21 GRASS21
#	quickname GRASS22 GRASS22
#	quickname GRASS23 GRASS23
#	quickname GRASS24 GRASS24
#	quickname GRASS25 GRASS25
	quickname BLACK00 BLACK
	quickname BLACK_WALL_BL BLACK_WALL_BL
	quickname BLACK_WALL_TR BLACK_WALL_TR
	quickname BLACK_WALL_BL2 BLACK_WALL_BL2
	quickname BLACK_WALL_TR2 BLACK_WALL_TR2
	quickname WALL_STONE_H WALLH00
	quickname WALL_STONE_V WALLV00
	quickname WALL_STONE_BR WALLBR00
	quickname WALL_STONE_BL0 WALLBL00
	quickname WALL_STONE_TR0 WALLTR00
	quickname WALL_STONE_TL WALLTL00
	quickname WALL_STONE_TR1 WALLTR01
	quickname WALL_STONE_BL1 WALLBL01
	quickname WALL_STONE_TR3 WALLTR03
	quickname WALL_STONE_BL3 WALLBL03
	quickname WALL_CONCRETE1_H WALLH01A
	quickname WALL_CONCRETE1_V WALLV01A
	quickname WALL_CONCRETE2_H WALLH01B
	quickname WALL_CONCRETE2_V WALLV01B
	quickname WALL_CONCRETE3_H WALLH01C
	quickname WALL_CONCRETE3_V WALLV01C
	quickname WALL_CONCRETE_BR WALLBR01
	quickname WALL_CONCRETE_BL WALLBL02
	quickname WALL_CONCRETE_TR WALLTR02
	quickname WALL_CONCRETE_TL WALLTL01
	quickname WOOD00 WOOD00


	name WATER_NORTH
	loop
	speed 4
	framelist:
	#5 frames
		WATER_N00
		WATER_N01
		WATER_N02
		WATER_N03
		WATER_N04
	end

	name WATER_SOUTH
	loop
	speed 4
	framelist:
	#5 frames
		WATER_N04
		WATER_N03
		WATER_N02
		WATER_N01
		WATER_N00
	end

	name WATER_EAST
	loop
	speed 4
	framelist:
	#5 frames
		WATER_E00
		WATER_E01
		WATER_E02
		WATER_E03
		WATER_E04
	end

	name WATER_WEST
	loop
	speed 4
	framelist:
	#5 frames
		WATER_E04
		WATER_E03
		WATER_E02
		WATER_E01
		WATER_E00
	end

	name WATER_NORTHEAST
	loop
	speed 4
	framelist:
	#5 frames
		WATER_NE00
		WATER_NE01
		WATER_NE02
		WATER_NE03
		WATER_NE04
	end

	name WATER_SOUTHWEST
	loop
	speed 4
	framelist:
	#5 frames
		WATER_NE04
		WATER_NE03
		WATER_NE02
		WATER_NE01
		WATER_NE00
	end

	name WATER_SOUTHEAST
	loop
	speed 4
	framelist:
	#5 frames
		WATER_SE00
		WATER_SE01
		WATER_SE02
		WATER_SE03
		WATER_SE04
	end

	name WATER_NORTHWEST
	loop
	speed 4
	framelist:
	#5 frames
		WATER_SE04
		WATER_SE03
		WATER_SE02
		WATER_SE01
		WATER_SE00
	end

	name WATER_NORTH2
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name WATER_NORTH3
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name WATER_NORTH4
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name WATER_NORTH5
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name WATER_NORTH6
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name WATER_SOUTH2
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name WATER_SOUTH3
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name WATER_SOUTH4
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name WATER_SOUTH5
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name WATER_SOUTH6
	loop
	speed 3
	framelist:
	#1 frames
		BLACK
	end

	name SHORE_NORTH_W
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_W00
		SHORE_N_W01
		SHORE_N_W02
		SHORE_N_W03
		SHORE_N_W04
	end

	name SHORE_NORTH_E
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_E00
		SHORE_N_E01
		SHORE_N_E02
		SHORE_N_E03
		SHORE_N_E04
	end

	name SHORE_NORTH_N
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_N00
		SHORE_N_N01
		SHORE_N_N02
		SHORE_N_N03
		SHORE_N_N04
	end

	name SHORE_NORTH_S
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_S00
		SHORE_N_S01
		SHORE_N_S02
		SHORE_N_S03
		SHORE_N_S04
	end

	name SHORE_NORTH_NW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_NW00
		SHORE_N_NW01
		SHORE_N_NW02
		SHORE_N_NW03
		SHORE_N_NW04
	end

	name SHORE_NORTH_NE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_NE00
		SHORE_N_NE01
		SHORE_N_NE02
		SHORE_N_NE03
		SHORE_N_NE04
	end

	name SHORE_NORTH_SW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_SW00
		SHORE_N_SW01
		SHORE_N_SW02
		SHORE_N_SW03
		SHORE_N_SW04
	end

	name SHORE_NORTH_SE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_SE00
		SHORE_N_SE01
		SHORE_N_SE02
		SHORE_N_SE03
		SHORE_N_SE04
	end

	name SHORE_NORTH_NW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_N_NW00
		SHORE2_N_NW01
		SHORE2_N_NW02
		SHORE2_N_NW03
		SHORE2_N_NW04
	end

	name SHORE_NORTH_NE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_N_NE00
		SHORE2_N_NE01
		SHORE2_N_NE02
		SHORE2_N_NE03
		SHORE2_N_NE04
	end

	name SHORE_NORTH_SW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_N_SW00
		SHORE2_N_SW01
		SHORE2_N_SW02
		SHORE2_N_SW03
		SHORE2_N_SW04
	end

	name SHORE_NORTH_SE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_N_SE00
		SHORE2_N_SE01
		SHORE2_N_SE02
		SHORE2_N_SE03
		SHORE2_N_SE04
	end

	name SHORE_SOUTH_W
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_W04
		SHORE_N_W03
		SHORE_N_W02
		SHORE_N_W01
		SHORE_N_W00
	end

	name SHORE_SOUTH_E
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_E04
		SHORE_N_E03
		SHORE_N_E02
		SHORE_N_E01
		SHORE_N_E00
	end

	name SHORE_SOUTH_N
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_N04
		SHORE_N_N03
		SHORE_N_N02
		SHORE_N_N01
		SHORE_N_N00
	end

	name SHORE_SOUTH_S
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_S04
		SHORE_N_S03
		SHORE_N_S02
		SHORE_N_S01
		SHORE_N_S00
	end

	name SHORE_SOUTH_NW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_NW04
		SHORE_N_NW03
		SHORE_N_NW02
		SHORE_N_NW01
		SHORE_N_NW00
	end

	name SHORE_SOUTH_NE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_NE04
		SHORE_N_NE03
		SHORE_N_NE02
		SHORE_N_NE01
		SHORE_N_NE00
	end

	name SHORE_SOUTH_SW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_SW04
		SHORE_N_SW03
		SHORE_N_SW02
		SHORE_N_SW01
		SHORE_N_SW00
	end

	name SHORE_SOUTH_SE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_N_SE04
		SHORE_N_SE03
		SHORE_N_SE02
		SHORE_N_SE01
		SHORE_N_SE00
	end

	name SHORE_SOUTH_NW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_N_NW04
		SHORE2_N_NW03
		SHORE2_N_NW02
		SHORE2_N_NW01
		SHORE2_N_NW00
	end

	name SHORE_SOUTH_NE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_N_NE04
		SHORE2_N_NE03
		SHORE2_N_NE02
		SHORE2_N_NE01
		SHORE2_N_NE00
	end

	name SHORE_SOUTH_SW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_N_SW04
		SHORE2_N_SW03
		SHORE2_N_SW02
		SHORE2_N_SW01
		SHORE2_N_SW00
	end

	name SHORE_SOUTH_SE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_N_SE04
		SHORE2_N_SE03
		SHORE2_N_SE02
		SHORE2_N_SE01
		SHORE2_N_SE00
	end

	name SHORE_EAST_W
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_W00
		SHORE_E_W01
		SHORE_E_W02
		SHORE_E_W03
		SHORE_E_W04
	end

	name SHORE_EAST_E
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_E00
		SHORE_E_E01
		SHORE_E_E02
		SHORE_E_E03
		SHORE_E_E04
	end

	name SHORE_EAST_N
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_N00
		SHORE_E_N01
		SHORE_E_N02
		SHORE_E_N03
		SHORE_E_N04
	end

	name SHORE_EAST_S
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_S00
		SHORE_E_S01
		SHORE_E_S02
		SHORE_E_S03
		SHORE_E_S04
	end

	name SHORE_EAST_NW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_NW00
		SHORE_E_NW01
		SHORE_E_NW02
		SHORE_E_NW03
		SHORE_E_NW04
	end

	name SHORE_EAST_NE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_NE00
		SHORE_E_NE01
		SHORE_E_NE02
		SHORE_E_NE03
		SHORE_E_NE04
	end

	name SHORE_EAST_SW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_SW00
		SHORE_E_SW01
		SHORE_E_SW02
		SHORE_E_SW03
		SHORE_E_SW04
	end

	name SHORE_EAST_SE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_SE00
		SHORE_E_SE01
		SHORE_E_SE02
		SHORE_E_SE03
		SHORE_E_SE04
	end

	name SHORE_EAST_NW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_E_NW00
		SHORE2_E_NW01
		SHORE2_E_NW02
		SHORE2_E_NW03
		SHORE2_E_NW04
	end

	name SHORE_EAST_NE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_E_NE00
		SHORE2_E_NE01
		SHORE2_E_NE02
		SHORE2_E_NE03
		SHORE2_E_NE04
	end

	name SHORE_EAST_SW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_E_SW00
		SHORE2_E_SW01
		SHORE2_E_SW02
		SHORE2_E_SW03
		SHORE2_E_SW04
	end

	name SHORE_EAST_SE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_E_SE00
		SHORE2_E_SE01
		SHORE2_E_SE02
		SHORE2_E_SE03
		SHORE2_E_SE04
	end

	name SHORE_WEST_W
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_W04
		SHORE_E_W03
		SHORE_E_W02
		SHORE_E_W01
		SHORE_E_W00
	end

	name SHORE_WEST_E
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_E04
		SHORE_E_E03
		SHORE_E_E02
		SHORE_E_E01
		SHORE_E_E00
	end

	name SHORE_WEST_N
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_N04
		SHORE_E_N03
		SHORE_E_N02
		SHORE_E_N01
		SHORE_E_N00
	end

	name SHORE_WEST_S
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_S04
		SHORE_E_S03
		SHORE_E_S02
		SHORE_E_S01
		SHORE_E_S00
	end

	name SHORE_WEST_NW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_NW04
		SHORE_E_NW03
		SHORE_E_NW02
		SHORE_E_NW01
		SHORE_E_NW00
	end

	name SHORE_WEST_NE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_NE04
		SHORE_E_NE03
		SHORE_E_NE02
		SHORE_E_NE01
		SHORE_E_NE00
	end

	name SHORE_WEST_SW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_SW04
		SHORE_E_SW03
		SHORE_E_SW02
		SHORE_E_SW01
		SHORE_E_SW00
	end

	name SHORE_WEST_SE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_E_SE04
		SHORE_E_SE03
		SHORE_E_SE02
		SHORE_E_SE01
		SHORE_E_SE00
	end

	name SHORE_WEST_NW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_E_NW04
		SHORE2_E_NW03
		SHORE2_E_NW02
		SHORE2_E_NW01
		SHORE2_E_NW00
	end

	name SHORE_WEST_NE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_E_NE04
		SHORE2_E_NE03
		SHORE2_E_NE02
		SHORE2_E_NE01
		SHORE2_E_NE00
	end

	name SHORE_WEST_SW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_E_SW04
		SHORE2_E_SW03
		SHORE2_E_SW02
		SHORE2_E_SW01
		SHORE2_E_SW00
	end

	name SHORE_WEST_SE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_E_SE04
		SHORE2_E_SE03
		SHORE2_E_SE02
		SHORE2_E_SE01
		SHORE2_E_SE00
	end

	name SHORE_NORTHEAST_W
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_W00
		SHORE_NE_W01
		SHORE_NE_W02
		SHORE_NE_W03
		SHORE_NE_W04
	end

	name SHORE_NORTHEAST_E
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_E00
		SHORE_NE_E01
		SHORE_NE_E02
		SHORE_NE_E03
		SHORE_NE_E04
	end

	name SHORE_NORTHEAST_N
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_N00
		SHORE_NE_N01
		SHORE_NE_N02
		SHORE_NE_N03
		SHORE_NE_N04
	end

	name SHORE_NORTHEAST_S
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_S00
		SHORE_NE_S01
		SHORE_NE_S02
		SHORE_NE_S03
		SHORE_NE_S04
	end

	name SHORE_NORTHEAST_NW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_NW00
		SHORE_NE_NW01
		SHORE_NE_NW02
		SHORE_NE_NW03
		SHORE_NE_NW04
	end

	name SHORE_NORTHEAST_NE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_NE00
		SHORE_NE_NE01
		SHORE_NE_NE02
		SHORE_NE_NE03
		SHORE_NE_NE04
	end

	name SHORE_NORTHEAST_SW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_SW00
		SHORE_NE_SW01
		SHORE_NE_SW02
		SHORE_NE_SW03
		SHORE_NE_SW04
	end

	name SHORE_NORTHEAST_SE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_SE00
		SHORE_NE_SE01
		SHORE_NE_SE02
		SHORE_NE_SE03
		SHORE_NE_SE04
	end

	name SHORE_NORTHEAST_NW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_NE_NW00
		SHORE2_NE_NW01
		SHORE2_NE_NW02
		SHORE2_NE_NW03
		SHORE2_NE_NW04
	end

	name SHORE_NORTHEAST_NE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_NE_NE00
		SHORE2_NE_NE01
		SHORE2_NE_NE02
		SHORE2_NE_NE03
		SHORE2_NE_NE04
	end

	name SHORE_NORTHEAST_SW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_NE_SW00
		SHORE2_NE_SW01
		SHORE2_NE_SW02
		SHORE2_NE_SW03
		SHORE2_NE_SW04
	end

	name SHORE_NORTHEAST_SE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_NE_SE00
		SHORE2_NE_SE01
		SHORE2_NE_SE02
		SHORE2_NE_SE03
		SHORE2_NE_SE04
	end

	name SHORE_SOUTHWEST_W
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_W04
		SHORE_NE_W03
		SHORE_NE_W02
		SHORE_NE_W01
		SHORE_NE_W00
	end

	name SHORE_SOUTHWEST_E
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_E04
		SHORE_NE_E03
		SHORE_NE_E02
		SHORE_NE_E01
		SHORE_NE_E00
	end

	name SHORE_SOUTHWEST_N
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_N04
		SHORE_NE_N03
		SHORE_NE_N02
		SHORE_NE_N01
		SHORE_NE_N00
	end

	name SHORE_SOUTHWEST_S
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_S04
		SHORE_NE_S03
		SHORE_NE_S02
		SHORE_NE_S01
		SHORE_NE_S00
	end

	name SHORE_SOUTHWEST_NW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_NW04
		SHORE_NE_NW03
		SHORE_NE_NW02
		SHORE_NE_NW01
		SHORE_NE_NW00
	end

	name SHORE_SOUTHWEST_NE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_NE04
		SHORE_NE_NE03
		SHORE_NE_NE02
		SHORE_NE_NE01
		SHORE_NE_NE00
	end

	name SHORE_SOUTHWEST_SW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_SW04
		SHORE_NE_SW03
		SHORE_NE_SW02
		SHORE_NE_SW01
		SHORE_NE_SW00
	end

	name SHORE_SOUTHWEST_SE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_NE_SE04
		SHORE_NE_SE03
		SHORE_NE_SE02
		SHORE_NE_SE01
		SHORE_NE_SE00
	end

	name SHORE_SOUTHWEST_NW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_NE_NW04
		SHORE2_NE_NW03
		SHORE2_NE_NW02
		SHORE2_NE_NW01
		SHORE2_NE_NW00
	end

	name SHORE_SOUTHWEST_NE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_NE_NE04
		SHORE2_NE_NE03
		SHORE2_NE_NE02
		SHORE2_NE_NE01
		SHORE2_NE_NE00
	end

	name SHORE_SOUTHWEST_SW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_NE_SW04
		SHORE2_NE_SW03
		SHORE2_NE_SW02
		SHORE2_NE_SW01
		SHORE2_NE_SW00
	end

	name SHORE_SOUTHWEST_SE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_NE_SE04
		SHORE2_NE_SE03
		SHORE2_NE_SE02
		SHORE2_NE_SE01
		SHORE2_NE_SE00
	end

	name SHORE_SOUTHEAST_W
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_W00
		SHORE_SE_W01
		SHORE_SE_W02
		SHORE_SE_W03
		SHORE_SE_W04
	end

	name SHORE_SOUTHEAST_E
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_E00
		SHORE_SE_E01
		SHORE_SE_E02
		SHORE_SE_E03
		SHORE_SE_E04
	end

	name SHORE_SOUTHEAST_N
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_N00
		SHORE_SE_N01
		SHORE_SE_N02
		SHORE_SE_N03
		SHORE_SE_N04
	end

	name SHORE_SOUTHEAST_S
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_S00
		SHORE_SE_S01
		SHORE_SE_S02
		SHORE_SE_S03
		SHORE_SE_S04
	end

	name SHORE_SOUTHEAST_NW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_NW00
		SHORE_SE_NW01
		SHORE_SE_NW02
		SHORE_SE_NW03
		SHORE_SE_NW04
	end

	name SHORE_SOUTHEAST_NE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_NE00
		SHORE_SE_NE01
		SHORE_SE_NE02
		SHORE_SE_NE03
		SHORE_SE_NE04
	end

	name SHORE_SOUTHEAST_SW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_SW00
		SHORE_SE_SW01
		SHORE_SE_SW02
		SHORE_SE_SW03
		SHORE_SE_SW04
	end

	name SHORE_SOUTHEAST_SE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_SE00
		SHORE_SE_SE01
		SHORE_SE_SE02
		SHORE_SE_SE03
		SHORE_SE_SE04
	end

	name SHORE_SOUTHEAST_NW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_SE_NW00
		SHORE2_SE_NW01
		SHORE2_SE_NW02
		SHORE2_SE_NW03
		SHORE2_SE_NW04
	end

	name SHORE_SOUTHEAST_NE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_SE_NE00
		SHORE2_SE_NE01
		SHORE2_SE_NE02
		SHORE2_SE_NE03
		SHORE2_SE_NE04
	end

	name SHORE_SOUTHEAST_SW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_SE_SW00
		SHORE2_SE_SW01
		SHORE2_SE_SW02
		SHORE2_SE_SW03
		SHORE2_SE_SW04
	end

	name SHORE_SOUTHEAST_SE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_SE_SE00
		SHORE2_SE_SE01
		SHORE2_SE_SE02
		SHORE2_SE_SE03
		SHORE2_SE_SE04
	end

	name SHORE_NORTHWEST_W
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_W04
		SHORE_SE_W03
		SHORE_SE_W02
		SHORE_SE_W01
		SHORE_SE_W00
	end

	name SHORE_NORTHWEST_E
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_E04
		SHORE_SE_E03
		SHORE_SE_E02
		SHORE_SE_E01
		SHORE_SE_E00
	end

	name SHORE_NORTHWEST_N
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_N04
		SHORE_SE_N03
		SHORE_SE_N02
		SHORE_SE_N01
		SHORE_SE_N00
	end

	name SHORE_NORTHWEST_S
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_S04
		SHORE_SE_S03
		SHORE_SE_S02
		SHORE_SE_S01
		SHORE_SE_S00
	end

	name SHORE_NORTHWEST_NW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_NW04
		SHORE_SE_NW03
		SHORE_SE_NW02
		SHORE_SE_NW01
		SHORE_SE_NW00
	end

	name SHORE_NORTHWEST_NE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_NE04
		SHORE_SE_NE03
		SHORE_SE_NE02
		SHORE_SE_NE01
		SHORE_SE_NE00
	end

	name SHORE_NORTHWEST_SW
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_SW04
		SHORE_SE_SW03
		SHORE_SE_SW02
		SHORE_SE_SW01
		SHORE_SE_SW00
	end

	name SHORE_NORTHWEST_SE
	loop
	speed 4
	framelist:
	#5 frames
		SHORE_SE_SE04
		SHORE_SE_SE03
		SHORE_SE_SE02
		SHORE_SE_SE01
		SHORE_SE_SE00
	end

	name SHORE_NORTHWEST_NW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_SE_NW04
		SHORE2_SE_NW03
		SHORE2_SE_NW02
		SHORE2_SE_NW01
		SHORE2_SE_NW00
	end

	name SHORE_NORTHWEST_NE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_SE_NE04
		SHORE2_SE_NE03
		SHORE2_SE_NE02
		SHORE2_SE_NE01
		SHORE2_SE_NE00
	end

	name SHORE_NORTHWEST_SW2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_SE_SW04
		SHORE2_SE_SW03
		SHORE2_SE_SW02
		SHORE2_SE_SW01
		SHORE2_SE_SW00
	end

	name SHORE_NORTHWEST_SE2
	loop
	speed 4
	framelist:
	#5 frames
		SHORE2_SE_SE04
		SHORE2_SE_SE03
		SHORE2_SE_SE02
		SHORE2_SE_SE01
		SHORE2_SE_SE00
	end
	quickname SHORE1_L SHORE1_L
	quickname SHORE1_R SHORE1_R
	quickname SHORE1_U SHORE1_U
	quickname SHORE1_D SHORE1_D
	quickname MUD00 MUD00
	quickname MUD01 MUD01
	quickname MUD02 MUD02
	quickname MUD03 MUD03
	quickname MUD04 MUD04
	quickname MUD05 MUD05
	quickname MUD06 MUD06
	quickname MUD07 MUD07
	quickname MUD08 MUD08
	quickname MUD09 MUD09
	quickname MUD10 MUD10
	quickname MUD11 MUD11
	quickname MUD12 MUD12
	quickname MUD13 MUD13
	quickname MUD14 MUD14
	quickname MUD15 MUD15
	quickname MUD16 MUD16
	quickname MUD17 MUD17
	quickname MUD18 MUD18
	quickname MUD19 MUD19
	quickname MUD20 MUD20
	quickname MUD21 MUD21
	quickname MUD22 MUD22
	quickname MUD23 MUD23
	quickname MUD24 MUD24
	quickname MUD25 MUD25
	quickname MUD26 MUD26
	quickname MUD27 MUD27
	quickname MUD28 MUD28
	quickname MUD29 MUD29
	quickname MUD30 MUD30
	quickname MUD31 MUD31
	quickname MUD32 MUD32
	quickname MUD33 MUD33
	quickname MUD34 MUD34
	quickname MUD35 MUD35
	quickname MUD36 MUD36
	quickname MUD37 MUD37
	quickname MUD38 MUD38
	quickname MUD39 MUD39
	quickname MUD40 MUD40
	quickname MUD41 MUD41
	quickname MUD42 MUD42
	quickname MUD43 MUD43
	quickname MUD44 MUD44
	quickname MUD45 MUD45
	quickname MUD46 MUD46
	quickname MUD47 MUD47
	quickname MUD48 MUD48
	quickname MUD49 MUD49
	quickname MUD50 MUD50
	quickname MUD51 MUD51
	quickname MUD52 MUD52
	quickname MUD53 MUD53
	quickname MUD54 MUD54
	quickname MUD55 MUD55
	quickname MUD56 MUD56
	quickname MUD57 MUD57
	quickname MUD58 MUD58
	quickname MUD59 MUD59
	quickname MUD60 MUD60
	quickname MUD61 MUD61
	quickname MUD62 MUD62
	quickname MUD63 MUD63
	quickname WALLHOLE1 WALLHOLE1
	quickname SINK_END SINK0

	name P_UP
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		AV00
		AV01
		AV02
	end

	name P_RIGHT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		AV03
		AV04
		AV05
	end

	name P_DOWN
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		AV06
		AV07
		AV08
	end

	name P_LEFT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		AV09
		AV10
		AV11
	end

	name P_DANCE
	loop
	random
	speed 8
	framelist:
	#12 frames
		AV00
		AV01
		AV02
		AV03
		AV04
		AV05
		AV06
		AV07
		AV08
		AV09
		AV10
		AV11
	end

	name P_DEAD
	speed 1
	overlay BLOOD_OVERLAY
	framelist:
	#1 frames
		AV12
	end

	name P_LIEDOWN
	speed 1
	framelist:
	#1 frames
		AV12
	end

	name F_UP
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		FO00
		FO01
		FO02
	end

	name F_RIGHT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		FO03
		FO04
		FO05
	end

	name F_DOWN
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		FO06
		FO07
		FO08
	end

	name F_LEFT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		FO09
		FO10
		FO11
	end

	name F_DEAD
	speed 1
	overlay BLOOD_OVERLAY
	framelist:
	#1 frames
		FO12
	end

	name F_LIEDOWN
	speed 1
	framelist:
	#1 frames
		FO12
	end

	name OLDMAN_U
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		OLDMAN00
		OLDMAN01
		OLDMAN02
	end

	name OLDMAN_R
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		OLDMAN03
		OLDMAN04
		OLDMAN05
	end

	name OLDMAN_D
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		OLDMAN06
		OLDMAN07
		OLDMAN08
	end

	name OLDMAN_L
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		OLDMAN09
		OLDMAN10
		OLDMAN11
	end

	name OLDMAN_DEAD
	speed 1
	overlay BLOOD_OVERLAY
	framelist:
	#1 frames
		OLDMAN12
	end

	name OLDMAN_LIEDOWN
	speed 1
	framelist:
	#1 frames
		OLDMAN12
	end
	quickname DEADTORCH TORCHOUT
	quickname DEADCANDLE DEADCANDLE
	quickname DEADCANDLESTK DEADCANDLE2
	quickname DEADCANDLE3 DEADCANDLE3

	name KING_UP
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		KING08
		KING06
		KING07
	end

	name KING_RIGHT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		KING03
		KING04
		KING05
	end

	name KING_DOWN
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		KING00
		KING01
		KING02
	end

	name KING_LEFT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		KING10
		KING09
		KING11
	end

	quickname KINGSIT_L KINGSIT_L
	quickname KINGSIT_R KINGSIT_R
	quickname KINGSIT_U KINGSIT_U
	quickname KINGSIT_D KINGSIT_D

	name LEPRECHAUN_UP
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		LEPRECHAUN00
		LEPRECHAUN01
		LEPRECHAUN02
	end

	name LEPRECHAUN_RIGHT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		LEPRECHAUN03
		LEPRECHAUN04
		LEPRECHAUN05
	end

	name LEPRECHAUN_DOWN
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		LEPRECHAUN06
		LEPRECHAUN07
		LEPRECHAUN08
	end

	name LEPRECHAUN_LEFT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		LEPRECHAUN09
		LEPRECHAUN10
		LEPRECHAUN11
	end

	name LEPRECHAUN_DEAD
	speed 1
	overlay BLOOD_OVERLAY
	framelist:
	#1 frames
		LEPRECHAUN12
	end

	name TORCH
	loop
	speed 1
	framelist:
	#4 frames
		TORCH0
		TORCH1
		TORCH2
		TORCH3
	end
	quickname SINK SINK1

	name SINK_RUNNING
	loop
	speed 1
	framelist:
	#3 frames
		SINK2
		SINK3
		SINK4
	end

	name CANDLE
	loop
	speed 2
	framelist:
	#4 frames
		CANDLE0
		CANDLE1
		CANDLE2
		CANDLE3
	end

	name CANDLESTK
	loop
	speed 2
	framelist:
	#4 frames
		CANDLE4
		CANDLE5
		CANDLE6
		CANDLE7
	end

	name CANDLE3
	loop
	speed 2
	framelist:
	#4 frames
		CANDLE8
		CANDLE9
		CANDLE10
		CANDLE11
	end

	name THE_DEATH
	loop
	speed 1
	framelist:
	#4 frames
		DEATH0
		DEATH1
		DEATH2
		DEATH3
	end

	name STONEDOOR1V_OPEN
	post_overlay
	wall
	speed 1
	overlay STONE_DOOR1O_VERT
	framelist:
	#1 frames
		STONE_DOOR1O_VERT
	end

	name STONEDOOR1H_OPEN
	post_overlay
	wall
	speed 1
	overlay STONE_DOOR1O_HORIZ
	framelist:
	#1 frames
		STONE_DOOR1O_HORIZ
	end

	name STONEARCHV
	post_overlay
	wall
	speed 1
	overlay STONE_ARCH_VERT
	framelist:
	#1 frames
		STONE_ARCH_VERT
	end

	name STONEARCHH
	post_overlay
	wall
	speed 1
	overlay STONE_ARCH_HORIZ
	framelist:
	#1 frames
		STONE_ARCH_HORIZ
	end

	name STONEDOOR1V_SHUT
	wall
	framelist:
	#1 frames
		STONE_DOOR1S_VERT
	end

	name STONEDOOR1H_SHUT
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR1S_HORIZ
	end

	name STONEDOOR1V_LOCK
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR1L_VERT
	end

	name STONEDOOR1H_LOCK
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR1L_HORIZ
	end

	name STONEDOOR2V_SHUT
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR2S_VERT
	end

	name STONEDOOR2H_SHUT
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR2S_HORIZ
	end

	name STONEDOOR2V_LOCK
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR2L_VERT
	end

	name STONEDOOR2H_LOCK
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR2L_HORIZ
	end

	name STONEDOOR3V_SHUT
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR3S_VERT
	end

	name STONEDOOR3H_SHUT
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR3S_HORIZ
	end

	name STONEDOOR3V_LOCK
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR3L_VERT
	end

	name STONEDOOR3H_LOCK
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR3L_HORIZ
	end

	name STONEDOOR4V
	wall
	speed 1
	framelist:
	#1 frames
		STONE_PORTCULL_VERT
	end

	name STONEDOOR4H
	wall
	speed 1
	framelist:
	#1 frames
		STONE_PORTCULL_HORIZ
	end

	name STONEDOOR5V_OPEN
	post_overlay
	wall
	speed 1
	overlay STONE_DOOR5O_VERT
	framelist:
	#1 frames
		STONE_DOOR5O_VERT
	end

	name STONEDOOR5H_OPEN
	post_overlay
	wall
	speed 1
	overlay STONE_DOOR5O_HORIZ
	framelist:
	#1 frames
		STONE_DOOR5O_HORIZ
	end

	name STONEDOOR5V_SHUT
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR5S_VERT
	end

	name STONEDOOR5H_SHUT
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR5S_HORIZ
	end

	name STONEDOOR5V_LOCK
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR5L_VERT
	end

	name STONEDOOR5H_LOCK
	wall
	speed 1
	framelist:
	#1 frames
		STONE_DOOR5L_HORIZ
	end

	name STONEWINDOW1V
	wall
	speed 1
	framelist:
	#1 frames
		STONE_WINDOW1_VERT
	end

	name STONEWINDOW1H
	wall
	speed 1
	framelist:
	#1 frames
		STONE_WINDOW1_HORIZ
	end

	name STONEWINDOW2V
	wall
	speed 1
	framelist:
	#1 frames
		STONE_WINDOW2_VERT
	end

	name STONEWINDOW2H
	wall
	speed 1
	framelist:
	#1 frames
		STONE_WINDOW2_HORIZ
	end
	quickname CUTLERY00 CUTLERY00
	quickname CUTLERY01 CUTLERY01
	quickname CUTLERY02 CUTLERY02
	quickname CUTLERY03 CUTLERY03
	quickname CUTLERY04 CUTLERY04
	quickname CUTLERY05 CUTLERY05
	quickname CUTLERY06 CUTLERY06
	quickname CUTLERY07 CUTLERY07
	quickname CUTLERY08 CUTLERY08
	quickname KEY_0 KEY_0
	quickname KEY_1 KEY_1
	quickname KEY_2 KEY_2
	quickname CHEST CHEST
	quickname CHESTOPEN CHESTOPEN
	quickname CHESTLOCK CHESTLOCK
	quickname BAG00 BAG00
	quickname BAG01 BAG01
	quickname BAG02 BAG02
	quickname BAG03 BAG03
	quickname BAG04 BAG04
	quickname FLOUR00 FLOUR00
	quickname FLOUR01 FLOUR01
	quickname FLOUR02 FLOUR02
	quickname FLOUR03 FLOUR03
	quickname GRAIN00 GRAIN00

	name STUFF
	overlay STUFF
	framelist:
	#1 frames
		STUFF_BAG
	end

	name CHAIR_L
	post_overlay
	speed 1
	overlay CHAIRB_L
	framelist:
	#1 frames
		CHAIR_L
	end

	name CHAIR_R
	speed 1
	framelist:
	#1 frames
		CHAIR_R
	end

	name CHAIR_U
	post_overlay
	speed 1
	overlay CHAIRB_U
	framelist:
	#1 frames
		CHAIR_U
	end

	name CHAIR_D
	speed 1
	framelist:
	#1 frames
		CHAIR_D
	end

	quickname STOOL_H STOOL_H
	quickname STOOL_V STOOL_V

	name THRONE
	post_overlay
	speed 1
	overlay THRONE_OVL
	framelist:
	#1 frames
		THRONE
	end
	quickname CHAIR_BITS CHAIR_DEAD
	quickname BED_H BED_H
	quickname BED_V BED_V
	quickname BED_H_FULL BED_H_FULL
	quickname BED_V_FULL BED_V_FULL
	quickname BED_H_BLOODY BED_H_BLOODY
	quickname BED_V_BLOODY BED_V_BLOODY
	quickname BED2 BED2
	quickname BED2_FULL BED2_FULL
	quickname BED2A_FULL BED2A_FULL
	quickname BED2_BLOODY BED2_BLOODY
	quickname BED_H_BROKEN BED_H_BROKEN
	quickname AVSIT_L AVSIT_L
	quickname AVSIT_R AVSIT_R
	quickname AVSIT_U AVSIT_U
	quickname AVSIT_D AVSIT_D
	quickname RED RED
	quickname BLUE BLUE
	quickname GREEN GREEN
	quickname CRAP_SUN CRAP_SUN
	quickname DRAWERS_V DRAWERS_V
	quickname DRAWERS_H DRAWERS_H
	quickname RING RING
	quickname BOTTLE_FULL FULLBOTTLE
	quickname BOTTLE_BROKE BROKENBOTTLE
	quickname BOTTLE_EMPTY EMPTYBOTTLE
	quickname GLASS_SHARDS GLASSSHARDS

	name PUDDLE_BEER
	framelist:
	#4 frames
		PUDDLE_BEER1
		PUDDLE_BEER2
		PUDDLE_BEER3
		PUDDLE_BEER4
	end
	quickname PUDDLE_WATER PUDDLE_WATER
	quickname PUDDLE_BLOOD PUDDLE_BLOOD
	quickname JUG JUG
	quickname MUG MUG
	quickname BOWL BOWL
	quickname PLATE00 PLATE00
	quickname PLATE01 PLATE01
	quickname PLATE02 PLATE02
	quickname PLATE03 PLATE03
	quickname PLATE_BROKEN PLATE_BROKEN
	quickname JUG_BROKEN JUG_BROKEN
	quickname MUG_BROKEN MUG_BROKEN
	quickname TRIANGLE TRIANGLE
	quickname MIRROR_H_EMPTY MIRROR_H0
	quickname MIRROR_H_FULL MIRROR_H1
	quickname MIRROR_V_EMPTY MIRROR_V0
	quickname MIRROR_V_FULL MIRROR_V1
	quickname MIRROR_V_BROKEN MIRROR_V_BRK
	quickname MIRROR_H_BROKEN MIRROR_H_BRK
	quickname ALBUM_FLOYD ALBUM_01
	quickname ALBUM_RUSH ALBUM_02
	quickname ALBUM_MANICS ALBUM_03
	quickname ALBUM_MASSIVEATTACK ALBUM_04
	quickname ALBUM_NIRVANA ALBUM_05
	quickname ALBUM_REM ALBUM_06
	quickname ALBUM_RADIOHEAD ALBUM_07
	quickname PLANT1_OK PLANT1_OK
	quickname PLANT1_BROKEN PLANT1_BROKE
	quickname PLANT1_PULPED PLANT1_PULP
	quickname GOLD_COINS GOLD_COINS
	quickname LIFT_UP LIFT_UP
	quickname LIFT_DOWN LIFT_DOWN
	quickname TARGET TARGET_MARKER
	quickname FLSIT_L FLSIT_L
	quickname FLSIT_R FLSIT_R
	quickname FLSIT_U FLSIT_U
	quickname FLSIT_D FLSIT_D
	quickname OLDMANSIT_L OLDMANSIT_L
	quickname OLDMANSIT_R OLDMANSIT_R
	quickname OLDMANSIT_U OLDMANSIT_U
	quickname OLDMANSIT_D OLDMANSIT_D
	quickname STAIRS_DOWN STAIRS_DOWN
	quickname STAIRS_UP STAIRS_UP
	quickname STAIRS_UP_TOP STAIRS_UP_TOP
	quickname POTION_BLACK POTION_BLACK
	quickname POTION_EMPTY POTION_EMPTY
	quickname POTION_GREEN POTION_GREEN
	quickname POTION_RED POTION_RED
	quickname POTION_YELLOW POTION_YELLOW

	name STONEARCHH_BROKEN
	post_overlay
	overlay STONE_ARCH_BROKEN_H
	framelist:
	#1 frames
		STONE_ARCH_BROKEN_H
	end

	name STONEARCHV_BROKEN
	post_overlay
	overlay STONE_ARCH_BROKEN_V
	framelist:
	#1 frames
		STONE_ARCH_BROKEN_V
	end
	quickname DYNAMITE DYNAMITE
	quickname LANDMINE LANDMINE

	name DYNAMITE_LIT
	loop
	framelist:
	#3 frames
		DYNAMITE_LIT1
		DYNAMITE_LIT2
		DYNAMITE_LIT3
	end

	name DYNAMITE_READY
	loop
	framelist:
	#3 frames
		DYNAMITE_READY1
		DYNAMITE_READY2
		DYNAMITE_READY3
	end
	quickname GRENADE GRENADE
	quickname AVSIT_R2 AV20
	quickname AVSIT_D2 AV19

	name P_RIGHT2
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		AV13
		AV14
		AV15
	end

	name P_DOWN2
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		AV16
		AV17
		AV18
	end
	quickname CAR_L TESTCAR_LEFT
	quickname CAR_R TESTCAR_RIGHT
	quickname CAR_U TESTCAR_UP
	quickname CAR_D TESTCAR_DOWN

	name WALL_EDGE_BL
	post_overlay
	overlay WALL_EDGE_BL
	framelist:
	#1 frames
		WALL_EDGE_BL
	end

	name WALL_EDGE_TR
	post_overlay
	overlay WALL_EDGE_TR
	framelist:
	#1 frames
		WALL_EDGE_TR
	end

	name WALL_EDGE_B
	post_overlay
	overlay WALL_EDGE_B
	framelist:
	#1 frames
		WALL_EDGE_B
	end

	name WALL_EDGE_R
	post_overlay
	overlay WALL_EDGE_R
	framelist:
	#1 frames
		WALL_EDGE_R
	end

	name WALL2_EDGE_BL
	post_overlay
	overlay WALL2_EDGE_BL
	framelist:
	#1 frames
		WALL2_EDGE_BL
	end

	name WALL2_EDGE_TR
	post_overlay
	overlay WALL2_EDGE_TR
	framelist:
	#1 frames
		WALL2_EDGE_TR
	end


	name WALL2_EDGE_B
	post_overlay
	overlay WALL2_EDGE_B
	framelist:
	#1 frames
		WALL2_EDGE_B
	end

	name WALL2_EDGE_R
	post_overlay
	overlay WALL2_EDGE_R
	framelist:
	#1 frames
		WALL2_EDGE_R
	end


	quickname ARKOFCOVENANT_SHUT ARKCOV00

	name ARKOFCOVENANT_OPEN
	speed 2
	framelist:
	#14 frames
		ARKCOV01
		ARKCOV02
		ARKCOV03
		ARKCOV04
		ARKCOV05
		ARKCOV06
		ARKCOV07
		ARKCOV08
		ARKCOV09
		ARKCOV10
		ARKCOV11
		ARKCOV12
		ARKCOV13
		ARKCOV14
	end
	quickname BOOTS BOOTS
	quickname BOOK_U BOOKU
	quickname BOOK_OPEN_U BOOK_OPENU
	quickname BOOK_CLOSED_U BOOK_CLOSEDU
	quickname BOOK_D BOOKD
	quickname BOOK_OPEN_D BOOK_OPEND
	quickname BOOK_CLOSED_D BOOK_CLOSEDD
	quickname BOOK_L BOOKL
	quickname BOOK_OPEN_L BOOK_OPENL
	quickname BOOK_CLOSED_L BOOK_CLOSEDL
	quickname BOOK_R BOOKR
	quickname BOOK_OPEN_R BOOK_OPENR
	quickname BOOK_CLOSED_R BOOK_CLOSEDR
	quickname HALO00 HALO00
	quickname HALO01 HALO01
	quickname HALO02 HALO02
	quickname HALO03 HALO03
	quickname HALO04 HALO04
	quickname HALO05 HALO05
	quickname HALO06 HALO06
	quickname HALO07 HALO07
	quickname HALO08 HALO08
	quickname HALO09 HALO09
	quickname HALO10 HALO10
	quickname HALO11 HALO11
	quickname HALO12 HALO12
	quickname HALO13 HALO13
	quickname HALO14 HALO14
	quickname HALO15 HALO15
	quickname HALO16 HALO16
	quickname HALO17 HALO17
	quickname HALO18 HALO18
	quickname HALO19 HALO19
	quickname HALO20 HALO20
	quickname HALO21 HALO21
	quickname PISTOL PISTOL
	quickname ROUNDS-S ROUNDS-S
	quickname ROUNDS-E ROUNDS-E
	quickname ROUNDS-0 ROUNDS-0
	quickname SAND00 SAND00
	quickname SAND01 SAND01
	quickname SAND02 SAND02
	quickname SAND03 SAND03
	quickname SAND04 SAND04
	quickname SAND05 SAND05
	quickname SAND06 SAND06
	quickname SAND07 SAND07
	quickname SAND08 SAND08
	quickname SAND09 SAND09
	quickname SAND10 SAND10
	quickname SAND11 SAND11
	quickname SAND12 SAND12
	quickname SAND13 SAND13
	quickname SAND14 SAND14
	quickname SAND15 SAND15
	quickname SAND16 SAND16
	quickname SAND17 SAND17
	quickname SAND18 SAND18
	quickname SAND19 SAND19
	quickname SAND20 SAND20
	quickname SAND21 SAND21
	quickname LAPTOP_DOWN LAPTOP00
	quickname LAPTOP_UP LAPTOP03
	quickname LAPTOP_LEFT LAPTOP02
	quickname LAPTOP_RIGHT LAPTOP01
	quickname WOODMASK_L WOODMASK_L
	quickname WOODMASK_U WOODMASK_U
	quickname WOODMASK_D WOODMASK_D
	quickname STONEMASK_L STONEMASK_L
	quickname STONEMASK_U STONEMASK_U
	quickname STONEMASK_R STONEMASK_R
	quickname PHONE_R PHONE01
	quickname PHONE_D PHONE00
	quickname PHONE_U PHONE03
	quickname PHONE_L PHONE02
	quickname PHONE_B PHONE04
	quickname BOAT1_UP BOAT1_U
	quickname BOAT1_DOWN BOAT1_D
	quickname BOAT1_LEFT BOAT1_L
	quickname BOAT1_RIGHT BOAT1_R
	quickname BOAT1_DEAD BOAT1_DEAD
	quickname ROAD_00 ROAD00
	quickname ROAD_01 ROAD01
	quickname ROAD_02 ROAD02
	quickname ROAD_03 ROAD03
	quickname ROAD_04 ROAD04
	quickname ROAD_05 ROAD05
	quickname ROAD_06 ROAD06
	quickname ROAD_07 ROAD07
	quickname ROAD_08 ROAD08
	quickname ROAD_09 ROAD09
	quickname ROAD_10 ROAD10
	quickname ROAD_11 ROAD11
	quickname ROAD_12 ROAD12
	quickname ROAD_13 ROAD13
	quickname ROAD_14 ROAD14
	quickname ROAD_15 ROAD15
	quickname ROAD_16 ROAD16
	quickname ROAD_17 ROAD17
	quickname ROAD_18 ROAD18
	quickname ROAD_19 ROAD19
	quickname ROAD_20 ROAD20
	quickname ROAD_21 ROAD21
	quickname ROAD_22 ROAD22
	quickname ROAD_23 ROAD23
	quickname ROAD_24 ROAD24
	quickname ROAD_25 ROAD25
	quickname ROAD_26 ROAD26
	quickname ROAD_27 ROAD27
	quickname ROAD_28 ROAD28
	quickname ROAD_29 ROAD29
	quickname ROAD_30 ROAD30
	quickname ROAD_31 ROAD31
	quickname ROAD_32 ROAD32
	quickname ROAD_33 ROAD33
	quickname ROAD_34 ROAD34
	quickname ROAD_35 ROAD35
	quickname ROAD_36 ROAD36
	quickname ROAD_37 ROAD37
	quickname ROAD_38 ROAD38
	quickname ROAD_39 ROAD39
	quickname ROAD_40 ROAD40
	quickname MIRROR2_V_EMPTY MIRRORW0
	quickname MIRROR2_V_FULL MIRROR_W1
	quickname MIRROR2_V_BROKEN MIRROR_W4
	quickname MIRROR2_H_EMPTY MIRROR_W2
	quickname MIRROR2_H_FULL MIRROR_W3
	quickname MIRROR2_H_BROKEN MIRROR_W5
	quickname BREAD_0 BREAD_0
	quickname SANDWICH_0 SANDWICH_0
	quickname BREAD_1 BREAD_1
	quickname SOCKET SOCKET
	quickname LETTUCE-1 LETTUCE-1
	quickname GRAVE_PICTURE GRAVE_PICTURE
	quickname CREDIT_CARD CREDIT_CARD
	quickname SEASHELL SEASHELL

	name LGT_SW1
	post_overlay
	overlay LIGHT_SW1
	framelist:
	#1 frames
		LIGHT_SW1
	end

	name LGT_SW2
	post_overlay
	overlay LIGHT_SW2
	framelist:
	#1 frames
		LIGHT_SW2
	end
	quickname LIGHT_START LIGHT_START
	quickname LIGHT_END LIGHT_END
	quickname MNT00 MNT00
	quickname MNT01 MNT01
	quickname MNT02 MNT02
	quickname MNT03 MNT03
	quickname MNT04 MNT04
	quickname MNT05 MNT05
	quickname MNT06 MNT06
	quickname MNT07 MNT07
	quickname MNT08 MNT08
	quickname MNT09 MNT09
	quickname MNT10 MNT10
	quickname MNT11 MNT11
	quickname MNT12 MNT12
	quickname MNT13 MNT13
	quickname MNT14 MNT14
	quickname MNT15 MNT15
	quickname MNT16 MNT16
	quickname MNT17 MNT17
	quickname MNT18 MNT18
	quickname MNT19 MNT19
	quickname MNT20 MNT20
	quickname MNT21 MNT21
	quickname MNT22 MNT22
	quickname MNT23 MNT23
	quickname MNT24 MNT24
	quickname MNT25 MNT25
	quickname MNT26 MNT26
	quickname MNT27 MNT27
	quickname MNTS00 MNTS00
	quickname MNTS01 MNTS01
	quickname MNTS02 MNTS02
	quickname MNTS03 MNTS03
	quickname MNTS04 MNTS04
	quickname MNTS05 MNTS05
	quickname MNTS06 MNTS06
	quickname MNTS07 MNTS07
	quickname MNTS08 MNTS08
	quickname MNTS09 MNTS09
	quickname MNTS10 MNTS10
	quickname MNTS11 MNTS11

	name CRYSTAL_SWORD
	overlay CRYSTAL_SWORD1
	framelist:
	#1 frames
		CRYSTAL_SWORD0
	end
	quickname CRYSTAL_SWORD_HILT CRYSTAL_SWORD2
	quickname CRYSTAL_SWORD_BITS CRYSTAL_SWORD3
	quickname TABLE1-0 TABLE1-0
	quickname TABLE1-1 TABLE1-1
	quickname TABLE1-2 TABLE1-2
	quickname TABLE1-3 TABLE1-3
	quickname TABLE1-4 TABLE1-4
	quickname TABLE1-5 TABLE1-5
	quickname TABLE1-6 TABLE1-6
	quickname TABLE1-7 TABLE1-7
	quickname TABLE1-8 TABLE1-8
	quickname TABLE2-0 TABLE2-0
	quickname TABLE2-1 TABLE2-1
	quickname TABLE2-2 TABLE2-2
	quickname TABLE2-3 TABLE2-3
	quickname TABLE2-4 TABLE2-4
	quickname TABLE2-5 TABLE2-5
	quickname TABLE2-6 TABLE2-6
	quickname TABLE2-7 TABLE2-7
	quickname TABLE2-8 TABLE2-8
	quickname TABLE2-9 TABLE2-9
	quickname TABLE3-0 TABLE3-0
	quickname TABLE3-1 TABLE3-1
	quickname TABLE3-2 TABLE3-2
	quickname TABLE4-0 TABLE4-0
	quickname TABLE4-1 TABLE4-1
	quickname TABLE4-2 TABLE4-2
	quickname TABLE5-0 TABLE5-0
	quickname TABLE5-1 TABLE5-1
	quickname TABLE5-2 TABLE5-2
	quickname TABLE5-3 TABLE5-3
	quickname TABLE5-4 TABLE5-4
	quickname TABLE5-5 TABLE5-5
	quickname TABLE5-6 TABLE5-6
	quickname TABLE5-7 TABLE5-7
	quickname TABLE6-0 TABLE6-0
	quickname TABLE6-1 TABLE6-1
	quickname TABLE6-2 TABLE6-2
	quickname TABLE6-3 TABLE6-3
	quickname TABLE6-4 TABLE6-4
	quickname TABLE6-5 TABLE6-5
	quickname TABLE6-6 TABLE6-6
	quickname TABLE6-7 TABLE6-7
	quickname TABLE7-0 TABLE7-0
	quickname TABLE7-1 TABLE7-1
	quickname TABLE8-0 TABLE8-0
	quickname TABLE8-1 TABLE8-1
	quickname TABLE8-2 TABLE8-2
	quickname TABLE8-3 TABLE8-3
	quickname TABLE8-4 TABLE8-4
	quickname TABLE8-5 TABLE8-5
	quickname TABLE8-6 TABLE8-6
	quickname TABLE8-7 TABLE8-7
	quickname TABLE8-8 TABLE8-8
	quickname TABLE8-9 TABLE8-9
	quickname TABLE8-10 TABLE8-10
	quickname TABLE8-11 TABLE8-11
	quickname TSHAD00 TSHAD00
	quickname TSHAD01 TSHAD01
	quickname TSHAD02 TSHAD02
	quickname TSHAD03 TSHAD03
	quickname TSHAD04 TSHAD04
	quickname TSHAD05 TSHAD05
	quickname TSHAD06 TSHAD06
	quickname TSHAD07 TSHAD07
	quickname TSHAD08 TSHAD08

	name CHIMNEY1
	chimney
	framelist:
	#1 frames
		CHIMNEY1
	end

	name 747-LEFT-WING1
	post_overlay
	overlay 747-LEFT-1
	framelist:
	#1 frames
		747-LEFT-1
	end

	name 747-LEFT-WING2
	post_overlay
	overlay 747-LEFT-2
	framelist:
	#1 frames
		747-LEFT-2
	end

	name 747-LEFT-TAIL
	post_overlay
	overlay 747-LEFT-5
	framelist:
	#1 frames
		747-LEFT-5
	end
	quickname 747-LEFT-HEAD 747-LEFT-3
	quickname 747-LEFT-BODY 747-LEFT-4

	name B1B-D0
	post_overlay
	overlay B1B-D0
	framelist:
	#1 frames
		B1B-D0SH
	end

	name B1B-D1
	post_overlay
	overlay B1B-D1
	framelist:
	#1 frames
		B1B-D1SH
	end

	name B1B-D2
	post_overlay
	overlay B1B-D2
	framelist:
	#1 frames
		B1B-D2SH
	end

	name B1B-D3
	post_overlay
	overlay B1B-D3
	framelist:
	#1 frames
		B1B-D3SH
	end

	name B1B-D4
	post_overlay
	overlay B1B-D4
	framelist:
	#1 frames
		B1B-D4SH
	end

	name B1B-D5
	post_overlay
	overlay B1B-D5
	framelist:
	#1 frames
		B1B-D5SH
	end
	quickname TILE00 TILE00
	quickname TILE01 TILE01
	quickname TILE02 TILE02
	quickname ASH00 ASH00
	quickname ASH01 ASH01
	quickname ASH02 ASH02
	quickname ASH03 ASH03
	quickname STONEFLOOR STONEFLOOR
	quickname STONEFLOOR2 STONEFLOOR2
	quickname STONEFLOOR3 STONEFLOOR3
	quickname STONEFLOOR4 STONEFLOOR4
	quickname STONEFLOOR5 STONEFLOOR5
	quickname STONEFLOOR6 STONEFLOOR6
	quickname STONEFLOOR7 STONEFLOOR7
	quickname GRAVE1 GRAVE1
	quickname GRAVE2 GRAVE2

	name STONEARCH1
	post_overlay
	overlay STONEARCH1
	framelist:
	#1 frames
		STONEARCH1
	end

	name STONEARCH2
	post_overlay
	overlay STONEARCH2
	framelist:
	#1 frames
		STONEARCH2
	end

	name STONEARCH3
	post_overlay
	overlay STONEARCH3
	framelist:
	#1 frames
		STONEARCH3
	end

	name STONEARCH4
	post_overlay
	overlay STONEARCH4
	framelist:
	#1 frames
		STONEARCH4
	end

	name STONEARCH5
	post_overlay
	overlay STONEARCH5
	framelist:
	#1 frames
		STONEARCH5
	end

	name STONEARCH6
	post_overlay
	overlay STONEARCH6
	framelist:
	#1 frames
		STONEARCH6
	end
	quickname PEW0 PEW00
	quickname PEW1 PEW01
	quickname PEW2 PEW02
	quickname PEW3 PEW03
	quickname PEW4 PEW04
	quickname PEW5 PEW05
	quickname LECTURN LECTURN
	quickname GRAVE3 GRAVE3
	quickname GRAVE4 GRAVE4
	quickname GRAVE5 GRAVE5
	quickname GRAVE6 GRAVE6
	quickname ORGAN_KEYBOARD ORGAN_KEYBOARD

	name ORGAN_WAARG
	overlay ORGAN_WAARG
	framelist:
	#1 frames
		ORGAN_WAARG
	end
	quickname PIANO_D PIANO_D
	quickname PIANO_R PIANO_R
	quickname WOLFA_CROWN_L0 WCRN_L0
	quickname WOLFA_CROWN_R0 WCRN_R0
	quickname WOLFA_CROWN_U0 WCRN_U0
	quickname WOLFA_CROWN_D0 WCRN_D0
	quickname WOLFA_CROWN_R1 WCRN_R1
	quickname WOLFA_CROWN_D1 WCRN_D1
	quickname WOLFA_HARNESS_L0 W_HARNESS_L0
	quickname WOLFA_HARNESS_R0 W_HARNESS_R0
	quickname WOLFA_HARNESS_U0 W_HARNESS_U0
	quickname WOLFA_HARNESS_D0 W_HARNESS_D0
	quickname WOLFA_HARNESS_R1 W_HARNESS_R1
	quickname WOLFA_HARNESS_D1 W_HARNESS_D1
	quickname WOLFA_XBOW_L0 W_XBOW_L0
	quickname WOLFA_XBOW_R0 W_XBOW_R0
	quickname WOLFA_XBOW_U0 W_XBOW_U0
	quickname WOLFA_XBOW_D0 W_XBOW_D0
	quickname WOLFA_XBOW_R1 W_XBOW_R1
	quickname WOLFA_XBOW_D1 W_XBOW_D1

	name WOLFA_DOWN
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		WOLFA_D0
		WOLFA_D1
		WOLFA_D2
	end

	name WOLFA_LEFT
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		WOLFA_L0
		WOLFA_L1
		WOLFA_L2
	end

	name WOLFA_RIGHT
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		WOLFA_R0
		WOLFA_R1
		WOLFA_R2
	end

	name WOLFA_UP
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		WOLFA_U0
		WOLFA_U1
		WOLFA_U2
	end
	quickname WOLFA_DEAD WOLFA_DEAD
	quickname WOLFA_REST_UP WOLFA_R3
	quickname WOLFA_REST_DOWN WOLFA_D3
	quickname WOLFA_REST_LEFT WOLFA_R3
	quickname WOLFA_REST_RIGHT WOLFA_R3
	quickname WOLFA_SLEEP_R WOLFA_SLEEP_R
	quickname WOLFA_SLEEP_D WOLFA_SLEEP_R

	name WOLFA_KING_DOWN
	pingpong
	loop
	stepped
	overlay WCRN_D0
	framelist:
	#3 frames
		WOLFA_D0
		WOLFA_D1
		WOLFA_D2
	end

	name WOLFA_KING_LEFT
	pingpong
	loop
	stepped
	overlay WCRN_L0
	framelist:
	#3 frames
		WOLFA_L0
		WOLFA_L1
		WOLFA_L2
	end

	name WOLFA_KING_RIGHT
	pingpong
	loop
	stepped
	overlay WCRN_R0
	framelist:
	#3 frames
		WOLFA_R0
		WOLFA_R1
		WOLFA_R2
	end

	name WOLFA_KING_UP
	pingpong
	loop
	stepped
	overlay WCRN_U0
	framelist:
	#3 frames
		WOLFA_U0
		WOLFA_U1
		WOLFA_U2
	end

	name WOLFA_KING_REST_UP
	overlay WCRN_D1
	framelist:
	#1 frames
		WOLFA_D3
	end

	name WOLFA_KING_REST_DOWN
	overlay WCRN_D1
	framelist:
	#1 frames
		WOLFA_D3
	end

	name WOLFA_KING_REST_LEFT
	overlay WCRN_R1
	framelist:
	#1 frames
		WOLFA_R3
	end

	name WOLFA_KING_REST_RIGHT
	overlay WCRN_R1
	framelist:
	#1 frames
		WOLFA_R3
	end

	name WOLFA_SOLDIER_DOWN
	pingpong
	loop
	stepped
	overlay W_XBOW_D0
	framelist:
	#3 frames
		WOLFA_D0
		WOLFA_D1
		WOLFA_D2
	end

	name WOLFA_SOLDIER_LEFT
	pingpong
	loop
	stepped
	overlay W_XBOW_L0
	framelist:
	#3 frames
		WOLFA_L0
		WOLFA_L1
		WOLFA_L2
	end

	name WOLFA_SOLDIER_RIGHT
	pingpong
	loop
	stepped
	overlay W_XBOW_R0
	framelist:
	#3 frames
		WOLFA_R0
		WOLFA_R1
		WOLFA_R2
	end

	name WOLFA_SOLDIER_UP
	pingpong
	loop
	stepped
	overlay W_XBOW_U0
	framelist:
	#3 frames
		WOLFA_U0
		WOLFA_U1
		WOLFA_U2
	end

	name WOLFA_SOLDIER_REST_UP
	overlay W_XBOW_D1
	framelist:
	#1 frames
		WOLFA_D3
	end

	name WOLFA_SOLDIER_REST_DOWN
	overlay W_XBOW_D1
	framelist:
	#1 frames
		WOLFA_D3
	end

	name WOLFA_SOLDIER_REST_LEFT
	overlay W_XBOW_R1
	framelist:
	#1 frames
		WOLFA_R3
	end

	name WOLFA_SOLDIER_REST_RIGHT
	overlay W_XBOW_R1
	framelist:
	#1 frames
		WOLFA_R3
	end
	quickname HJJ_D HJJ_D
	quickname HJJ_L HJJ_L
	quickname HJJ_R HJJ_R
	quickname HJJ_U HJJ_U
	quickname STEPS00 STEPS00
	quickname STEPS01 STEPS01
	quickname STEPS02 STEPS02
	quickname STEPS03 STEPS03
	quickname STEPS04 STEPS04
	quickname STEPS05 STEPS05
	quickname STEPS06 STEPS06
	quickname CARPET00 CARPET00
	quickname CARPET01 CARPET01
	quickname CARPET02 CARPET02
	quickname CARPET03 CARPET03
	quickname CARPET04 CARPET04
	quickname CARPET05 CARPET05
	quickname CARPET06 CARPET06
	quickname CARPET07 CARPET07
	quickname CARPET08 CARPET08
	quickname CARPET09 CARPET09
	quickname CARPET10 CARPET10
	quickname CARPET11 CARPET11
	quickname CARPET12 CARPET12
	quickname CARPET13 CARPET13
	quickname CARPET14 CARPET14
	quickname CARPET15 CARPET15
	quickname CARPET16 CARPET16
	quickname CARPET17 CARPET17
	quickname CARPET18 CARPET18
	quickname CARPET19 CARPET19
	quickname CARPET20 CARPET20
	quickname CARPET21 CARPET21

	name CRUCIFIX
	x 24
	y 6
	framelist:
		CRUCIFIX
	end

	quickname CRUCIFIX-TABLE CRUCIFIX-TABLE
	quickname CRUCIFIX-TABLE2 CRUCIFIX-TABLE2
	quickname CRUCIFIX-TABLE3 CRUCIFIX-TABLE3
	quickname FLOWERS0 FLOWERS0
	quickname TABLECLOTH1 TABLECLOTH1
	quickname TABLECLOTH2 TABLECLOTH2
	quickname TABLECLOTH3 TABLECLOTH3
	quickname TABLECLOTH4 TABLECLOTH4
	quickname TABLECLOTH5 TABLECLOTH5
	quickname TABLECLOTH6 TABLECLOTH6
	quickname TABLECLOTH7 TABLECLOTH7
	quickname TABLECLOTH8 TABLECLOTH8
	quickname TABLECLOTH9 TABLECLOTH9
	quickname STAINGLASS00 STAINGLASS00
	quickname STAINGLASS01 STAINGLASS01
	quickname STAINGLASS02 STAINGLASS02
	quickname STAINGLASS03 STAINGLASS03
	quickname STAINGLASS04 STAINGLASS04
	quickname STAINGLASS05 STAINGLASS05
	quickname STAINGLASS06 STAINGLASS06
	quickname STAINGLASS07 STAINGLASS07
	quickname STAINGLASS08 STAINGLASS08
	quickname STAINGLASS09 STAINGLASS09
	quickname SECRETDOOR00 SECRETDOOR00

	name SECRETDOOR01
	post_overlay
	overlay SECRETDOOR02
	framelist:
	#1 frames
		SECRETDOOR01
	end
	quickname SECRETDOOR03 SECRETDOOR03

	name SECRETDOOR04
	post_overlay
	overlay SECRETDOOR05
	framelist:
	#1 frames
		SECRETDOOR04
	end
	quickname FONT1 FONT1
	quickname POORBOX1 POORBOX1
	quickname POORBOX2 POORBOX2
	quickname PILLAR1 PILLAR1
	quickname PILLAR2 PILLAR2
	quickname CUSHION1 CUSHION1
	quickname EGG_SPRITE EGG_SPRITE
	quickname JAILBARS1H JAILBARS1
	quickname JAILBARS2H JAILBARS2
	quickname JAILBARS3H JAILBARS3
	quickname GUNPOWDER0 GUNPOWDER0

	name GUNPOWDER1
	random
	speed 2
	framelist:
	#3 frames
		GUNPOWDER1
		GUNPOWDER2
		GUNPOWDER3
	end
	quickname BONES0 BONES0
	quickname BONES1 BONES1
	quickname BONES2 BONES2
	quickname BONES3 BONES3
	quickname BONES4 BONES4
	quickname BONES5 BONES5
	quickname BONES6 BONES6
	quickname BONES7 BONES7
	quickname BONES8 BONES8
	quickname BONES9 BONES9
	quickname DIRT0 DIRT0
	quickname DIRT1 DIRT1
	quickname DIRT2 DIRT2
	quickname DIRT3 DIRT3
	quickname DIRT4 DIRT4
	quickname DIRT5 DIRT5
	quickname COBWEB0 COBWEB0
	quickname COBWEB1 COBWEB1
	quickname COBWEB2 COBWEB2
	quickname BLOOD00 BLOOD00
	quickname BLOOD01 BLOOD01
	quickname BLOOD02 BLOOD02
	quickname BLOOD03 BLOOD03
	quickname BLOOD04 BLOOD04
	quickname BLOOD05 BLOOD05
	quickname BLOOD06 BLOOD06
	quickname BLOOD07 BLOOD07
	quickname BLOOD08 BLOOD08
	quickname BLOOD09 BLOOD09
	quickname MOBILE MOBILE
	quickname FENCE_T FENCE_T
	quickname FENCE_L FENCE_L
	quickname FENCE_TL FENCE_TL
	quickname FENCE_TR FENCE_TR
	quickname FENCE_BL FENCE_BL
	quickname FENCE_BR FENCE_BR
	quickname FENCE_LIGHT FENCE_LIGHT
	quickname FENCE_LIGHT2 FENCE_LIGHT2
	
	quickname fencegate_closed fence_gate_l00
	quickname fencegate_l_open fence_gate_l06
	name fencegate_l_openanim
	speed 2
	framelist:
		fence_gate_l00
		fence_gate_l01
		fence_gate_l02
		fence_gate_l03
		fence_gate_l04
		fence_gate_l05
		fence_gate_l06
	end
	name fencegate_l_closeanim
	speed 2
	framelist:
		fence_gate_l06
		fence_gate_l05
		fence_gate_l04
		fence_gate_l03
		fence_gate_l02
		fence_gate_l01
		fence_gate_l00
	end

	quickname fencegate_r_open fence_gate_r05
	name fencegate_r_openanim
	speed 2
	framelist:
		fence_gate_l00
		fence_gate_r00
		fence_gate_r01
		fence_gate_r02
		fence_gate_r03
		fence_gate_r04
		fence_gate_r05
	end
	name fencegate_r_closeanim
	speed 2
	framelist:
		fence_gate_r05
		fence_gate_r04
		fence_gate_r03
		fence_gate_r02
		fence_gate_r01
		fence_gate_r00
		fence_gate_l00
	end


	quickname hangardoor_l_closed hangar_door_l00
	quickname hangardoor_l_open hangar_door_l09
	name hangardoor_l_openanim
	speed 2
	framelist:
		hangar_door_l00
		hangar_door_l01
		hangar_door_l02
		hangar_door_l03
		hangar_door_l04
		hangar_door_l05
		hangar_door_l06
		hangar_door_l07
		hangar_door_l08
		hangar_door_l09
	end
	name hangardoor_l_closeanim
	speed 2
	framelist:
		hangar_door_l09
		hangar_door_l08
		hangar_door_l07
		hangar_door_l06
		hangar_door_l05
		hangar_door_l04
		hangar_door_l03
		hangar_door_l02
		hangar_door_l01
		hangar_door_l00
	end

	quickname hangardoor_r_closed hangar_door_r00
	quickname hangardoor_r_open hangar_door_r09
	name hangardoor_r_openanim
	speed 2
	framelist:
		hangar_door_r00
		hangar_door_r01
		hangar_door_r02
		hangar_door_r03
		hangar_door_r04
		hangar_door_r05
		hangar_door_r06
		hangar_door_r07
		hangar_door_r08
		hangar_door_r09
	end

	name hangardoor_r_closeanim
	speed 2
	framelist:
		hangar_door_r09
		hangar_door_r08
		hangar_door_r07
		hangar_door_r06
		hangar_door_r05
		hangar_door_r04
		hangar_door_r03
		hangar_door_r02
		hangar_door_r01
		hangar_door_r00
	end


	quickname security_light_h security_lighth
	quickname security_light_v security_lightv

	quickname FENCE2_V FENCE2_V
	quickname FENCE2_H FENCE2_H
	quickname FENCE2_V2 FENCE2_V2
	quickname FENCE2_H2 FENCE2_H2
	quickname FENCE2_VB FENCE2_VB
	quickname FENCE2_HB FENCE2_HB
	quickname FENCE2_L FENCE2_L
	quickname FENCE2_R FENCE2_R
	quickname FENCE2_T FENCE2_T
	quickname FENCE2_B FENCE2_B
	quickname FENCE2_TL FENCE2_TL
	quickname FENCE2_TR FENCE2_TR
	quickname FENCE2_BL FENCE2_BL
	quickname FENCE2_BR FENCE2_BR

	name F16GRAY-D
	post_overlay
	overlay F16-D
	framelist:
	#1 frames
		F16-D-SHADOW
	end

	name F16GRAY-L
	post_overlay
	overlay F16-L
	framelist:
	#1 frames
		F16-L-SHADOW
	end

	name F16GRAY-R
	post_overlay
	overlay F16-R
	framelist:
	#1 frames
		F16-R-SHADOW
	end

	name F16GRAY-U
	post_overlay
	overlay F16-U
	framelist:
	#1 frames
		F16-U-SHADOW
	end

	name F16BLACK-D
	post_overlay
	overlay F16V-D
	x 3
	y 6
	framelist:
	#1 frames
		F16-D-SHADOW
	end

	name F16BLACK-L
	post_overlay
	overlay F16V-L
	x 3
	y 3
	framelist:
	#1 frames
		F16-L-SHADOW
	end

	name F16BLACK-R
	post_overlay
	overlay F16V-R
	x 6
	y 3
	framelist:
	#1 frames
		F16-R-SHADOW
	end

	name F16BLACK-U
	post_overlay
	overlay F16V-U
	x 3
	y 3
	framelist:
	#1 frames
		F16-U-SHADOW
	end

	name SU27GRAY-D
	post_overlay
	overlay SU27-D
	framelist:
	#1 frames
		SU27-D-SHADOW
	end

	name SU27GRAY-L
	post_overlay
	overlay SU27-L
	framelist:
	#1 frames
		SU27-L-SHADOW
	end

	name SU27GRAY-R
	post_overlay
	overlay SU27-R
	framelist:
	#1 frames
		SU27-R-SHADOW
	end

	name SU27GRAY-U
	post_overlay
	overlay SU27-U
	framelist:
	#1 frames
		SU27-U-SHADOW
	end

	name GR1GREEN-D
	post_overlay
	overlay GR1GRN-D
	framelist:
	#1 frames
		GR1GRN-D-SHADOW
	end

	name GR1GREEN-L
	post_overlay
	overlay GR1GRN-L
	framelist:
	#1 frames
		GR1GRN-L-SHADOW
	end

	name GR1GREEN-R
	post_overlay
	overlay GR1GRN-R
	framelist:
	#1 frames
		GR1GRN-R-SHADOW
	end

	name GR1GREEN-U
	post_overlay
	overlay GR1GRN-U
	framelist:
	#1 frames
		GR1GRN-U-SHADOW
	end

	name GR1BLUE-D
	post_overlay
	overlay GR1BLU-D
	framelist:
	#1 frames
		GR1GRN-D-SHADOW
	end

	name GR1BLUE-L
	post_overlay
	overlay GR1BLU-L
	framelist:
	#1 frames
		GR1GRN-L-SHADOW
	end

	name GR1BLUE-R
	post_overlay
	overlay GR1BLU-R
	framelist:
	#1 frames
		GR1GRN-R-SHADOW
	end

	name GR1BLUE-U
	post_overlay
	overlay GR1BLU-U
	framelist:
	#1 frames
		GR1GRN-U-SHADOW
	end

	name TREE00
	post_overlay
	overlay TREE00
	framelist:
	#1 frames
		TREE00
	end

	name TREE01
	post_overlay
	overlay TREE01
	framelist:
	#1 frames
		TREE01
	end
	quickname TREE01ST TREE01ST

	name TREE02
	post_overlay
	overlay TREE02
	framelist:
	#1 frames
		TREE02
	end

	name TREE03
	post_overlay
	overlay TREE03
	framelist:
	#1 frames
		TREE03
	end

	name TREE04
	post_overlay
	overlay TREE04
	framelist:
	#1 frames
		TREE04
	end
	
	name TREE05
	post_overlay
	overlay TREE05
	framelist:
	#1 frames
		TREE05
	end

	name TREE06
	post_overlay
	overlay TREE06
	framelist:
	#1 frames
		TREE06
	end

	name TREE07
	post_overlay
	overlay TREE07
	framelist:
	#1 frames
		TREE07
	end

	name TREE08
	post_overlay
	overlay TREE08
	framelist:
	#1 frames
		TREE08
	end
	
	quickname STAKE1 STAKE1
	quickname STAKE2 STAKE2
	quickname STAKE3 STAKE3

	quickname KIDDIE-DRAWING-1 KIDDIE-DRAWING-1
	quickname KIDDIE-DRAWING-1L KIDDIE-DRAWING-1L
	quickname KIDDIE-DRAWING-1R KIDDIE-DRAWING-1R
	quickname KIDDIE-DRAWING-2 KIDDIE-DRAWING-2
	quickname KIDDIE-DRAWING-2L KIDDIE-DRAWING-2L
	quickname KIDDIE-DRAWING-2R KIDDIE-DRAWING-2R
	quickname KIDDIE-DRAWING-3 KIDDIE-DRAWING-3
	quickname KIDDIE-DRAWING-3L KIDDIE-DRAWING-3L
	quickname KIDDIE-DRAWING-3R KIDDIE-DRAWING-3R
	quickname PLAQUE_STONE_V PLAQUE_STONE_V
	quickname PLAQUE_STONE_H PLAQUE_STONE_H
	quickname PLAQUE_BRASS_V PLAQUE_BRASS_V
	quickname PLAQUE_BRASS_H PLAQUE_BRASS_H
	quickname RUBBLE00 RUBBLE00
	quickname RUBBLE01 RUBBLE01
	quickname RUBBLE02 RUBBLE02
	quickname RUBBLE03 RUBBLE03
	quickname RUBBLE04 RUBBLE04
	quickname RUBBLE05 RUBBLE05
	quickname RUBBLE06 RUBBLE06
	quickname RUBBLE07 RUBBLE07
	quickname RUBBLE08 RUBBLE08
	quickname RUBBLE09 RUBBLE09
	quickname RUBBLE10 RUBBLE10
	quickname RUBBLE11 RUBBLE11
	quickname RUBBLE12 RUBBLE12
	quickname RUBBLE13 RUBBLE13
	quickname RUBBLE14 RUBBLE14
	quickname RUBBLE15 RUBBLE15
	quickname RUBBLE16 RUBBLE16
	quickname RUBBLE17 RUBBLE17
	quickname RUBBLE18 RUBBLE18
	quickname RUBBLE19 RUBBLE19
	quickname RUBBLE20 RUBBLE20
	quickname RUBBLE21 RUBBLE21
	quickname RUBBLE22 RUBBLE22
	quickname RUBBLE23 RUBBLE23
	quickname RUBBLE24 RUBBLE24
	quickname RUBBLE25 RUBBLE25
	quickname ROCK00 ROCK00
	quickname ROCK01 ROCK01
	quickname PLANKS00 PLANKS00
	quickname PLANKS01 PLANKS01
	quickname PLANKS02 PLANKS02
	quickname PLANKS03 PLANKS03
	quickname PLANKS04 PLANKS04
	quickname PLANKS05 PLANKS05
	quickname PLANKS06 PLANKS06
	quickname PLANKS07 PLANKS07
	quickname SIGN01L SIGN01L
	quickname SIGN01R SIGN01R
	quickname SIGN01U SIGN01U
	quickname SIGN01D SIGN01D
	quickname SIGN02UD SIGN02UD
	quickname SIGN02LR SIGN02LR
	quickname SIGN03 SIGN03
	quickname SIGN04 SIGN04
	quickname LEVER01 LEVER01
	quickname LEVER02 LEVER02
	quickname WARG_BED WOLFA_BED
	quickname WARG_BED2 WOLFA_BED2
	quickname LOOM00 LOOM00
	quickname LOOM01 LOOM01
	quickname FOOD00 FOOD00
	quickname FOOD01 FOOD01
	quickname FOOD02 FOOD02
	quickname FOOD03 FOOD03
	quickname FOOD04 FOOD04
	quickname FOOD04A FOOD04A
	quickname FOOD05 FOOD05
	quickname FOOD06 FOOD06
	quickname FOOD07 FOOD07
	quickname FOOD08 FOOD08
	quickname FOOD08A FOOD08A
	quickname FOOD09 FOOD09
	quickname FOOD10 FOOD10
	quickname FOOD11 FOOD11
	quickname FOOD12 FOOD12
	quickname FOODP00 FOODP00
	quickname FOODP01 FOODP01
	quickname FOODP02 FOODP02
	quickname FOODP03 FOODP03
	quickname FOODP04 FOODP04
	quickname FOODP05 FOODP05
	quickname FOODP06 FOODP06
	quickname FOODP07 FOODP07
	quickname FOODP08 FOODP08
	quickname FOODP09 FOODP09
	quickname FOODP10 FOODP10
	quickname FOODP11 FOODP11
	quickname FOODP12 FOODP12
	quickname FOODP13 FOODP13
	quickname FOODP14 FOODP14
	quickname FOODP15 FOODP15
	quickname FOODP16 FOODP16
	quickname FOODP17 FOODP17
	quickname FOODP18 FOODP18
	quickname FOODP19 FOODP19
	quickname FOODP20 FOODP20
	quickname FOODP21 FOODP21
	quickname FOODP22 FOODP22
	quickname FOODP23 FOODP23
	quickname FOODP24 FOODP24
	quickname FOODP25 FOODP25
	quickname FOODP26 FOODP26
	quickname FOODP27 FOODP27
	quickname FOODP28 FOODP28
	quickname FOODP29 FOODP29
	quickname FOODP30 FOODP30
	quickname FOODP31 FOODP31
	quickname FOODP32 FOODP32
	quickname FOODP33 FOODP33
	quickname FOODP34 FOODP34
	quickname FOODP35 FOODP35
	quickname FOODP36 FOODP36
	quickname FOODP37 FOODP37
	quickname FOODP38 FOODP38
	quickname FOODP39 FOODP39
	quickname FOODP40 FOODP40
	quickname FOODP41 FOODP41
	quickname FOODP42 FOODP42
	quickname FOODP43 FOODP43
	quickname FISHROD FISHROD
	quickname CLOTH00 CLOTH00
	quickname CLOTH01 CLOTH01
	quickname CLOTH02 CLOTH02
	quickname CLOTH03 CLOTH03
	quickname CLOTH04 CLOTH04
	quickname CLOTH05 CLOTH05
	quickname CLOTH06 CLOTH06
	quickname CLOTH07 CLOTH07
	quickname CLOTH08 CLOTH08
	quickname CLOTH09 CLOTH09
	quickname THREAD00 THREAD00
	quickname THREAD01 THREAD01
	quickname THREAD02 THREAD02
	quickname THREAD03 THREAD03
	quickname THREAD04 THREAD04
	quickname CLOTHING00 CLOTHING00
	quickname CLOTHING01 CLOTHING01
	quickname SWORD00 SWORD00
	quickname SWORD01 SWORD01
	quickname SWORD02 SWORD02

	name SWORD03
	loop
	speed 4
	framelist:
	#4 frames
		SWORD03A
		SWORD03B
		SWORD03C
		SWORD03D
	end
	quickname SWORD04 SWORD04
	quickname SWORD05 SWORD05
	quickname SWORD05A SWORD05A
	quickname STAFF00 STAFF00
	quickname COW_PRINTS_1 COWPRINTS00
	quickname COW_PRINTS_2 COWPRINTS01
	quickname COW_PRINTS_3 COWPRINTS02

	name TABLE6-8
	overlay TABLE6-8
	translucency 0
	framelist:
	#1 frames
		TABLE6-8
	end

	name TABLE6-9
	overlay TABLE6-9
	translucency 0
	framelist:
	#1 frames
		TABLE6-9
	end

	name FIRE-A
	loop
	speed 3
	translucency 192
	framelist:
	#9 frames
		FIREA00
		FIREA01
		FIREA02
		FIREA03
		FIREA04
		FIREA05
		FIREA06
		FIREA07
		FIREA08
	end

	name FIRE-A2
	loop
	speed 3
	translucency 192
	framelist:
	#9 frames
		FIREA03
		FIREA04
		FIREA05
		FIREA06
		FIREA07
		FIREA08
		FIREA00
		FIREA01
		FIREA02
	end

	name FIRE-A3
	loop
	speed 3
	translucency 192
	framelist:
	#9 frames
		FIREA06
		FIREA07
		FIREA08
		FIREA00
		FIREA01
		FIREA02
		FIREA03
		FIREA04
		FIREA05
	end

	name FIRESTONES_LIT
	loop
	speed 3
	overlay FIRESTONES
	translucency 192
	framelist:
	#9 frames
		FIREA00
		FIREA01
		FIREA02
		FIREA03
		FIREA04
		FIREA05
		FIREA06
		FIREA07
		FIREA08
	end
	quickname FIRESTONES FIRESTONES
	quickname BRIDGE_H_0 BRIDGE_FLOOR_0
	quickname BRIDGE_H_1 BRIDGE_FLOOR_1
	quickname BRIDGE_H_2 BRIDGE_FLOOR_2
	quickname BRIDGE_H_3 BRIDGE_FLOOR_3
	quickname BRIDGE_V_0 BRIDGE_FLOOR_4
	quickname BRIDGE_V_1 BRIDGE_FLOOR_5
	quickname BRIDGE_V_2 BRIDGE_FLOOR_6
	quickname BRIDGE_V_3 BRIDGE_FLOOR_7
	quickname BRIDGE_W_STEPS0 BRIDGE_SPRITE_00
	quickname BRIDGE_W_STEPS1 BRIDGE_SPRITE_01
	quickname BRIDGE_W_STEPS2 BRIDGE_SPRITE_02
	quickname BRIDGE_E_STEPS0 BRIDGE_SPRITE_03
	quickname BRIDGE_E_STEPS1 BRIDGE_SPRITE_04
	quickname BRIDGE_E_STEPS2 BRIDGE_SPRITE_05
	quickname BRIDGE_HT_0 BRIDGE_SPRITE_06
	quickname BRIDGE_HT_1 BRIDGE_SPRITE_07
	quickname BRIDGE_HT_2 BRIDGE_SPRITE_08
	quickname BRIDGE_HT_3 BRIDGE_SPRITE_09
	quickname BRIDGE_HB_0 BRIDGE_SPRITE_10
	quickname BRIDGE_HB_1 BRIDGE_SPRITE_11
	quickname BRIDGE_HB_2 BRIDGE_SPRITE_12
	quickname BRIDGE_HB_3 BRIDGE_SPRITE_13
	quickname BRIDGE_N_STEPS0 BRIDGE_SPRITE_16
	quickname BRIDGE_N_STEPS1 BRIDGE_SPRITE_17
	quickname BRIDGE_N_STEPS2 BRIDGE_SPRITE_18
	quickname BRIDGE_S_STEPS0 BRIDGE_SPRITE_19
	quickname BRIDGE_S_STEPS1 BRIDGE_SPRITE_20
	quickname BRIDGE_S_STEPS2 BRIDGE_SPRITE_21
	quickname BRIDGE_VL_0 BRIDGE_SPRITE_22
	quickname BRIDGE_VL_1 BRIDGE_SPRITE_23
	quickname BRIDGE_VL_2 BRIDGE_SPRITE_24
	quickname BRIDGE_VL_3 BRIDGE_SPRITE_25
	quickname BRIDGE_VR_0 BRIDGE_SPRITE_26
	quickname BRIDGE_VR_1 BRIDGE_SPRITE_27
	quickname BRIDGE_VR_2 BRIDGE_SPRITE_28
	quickname BRIDGE_VR_3 BRIDGE_SPRITE_29
	quickname BRIDGE_POLE_N BRIDGE_SPRITE_14
	quickname BRIDGE_POLE_S BRIDGE_SPRITE_15
	quickname BRIDGE_POLE_W BRIDGE_SPRITE_30
	quickname BRIDGE_POLE_E BRIDGE_SPRITE_31
	quickname BRIDGE_W_END0 BRIDGE_SPRITE_32
	quickname BRIDGE_W_END1 BRIDGE_SPRITE_33
	quickname BRIDGE_W_END2 BRIDGE_SPRITE_34
	quickname BRIDGE_E_END0 BRIDGE_SPRITE_35
	quickname BRIDGE_E_END1 BRIDGE_SPRITE_36
	quickname BRIDGE_E_END2 BRIDGE_SPRITE_37
	quickname BRIDGE_N_END0 BRIDGE_SPRITE_38
	quickname BRIDGE_N_END1 BRIDGE_SPRITE_39
	quickname BRIDGE_N_END2 BRIDGE_SPRITE_40
	quickname BRIDGE_S_END0 BRIDGE_SPRITE_41
	quickname BRIDGE_S_END1 BRIDGE_SPRITE_42
	quickname BRIDGE_S_END2 BRIDGE_SPRITE_43
	quickname HATCH1_OPENED HATCH1_OPENED
	quickname HATCH1_CLOSED HATCH1_CLOSED

	name GALLOWS1
	post_overlay
	overlay GALLOWS1
	framelist:
	#1 frames
		GALLOWS1
	end

	name MACHINERY_GRINDSTONE_RIGHT
	loop
	speed 3
	framelist:
	#8 frames
		MACHINERY_00
		MACHINERY_01
		MACHINERY_02
		MACHINERY_03
		MACHINERY_04
		MACHINERY_05
		MACHINERY_06
		MACHINERY_07
	end

	name MACHINERY_GRINDSTONE_LEFT
	loop
	speed 3
	framelist:
	#8 frames
		MACHINERY_07
		MACHINERY_06
		MACHINERY_05
		MACHINERY_04
		MACHINERY_03
		MACHINERY_02
		MACHINERY_01
		MACHINERY_00
	end
	quickname MACHINERY_GRINDSTONE_STOPPED MACHINERY_00
	quickname WATER_WHEEL_DRY_STOPPED WATER_WHEEL_DRY0

	name WATER_WHEEL_DRY_TURNING_RIGHT
	loop
	speed 4
	framelist:
	#8 frames
		WATER_WHEEL_DRY0
		WATER_WHEEL_DRY1
		WATER_WHEEL_DRY2
		WATER_WHEEL_DRY3
		WATER_WHEEL_DRY4
		WATER_WHEEL_DRY5
		WATER_WHEEL_DRY6
		WATER_WHEEL_DRY7
	end

	name WATER_WHEEL_DRY_TURNING_LEFT
	loop
	speed 4
	framelist:
	#8 frames
		WATER_WHEEL_DRY7
		WATER_WHEEL_DRY6
		WATER_WHEEL_DRY5
		WATER_WHEEL_DRY4
		WATER_WHEEL_DRY3
		WATER_WHEEL_DRY2
		WATER_WHEEL_DRY1
		WATER_WHEEL_DRY0
	end
	quickname WATER_WHEEL_WET_STOPPED WATER_WHEEL_WET0

	name WATER_WHEEL_WET_TURNING_RIGHT
	loop
	speed 4
	framelist:
	#8 frames
		WATER_WHEEL_WET0
		WATER_WHEEL_WET1
		WATER_WHEEL_WET2
		WATER_WHEEL_WET3
		WATER_WHEEL_WET4
		WATER_WHEEL_WET5
		WATER_WHEEL_WET6
		WATER_WHEEL_WET7
	end

	name WATER_WHEEL_WET_TURNING_LEFT
	loop
	speed 4
	framelist:
	#8 frames
		WATER_WHEEL_WET7
		WATER_WHEEL_WET6
		WATER_WHEEL_WET5
		WATER_WHEEL_WET4
		WATER_WHEEL_WET3
		WATER_WHEEL_WET2
		WATER_WHEEL_WET1
		WATER_WHEEL_WET0
	end
	quickname PRINTOUT PRINTOUT
	quickname LASER1 LASER1
	quickname LASER2 LASER2
	quickname HUT00 HUT00
	quickname HUT01 HUT01
	quickname HUT02 HUT02
	quickname HUT03 HUT03
	quickname HUT04 HUT04
	quickname HUT05 HUT05
	quickname HUT06 HUT06

	name HUTD00
	post_overlay
	overlay HUTD00
	framelist:
	#1 frames
		HUTD00
	end
	quickname HUTD01 HUTD01

	name HUTD02
	post_overlay
	overlay HUTD00
	framelist:
	#1 frames
		HUTD02
	end

	name HUTD03
	post_overlay
	overlay HUTD03
	framelist:
	#1 frames
		HUTD03
	end
	quickname HUTD04 HUTD04

	name HUTD05
	post_overlay
	overlay HUTD03
	framelist:
	#1 frames
		HUTD05
	end
	quickname WARG_BRIDGE00 WBRIDGE00
	quickname WARG_XBOW W_XBOW
	quickname WARG_XBOW_BOLT_U W_XBOW_BOLT_U
	quickname WARG_XBOW_BOLT_D W_XBOW_BOLT_D
	quickname WARG_XBOW_BOLT_L W_XBOW_BOLT_L
	quickname WARG_XBOW_BOLT_R W_XBOW_BOLT_R
	quickname W_INKBOWL W_INKBOWL
	quickname W_STAMP W_STAMP
	quickname W_FAVOUR W_FAVOUR
	quickname INKWELL INKWELL
	quickname WARG_TINES W_TINES
	quickname BUCKET_WATER BUCKET_WATER
	quickname BUCKET_EMPTY BUCKET_EMPTY
	quickname BUCKET_MILK BUCKET_MILK
	quickname W_KNIFE W_KNIFE

	name SNAKE_R
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		SNAKE00
		SNAKE01
	end

	name SNAKE_L
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		SNAKE02
		SNAKE03
	end

	name SNAKE_D
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		SNAKE04
		SNAKE05
	end

	name SNAKE_U
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		SNAKE06
		SNAKE07
	end

	quickname SNAKE_DEAD SNAKE08

	name PIG_D
	pingpong
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		PIG00
		PIG01
		PIG02
	end

	name PIG_R
	pingpong
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		PIG03
		PIG04
		PIG05
	end

	name PIG_U
	pingpong
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		PIG06
		PIG07
		PIG08
	end

	name PIG_L
	pingpong
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		PIG09
		PIG10
		PIG11
	end

	quickname PIG_DEAD PIG12

	name BLACKCOCK_U
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		BLACKCOCK00
		BLACKCOCK01
	end

	name BLACKCOCK_R
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		BLACKCOCK04
		BLACKCOCK05
	end

	name BLACKCOCK_D
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		BLACKCOCK08
		BLACKCOCK09
	end

	name BLACKCOCK_L
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		BLACKCOCK12
		BLACKCOCK13
	end

	name BLACKCOCK_DEAD
	overlay BLOOD07
	framelist:
	#1 frames
		BLACKCOCK16
	end

	name BLACKCOCK_DANCE
	loop
	speed 6
	framelist:
	#42 frames
		BLACKCOCK04
		BLACKCOCK05
		BLACKCOCK06
		BLACKCOCK07
		BLACKCOCK06
		BLACKCOCK07
		BLACKCOCK05
		BLACKCOCK00
		BLACKCOCK01
		BLACKCOCK02
		BLACKCOCK03
		BLACKCOCK02
		BLACKCOCK03
		BLACKCOCK01
		BLACKCOCK08
		BLACKCOCK09
		BLACKCOCK10
		BLACKCOCK11
		BLACKCOCK10
		BLACKCOCK11
		BLACKCOCK09
		BLACKCOCK00
		BLACKCOCK01
		BLACKCOCK02
		BLACKCOCK03
		BLACKCOCK02
		BLACKCOCK03
		BLACKCOCK01
		BLACKCOCK12
		BLACKCOCK13
		BLACKCOCK14
		BLACKCOCK15
		BLACKCOCK14
		BLACKCOCK15
		BLACKCOCK13
		BLACKCOCK00
		BLACKCOCK01
		BLACKCOCK02
		BLACKCOCK03
		BLACKCOCK02
		BLACKCOCK03
		BLACKCOCK01
	end

	name BEE_U
	loop
	speed 1
	framelist:
		BEE00
		BEE01
		BEE00
		BEE02
	end

	name BEE_D
	loop
	speed 1
	framelist:
		BEE03
		BEE04
		BEE03
		BEE05
	end

	name BEE_L
	loop
	speed 1
	framelist:
		BEE06
		BEE07
		BEE06
		BEE08
	end

	name BEE_R
	loop
	speed 1
	framelist:
		BEE09
		BEE10
		BEE09
		BEE11
	end

	quickname BEE_DEAD BEE12

	quickname HAWK_U HAWK00
	quickname HAWK_R HAWK01
	quickname HAWK_L HAWK02
	quickname HAWK_D HAWK03
	quickname HAWK_DEAD HAWK04

	name HAWKF_U
	overlay HAWK05
	post_overlay
	framelist:
		HAWK05
	end

	name HAWKF_D
	overlay HAWK06
	post_overlay
	framelist:
		HAWK06
	end

	name HAWKF_L
	overlay HAWK07
	post_overlay
	framelist:
		HAWK07
	end

	name HAWKF_R
	overlay HAWK08
	post_overlay
	framelist:
		HAWK08
	end

	name GOLEM_D
	pingpong
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		GOLEM00
		GOLEM01
		GOLEM02
	end

	name GOLEM_R
	pingpong
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		GOLEM00
		GOLEM01
		GOLEM02
	end

	name GOLEM_U
	pingpong
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		GOLEM00
		GOLEM01
		GOLEM02
	end

	name GOLEM_L
	pingpong
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		GOLEM00
		GOLEM01
		GOLEM02
	end

	quickname GOLEM_DEAD GOLEM12


	name SPOOK
	speed 8
	translucency 128
	loop
	framelist:
		spook00
		spook01
		spook02
	end

	name SPOOK_DIES
	speed 4
	translucency 112
	framelist:
		spook00
		spook00
		spook01
		blank
		spook01
		blank
	end

	name TODE_D
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		TODE00
		TODE04
	end

	name TODE_R
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		TODE01
		TODE05
	end

	name TODE_U
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		TODE02
		TODE06
	end

	name TODE_L
	loop
	stepped
	speed 8
	framelist:
	#3 frames
		TODE03
		TODE07
	end


	quickname TODEATK_D TODE08
	quickname TODEATK_R TODE09
	quickname TODEATK_U TODE10
	quickname TODEATK_L TODE11
	quickname TODE_DEAD TODE12

	quickname FBOLT_D FBOLT00
	quickname FBOLT_R FBOLT01
	quickname FBOLT_U FBOLT02
	quickname FBOLT_L FBOLT03

	quickname PBOLT_D PBOLT00
	quickname PBOLT_R PBOLT01
	quickname PBOLT_U PBOLT00
	quickname PBOLT_L PBOLT01

	name MBOLT
	loop
	speed 2
	framelist:
	#3 frames
		MBOLT00
		MBOLT01
		MBOLT02
		MBOLT03
	end

	quickname DECOR00 DECOR00
	quickname DECOR01 DECOR01
	quickname DECOR02 DECOR02
	quickname DECOR03 DECOR03
	quickname DECOR04 DECOR04
	quickname DECOR05 DECOR05
	quickname DECOR06 DECOR06
	quickname DECOR07 DECOR07
	quickname DECOR08 DECOR08
	quickname DECOR09 DECOR09
	quickname DECOR10 DECOR10
	quickname DECOR11 DECOR11
	quickname DECOR12 DECOR12
	quickname DECOR13 DECOR13
	quickname DECOR14 DECOR14
	quickname DECOR15 DECOR15
	quickname DECOR16 DECOR16
	quickname DECOR17 DECOR17
	quickname DECOR18 DECOR18
	quickname DECOR19 DECOR19
	quickname DECOR20 DECOR20
	quickname DECOR21 DECOR21
	quickname DECOR22 DECOR22
	quickname DECOR23 DECOR23
	quickname DECOR24 DECOR24
	quickname CROP1-00 CROP1-00
	quickname CROP1-01 CROP1-01
	quickname CROP1-02 CROP1-02
	quickname CROP1-03 CROP1-03
	quickname CROP1-04 CROP1-04
	quickname CROP1-05 CROP1-05
	quickname CROP1-06 CROP1-06
	quickname CROP1-07 CROP1-07
	quickname CROP1-08 CROP1-08

	quickname CROP2-00 CROP2-00
	quickname CROP2-01 CROP2-01
	quickname CROP2-02 CROP2-02
	quickname CROP2-03 CROP2-03

	quickname swamp00 swamp00
	quickname swamp01 swamp01
	quickname swamp02 swamp02
	quickname swamp03 swamp03
	quickname swamp04 swamp04
	quickname swamp05 swamp05
	quickname swamp06 swamp06
	quickname swamp07 swamp07
	quickname swamp08 swamp08
	quickname swamp09 swamp09
	quickname swamp10 swamp10
	quickname swamp11 swamp11
	quickname swamp12 swamp12
	quickname swamp13 swamp13
	quickname swamp14 swamp14
	quickname swamp15 swamp15
	quickname swamp16 swamp16
	quickname swamp17 swamp17
	quickname swamp18 swamp18
	quickname swamp19 swamp19

	name swamp_e
	loop
	speed 4
	framelist:
		swamp_e00
		swamp_e01
		swamp_e02
		swamp_e03
		swamp_e04
	end

	name swamp_ne
	loop
	speed 4
	framelist:
		swamp_ne00
		swamp_ne01
		swamp_ne02
		swamp_ne03
		swamp_ne04
	end

	name swamp_se
	loop
	speed 4
	framelist:
		swamp_se00
		swamp_se01
		swamp_se02
		swamp_se03
		swamp_se04
	end

	name swamp_w
	loop
	speed 4
	framelist:
		swamp_w00
		swamp_w01
		swamp_w02
		swamp_w03
		swamp_w04
	end

	name swamp_nw
	loop
	speed 4
	framelist:
		swamp_nw00
		swamp_nw01
		swamp_nw02
		swamp_nw03
		swamp_nw04
	end

	name swamp_n
	loop
	speed 4
	framelist:
		swamp_n00
		swamp_n01
		swamp_n02
		swamp_n03
		swamp_n04
	end

	name swamp_sw
	loop
	speed 4
	framelist:
		swamp_sw00
		swamp_sw01
		swamp_sw02
		swamp_sw03
		swamp_sw04
	end

	name swamp_s
	loop
	speed 4
	framelist:
		swamp_s00
		swamp_s01
		swamp_s02
		swamp_s03
		swamp_s04
	end

	name swampshore2_nw
	loop
	speed 4
	framelist:
		swampshore2_nw00
		swampshore2_nw01
		swampshore2_nw02
		swampshore2_nw03
		swampshore2_nw04
	end

	name swampshore2_ne
	loop
	speed 4
	framelist:
		swampshore2_ne00
		swampshore2_ne01
		swampshore2_ne02
		swampshore2_ne03
		swampshore2_ne04
	end

	name swampshore2_sw
	loop
	speed 4
	framelist:
		swampshore2_sw00
		swampshore2_sw01
		swampshore2_sw02
		swampshore2_sw03
		swampshore2_sw04
	end

	name swampshore2_se
	loop
	speed 4
	framelist:
		swampshore2_se00
		swampshore2_se01
		swampshore2_se02
		swampshore2_se03
		swampshore2_se04
	end


	quickname PAINTING00 PAINTING00
	quickname PAINTING01 PAINTING01
	quickname PAINTING02 PAINTING02
	quickname PAINTING03 PAINTING03
	quickname PAINTING04 PAINTING04
	quickname PAINTING05 PAINTING05
	quickname PAINTING06 PAINTING06

	name CRYSTAL_RED
	pingpong
	loop
	speed 6
	framelist:
	#4 frames
		CRYSTAL00
		CRYSTAL01
		CRYSTAL02
		CRYSTAL03
	end

	name CRYSTAL_BLUE
	pingpong
	loop
	speed 7
	framelist:
	#4 frames
		CRYSTAL04
		CRYSTAL05
		CRYSTAL06
		CRYSTAL07
	end

	name CRYSTAL_WHITE
	pingpong
	loop
	speed 8
	framelist:
	#4 frames
		CRYSTAL08
		CRYSTAL09
		CRYSTAL10
		CRYSTAL11
	end
	quickname W_STATUE W_STATUE
	quickname TRAY00 TRAY00
	quickname TRAY01 TRAY01
	quickname ROLLINGPIN ROLLINGPIN
	quickname CLEAVER CLEAVER
	quickname LADLE LADLE
	quickname SPATULA SPATULA

	name ROCK00-BLOOD
	overlay BLOOD03
	framelist:
	#1 frames
		ROCK00
	end
	quickname SPIKES00 SPIKES00
	quickname SPIKES01 SPIKES01
	quickname LADDER00 LADDER00
	quickname LADDER01 LADDER01
	quickname TOOLS00 TOOLS00
	quickname TOOLS01 TOOLS01
	quickname TOOLS02 TOOLS02
	quickname TOOLS03 TOOLS03
	quickname TOOLS04 TOOLS04
	quickname TOOLS05 TOOLS05
	quickname TOOLS06 TOOLS06
	quickname TOOLS07 TOOLS07
	quickname FORGE0 FORGE00

	name FORGE1
	speed 4
	framelist:
	#8 frames
		FORGE00
		FORGE01
		FORGE02
		FORGE03
		FORGE01
		FORGE02
		FORGE03
		FORGE00
	end

	quickname FORGE2 FORGE04
	quickname METAL00 METAL00
	quickname METAL01 METAL01
	quickname METAL02 METAL02
	quickname METAL03 METAL03
	quickname METAL04 METAL04
	quickname WELL WELL
	quickname WELL2 WELL2
	quickname BELLOWS0 BELLOWS0

	name BELLOWS1
	speed 8
	framelist:
	#2 frames
		BELLOWS1
		BELLOWS0
	end
	quickname BELLOWS2 BELLOWS2

	name BELLOWS3
	speed 8
	framelist:
	#2 frames
		BELLOWS3
		BELLOWS2
	end
	quickname ANVIL ANVIL
	quickname GOLD0 GOLD0
	quickname GOLD1 GOLD1
	quickname GOLD2 GOLD2
	quickname GOLD3 GOLD3
	quickname GOLD4 GOLD4
	quickname GOLD5 GOLD5
	quickname TREASURE00 TREASURE00
	quickname TREASURE01 TREASURE01
	quickname TREASURE02 TREASURE02
	quickname TREASURE03 TREASURE03
	quickname TREASURE04 TREASURE04
	quickname TREASURE05 TREASURE05
	quickname TREASURE06 TREASURE06
	quickname TREASURE07 TREASURE07
	quickname TREASURE08 TREASURE08
	quickname TREASURE09 TREASURE09
	quickname TREASURE10 TREASURE10
	quickname TREASURE11 TREASURE11
	quickname TREASURE12 TREASURE12
	quickname TREASURE13 TREASURE13
	quickname TREASURE14 TREASURE14

	name TREASURE15
	loop
	speed 6
	framelist:
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE16
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE17
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE16
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE15
		TREASURE17
		TREASURE15
		TREASURE15
		TREASURE16
		TREASURE15
	end

	name STOVE_1
	loop
	speed 6
	framelist:
	#4 frames
		STOVE00
		STOVE01
		STOVE02
		STOVE03
	end
	quickname STOVE_2 STOVE04
	quickname SKIN00 SKIN00
	quickname SKIN01 SKIN01
	quickname SKIN02 SKIN02
	quickname SKIN03 SKIN03
	quickname SKIN04 SKIN04
	quickname SKIN05 SKIN05
	quickname BARREL01 BARREL01
	quickname BARREL02 BARREL02
	quickname CHURN CHURN
	quickname BOOKSHELF00 BOOKSHELF00
	quickname BOOKSHELF01 BOOKSHELF01
	quickname BOOKSHELF02 BOOKSHELF02
	quickname BOOKSHELF03 BOOKSHELF03
	quickname BOOKSHELF04 BOOKSHELF04
	quickname BOOKSHELF05 BOOKSHELF05
	quickname BOOKSHELF06 BOOKSHELF06
	quickname BOOKSHELF07 BOOKSHELF07

	name PENTAGRAM_FADEIN0
	speed 3
	jump_to PENTAGRAM_FADEIN1
	translucency 16
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIN1
	speed 3
	jump_to PENTAGRAM_FADEIN2
	translucency 32
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIN2
	speed 3
	jump_to PENTAGRAM_FADEIN3
	translucency 48
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIN3
	speed 3
	jump_to PENTAGRAM_FADEIN4
	translucency 64
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIN4
	speed 3
	jump_to PENTAGRAM_FADEIN5
	translucency 80
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIN5
	speed 3
	jump_to PENTAGRAM_FADEIN6
	translucency 96
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIN6
	speed 3
	jump_to PENTAGRAM_FADEIN7
	translucency 112
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIN7
	speed 3
	jump_to PENTAGRAM_FADEIN8
	translucency 128
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIN8
	speed 3
	jump_to PENTAGRAM_FADEIN9
	translucency 144
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIN9
	speed 3
	jump_to PENTAGRAM_FADEINA
	translucency 160
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEINA
	speed 3
	jump_to PENTAGRAM_FADEINB
	translucency 176
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEINB
	speed 3
	jump_to PENTAGRAM_FADEINC
	translucency 192
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEINC
	speed 3
	jump_to PENTAGRAM_FADEIND
	translucency 208
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEIND
	speed 3
	jump_to PENTAGRAM_FADEINE
	translucency 224
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEINE
	speed 3
	jump_to PENTAGRAM_FADEINF
	translucency 240
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEINF
	speed 3
	translucency 255
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT0
	speed 3
	jump_to PENTAGRAM_FADEOUT1
	translucency 255
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT1
	speed 3
	jump_to PENTAGRAM_FADEOUT2
	translucency 240
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT2
	speed 3
	jump_to PENTAGRAM_FADEOUT3
	translucency 224
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT3
	speed 3
	jump_to PENTAGRAM_FADEOUT4
	translucency 208
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT4
	speed 3
	jump_to PENTAGRAM_FADEOUT5
	translucency 192
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT5
	speed 3
	jump_to PENTAGRAM_FADEOUT6
	translucency 176
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT6
	speed 3
	jump_to PENTAGRAM_FADEOUT7
	translucency 160
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT7
	speed 3
	jump_to PENTAGRAM_FADEOUT8
	translucency 144
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT8
	speed 3
	jump_to PENTAGRAM_FADEOUT9
	translucency 128
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUT9
	speed 3
	jump_to PENTAGRAM_FADEOUTA
	translucency 112
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUTA
	speed 3
	jump_to PENTAGRAM_FADEOUTB
	translucency 96
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUTB
	speed 3
	jump_to PENTAGRAM_FADEOUTC
	translucency 80
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUTC
	speed 3
	jump_to PENTAGRAM_FADEOUTD
	translucency 64
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUTD
	speed 3
	jump_to PENTAGRAM_FADEOUTE
	translucency 48
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUTE
	speed 3
	jump_to PENTAGRAM_FADEOUTF
	translucency 32
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADEOUTF
	speed 3
	jump_to PENTAGRAM_FADED
	translucency 16
	framelist:
	#1 frames
		DECOR24
	end

	name PENTAGRAM_FADED
	speed 3
	translucency 1
	framelist:
	#1 frames
		DECOR24
	end

	name CAULDRON_BROTH
	loop
	speed 3
	framelist:
	#4 frames
		CAULDRON00
		CAULDRON01
		CAULDRON02
		CAULDRON03
	end
	quickname CAULDRON_EMPTY CAULDRON04

	name CAULDRON_BRAZIER
	loop
	speed 3
	framelist:
	#4 frames
		CAULDRON05
		CAULDRON06
		CAULDRON07
		CAULDRON08
	end
	
	quickname telescope telescope

	quickname xbow_bolt_u xbow_bolt_u
	quickname xbow_bolt_d xbow_bolt_d
	quickname xbow_bolt_l xbow_bolt_l
	quickname xbow_bolt_r xbow_bolt_r
	quickname xbow_bolt_spent xbow_bolt_spent
	quickname xbow xbow

	name glass00
	translucency 192
	framelist:
		glass00
	end

	name glass01
	translucency 192
	framelist:
		glass01
	end

	name glass02
	translucency 192
	framelist:
		glass02
	end

	name glass03
	translucency 192
	framelist:
		glass03
	end

	name glass04
	translucency 192
	framelist:
		glass04
	end

	name glass05
	translucency 192
	framelist:
		glass05
	end

	quickname data00 data00
	quickname data01 data01
	quickname data02 data02
	quickname data03 data03

	quickname lp_deck0 lp_deck0
	quickname lp_deck1 lp_deck1

	quickname cage00 cage00
	quickname cage01 cage01
	quickname cage02 cage02
	quickname cage03 cage03
	quickname cage04 cage04
	quickname cage05 cage05
	quickname cage06 cage06
	quickname cage07 cage07

	name cage08
	post_overlay
	overlay cage08
	framelist:
		cage08
	end

	name cage09
	post_overlay
	overlay cage09
	framelist:
		cage09
	end

	name cage10
	post_overlay
	overlay cage10
	framelist:
		cage10
	end

	name cage11
	post_overlay
	overlay cage11
	framelist:
		cage11
	end

	name cage12
	post_overlay
	overlay cage12
	framelist:
		cage12
	end

	name cage13
	post_overlay
	overlay cage13
	framelist:
		cage13
	end

	quickname hawking_kit0 hawking_kit0
	quickname hawking_kit1 hawking_kit1
	quickname hawking_kit2 hawking_kit2
	quickname hawking_kit3 hawking_kit3
	quickname hawking_kit4 hawking_kit4

	name GUARD_U
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		GUARD00
		GUARD01
		GUARD02
	end

	name GUARD_R
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		GUARD03
		GUARD04
		GUARD05
	end

	name GUARD_D
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		GUARD06
		GUARD07
		GUARD08
	end

	name GUARD_L
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		GUARD09
		GUARD10
		GUARD11
	end

	quickname GUARD_DEAD GUARD12

	name OSCOPE_V
	loop
	speed 4
	framelist:
	#3 frames
		OSCILLOSCOPE00
		OSCILLOSCOPE01
		OSCILLOSCOPE02
	end

	name OSCOPE_H
	loop
	speed 4
	framelist:
	#3 frames
		OSCILLOSCOPE03
		OSCILLOSCOPE04
		OSCILLOSCOPE05
	end

	quickname drawbridge_down drawbridge_down

	name drawbridge_up
	overlay drawbridge_up
	post_overlay
	framelist:
		drawbridge_up
	end

	quickname getbutton_dark getbutton_dark
	quickname getbutton_light getbutton_light
	quickname dropbutton_dark dropbutton_dark
	quickname dropbutton_light dropbutton_light
	quickname usebutton_dark usebutton_dark
	quickname usebutton_light usebutton_light
	quickname talkbutton_dark talkbutton_dark
	quickname talkbutton_light talkbutton_light
	quickname attackbutton_dark attackbutton_dark
	quickname attackbutton_light attackbutton_light
	quickname castbutton_dark castbutton_dark
	quickname castbutton_light castbutton_light
	quickname movebutton_dark movebutton_dark
	quickname movebutton_light movebutton_light
	quickname lookbutton_dark lookbutton_dark
	quickname lookbutton_light lookbutton_light

	quickname bag_arrow_u1 bag_arrow_u1
	quickname bag_arrow_u2 bag_arrow_u2
	quickname bag_arrow_d1 bag_arrow_d1
	quickname bag_arrow_d2 bag_arrow_d2

	quickname intro_h intro_h
	quickname intro_n intro_n
	quickname saveg_h saveg_h
	quickname saveg_n saveg_n
	quickname start_h start_h
	quickname start_n start_n

	quickname poster_v poster_v
	quickname poster_h poster_h
	quickname poster2_v poster2_v
	quickname poster2_h poster2_h
	quickname scroll00 scroll00

	quickname trough_v trough_v
	quickname trough_h trough_h
	quickname sceptre sceptre
	quickname lute lute

	name COW_NORMAL_U
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#2 frames
		COW1_U0
		COW1_U1
	end

	name COW_NORMAL_D
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#2 frames
		COW1_D0
		COW1_D1
	end

	name COW_NORMAL_L
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#2 frames
		COW1_L0
		COW1_L1
	end

	name COW_NORMAL_R
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#2 frames
		COW1_R0
		COW1_R1
	end

	quickname COW_GRAZING_D COW1_D2
	quickname COW_GRAZING_U COW1_U2
	quickname COW_GRAZING_L COW1_L2
	quickname COW_GRAZING_R COW1_R2
	quickname COW_DEAD COW1_dead


	name COW_THECOW_U
	stepped
	overlay COW2_U0
	post_overlay
	jump_to COW_THECOW_U2
	speed 1
	framelist:
		COW2_U0
		COW2_U0
	end

	name COW_THECOW_U2
	stepped
	overlay COW2_U1
	post_overlay
	jump_to COW_THECOW_U
	speed 1
	framelist:
		COW2_U1
		COW2_U1
	end

	name COW_THECOW_D
	stepped
	overlay COW2_D0
	post_overlay
	jump_to COW_THECOW_D2
	speed 1
	framelist:
		COW2_D0
		COW2_D0
	end

	name COW_THECOW_D2
	stepped
	post_overlay
	overlay COW2_D1
	jump_to COW_THECOW_D
	speed 1
	framelist:
		COW2_D1
		COW2_D1
	end

	name COW_THECOW_L
	stepped
	post_overlay
	overlay COW2_L0
	jump_to COW_THECOW_L2
	speed 1
	framelist:
		COW2_L0
		COW2_L0
	end

	name COW_THECOW_L2
	stepped
	post_overlay
	overlay COW2_L1
	jump_to COW_THECOW_L
	speed 1
	framelist:
		COW2_L1
		COW2_L1
	end

	name COW_THECOW_R
	stepped
	post_overlay
	overlay COW2_R0
	jump_to COW_THECOW_R2
	speed 1
	framelist:
		COW2_R0
		COW2_R0
	end

	name COW_THECOW_R2
	stepped
	post_overlay
	overlay COW2_R1
	jump_to COW_THECOW_R
	speed 1
	framelist:
		COW2_R1
		COW2_R1
	end

	name COW_THECOW_DEAD
	overlay COW2_dead
	post_overlay
	framelist:
		COW2_dead
	end

	name powerplant_spark1
	x 8
	y 5
	framelist:
		powerplant00
	end

	name powerplant_spark2
	x 15
	y 5
	framelist:
		powerplant01
	end

	name kfs_sign
	chimney
	framelist:
		kfs_sign
	end

	quickname kfs_wall1 kfs_wall1
	quickname kfs_wall2 kfs_wall2
	quickname kfs_wall3 kfs_wall3

	name kfs_window
	overlay kfs_window1
	translucency 96
	framelist:
		kfs_window2
	end

	name kfs_window_broken
	overlay kfs_window1
	translucency 96
	framelist:
		kfs_window3
	end
	
	quickname kfs_takeaway1 kfs_takeaway1
	quickname kfs_takeaway2 kfs_takeaway2
	quickname kfs_kebab1 kfs_kebab1
	quickname kfs_kebab2 kfs_kebab2

	quickname who_01 who_01
	quickname who_02a who_02a
	quickname who_02b who_02b
	quickname who_02c who_02c
	quickname who_03 who_03
	quickname who_04 who_04
	quickname who_05 who_05
	quickname who_06 who_06
	quickname who_07 who_07
	quickname who_08 who_08

	name scully
	overlay scully
	post_overlay
	framelist:
		scully
	end

	quickname paper_book paper_book

	quickname perch_u perch_u
	quickname perch_r perch_r
	quickname perch_bad perch_bad

	quickname winecask0 winecask0

	quickname salt_empty salt_empty
	quickname salt_00 salt_00
	quickname salt_01 salt_01
	quickname salt_02 salt_02
	quickname pepper_00 pepper_00
	quickname pepper_01 pepper_01

	quickname meat00 meat00
	quickname meat01 meat01
	quickname meat02 meat02
	quickname meat03 meat03
	quickname meat04 meat04
	quickname meat05 meat05

	quickname brown_package brown_package
	quickname stones00 stones00
	quickname stones01 stones01
	quickname stones02 stones02
	quickname stones03 stones03

	quickname honeycomb_h1 honeycomb_h1
	quickname honeycomb_h2 honeycomb_h2
	quickname honeycomb_h3 honeycomb_h3
	quickname honeycomb_v1 honeycomb_v1
	quickname honeycomb_v2 honeycomb_v2
	quickname honeycomb_v3 honeycomb_v3

	quickname honey00 honey00
	quickname jar00 jar00
	quickname jar01 jar01
	quickname jar02 jar02

	name teleporter0
	loop
	speed 2
	framelist:
		teleporter00
		teleporter01
		teleporter02
		teleporter03
	end

	quickname teleporter1 teleporter04
	quickname log00 log00
	quickname log01 log01
	quickname log02 log02

section: characters

	name ?UNKNOWN
	left		?UNKNOWN
	right		?UNKNOWN
	up		?UNKNOWN
	down		?UNKNOWN
	hp		0
	weight		0
	description	"Please edit the map and change this into something else"
	short		"map error"
	setsolid	V 0 0 2 1
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 2 1

	name BUTTON_GET
	left		getbutton_dark
	right		getbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_DROP
	left		dropbutton_dark
	right		dropbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_USE
	left		usebutton_dark
	right		usebutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_TALK
	left		talkbutton_dark
	right		talkbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_MOVE
	left		movebutton_dark
	right		movebutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_CAST
	left		castbutton_dark
	right		castbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_ATTACK
	left		attackbutton_dark
	right		attackbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_LOOK
	left		lookbutton_dark
	right		lookbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name OBJECTCURSOR
	left		OBJCURSOR
	right		OBJCURSOR
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	description	"No description"
	short		"No description"
	spikeproof
	system
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DIRECTIONCURSOR
	left		DIRCURSOR
	right		DIRCURSOR
	up		DIRCURSOR
	down		DIRCURSOR
	hp		1
	weight		1
	description	"No description"
	short		"No description"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BACK_ICON
	left		BACKICON
	right		BACKICON
	up		BACKICON
	down		BACKICON
	hp		1
	weight		1
	description	""
	short		"nothing"
	container

	name OBJECTPANEL
	left		OBJECT_PANEL
	right		OBJECT_PANEL
	up		OBJECT_PANEL
	down		OBJECT_PANEL
	hp		1
	weight		1
	description	"No description"
	short		"No description"
	invisible
	setsolid	V 0 0 9 7
	setsolid	H 0 0 9 7
	setActiveArea	V 0 0 9 7
	setActiveArea	H 0 0 9 7

	name STATSPANEL
	left		STATS_PANEL
	right		STATS_PANEL
	up		STATS_PANEL
	down		STATS_PANEL
	hp		1
	weight		1
	description	"No description"
	short		"No description"
	invisible
	setsolid	V 0 0 9 5
	setsolid	H 0 0 9 5
	setActiveArea	V 0 0 9 5
	setActiveArea	H 0 0 9 5

	name SPLAT
	left		SPLAT_BLOOD
	right		SPLAT_BLOOD
	up		SPLAT_BLOOD
	down		SPLAT_BLOOD
	hp		1
	weight		1
	description	"No description"
	short		"No description"
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GRAVE_PICTURE
	left		GRAVE_PICTURE
	right		GRAVE_PICTURE
	up		GRAVE_PICTURE
	down		GRAVE_PICTURE
	hp		0
	weight		0
	description	"None"
	short		"?"
	invisible
	setsolid	V 0 0 8 6
	setsolid	H 0 0 8 6
	setActiveArea	V 0 0 8 6
	setActiveArea	H 0 0 8 6

	name PAPER_BOOK
	left		PAPER_BOOK
	right		PAPER_BOOK
	up		PAPER_BOOK
	down		PAPER_BOOK
	hp		1
	weight		1
	description	"No description"
	short		"No description"
	invisible

	name PLAYER
	left		P_LEFT
	right		P_RIGHT
	up		P_UP
	down		P_DOWN
	hp		100
	dexterity	10
	strength	35000
	intelligence	140
	weight		30000
	damage		6
	level		8
	description	"You see Mr. Smith"
	short		"man"
	attack		close_attack
	IfKilled	Player_Dies
	IfHurt		Player_Hurt
	behaviour	 player_action
	solid
	person
	male
	know_name
	is_hero
	biological
	race		human
	rank		hero
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MAN_GENERIC
	left		F_LEFT
	right		F_RIGHT
	up		F_UP
	down		F_DOWN
	hp		100
	dexterity	10
	strength	15000
	intelligence	140
	weight		30000
	damage		6
	description	"You see a man."
	short		"man"
	attack		close_attack
	IfKilled	Follower_Dies
	IfHurt		Follower_Hurt
	ifhorrified	Follower_Horror
	biological
	solid
	person
	male
	race		human
	rank		peasant
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MAN_PRIEST
	left		F_LEFT
	right		F_RIGHT
	up		F_UP
	down		F_DOWN
	hp		200
	dexterity	10
	strength	20000
	intelligence	140
	weight		30000
	damage		6
	description	"You see a man of the Cloth."
	short		"man"
	attack		close_attack
	IfKilled	Bishop_Dies
	IfHurt		Bishop_Hurt
	ifhorrified	Follower_Horror
	biological
	solid
	person
	male
	race		human
	rank		priest
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MAN_MONK
	left		F_LEFT
	right		F_RIGHT
	up		F_UP
	down		F_DOWN
	hp		200
	dexterity	10
	strength	20000
	intelligence	140
	weight		30000
	damage		6
	description	"You see a monk."
	short		"man"
	attack		close_attack
	IfKilled	Monk_Dies
	IfHurt		Monk_Hurt
	ifhorrified	Monk_Horror
	biological
	solid
	person
	male
	race		human
	rank		monk
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MAN_MONK_SFRANCIS
	left		F_LEFT
	right		F_RIGHT
	up		F_UP
	down		F_DOWN
	hp		20000
	dexterity	10
	strength	20000
	intelligence	140
	weight		30000
	damage		6
	description	"You see a monk."
	short		"man"
	attack		close_attack
	IfKilled	Monk_Dies
	IfHurt		Monk_Hurt
	ifhorrified	Monk_Horror
	biological
	solid
	person
	male
	race		human
	rank		monk
	party		SFRANCIS
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MAN_OLD
	left		OLDMAN_L
	right		OLDMAN_R
	up		OLDMAN_U
	down		OLDMAN_D
	hp		90
	dexterity	10
	strength	15000
	intelligence	140
	weight		30000
	damage		6
	description	"You see a white-bearded man."
	short		"old man"
	attack		close_attack
	IfKilled	OldMan_Dies
	IfHurt		OldMan_Hurt
	ifhorrified	OldMan_Horror
	biological
	solid
	person
	male
	race		human
	rank		peasant
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MAN_FENCE
	left		P_LEFT
	right		P_RIGHT2
	up		P_UP
	down		P_DOWN2
	hp		100
	dexterity	10
	strength	15000
	intelligence	140
	weight		30000
	damage		6
	description	"You see a dodgy-looking man."
	short		"man"
	attack		close_attack
	IfKilled	PLAYER_DIES
	IfHurt		FOLLOWER_HURT
	biological
	solid
	person
	Conversation	PEOPLE/FENCE.MAN
	male
	race		human
	rank		peasant
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name KING
	left		KING_LEFT
	right		KING_RIGHT
	up		KING_UP
	down		KING_DOWN
	hp		250
	dexterity	10
	strength	30000
	intelligence	190
	weight		30000
	damage		150
	description	"You see a king."
	short		"king"
	attack		close_attack
	IfKilled	King_Dies
	IfHurt		King_Hurt
	biological
	solid
	person
	male
	race		human
	rank		king

	name DEADPLAYER
	left		P_DEAD
	right		P_DEAD
	up		P_DEAD
	down		P_DEAD
	hp		100
	weight		30000
	description	"You see a dead person"
	short		"body"
	IfLookedAt	SPILL
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DEADFOLLOWER
	left		F_DEAD
	right		F_DEAD
	up		F_DEAD
	down		F_DEAD
	hp		100
	weight		30000
	description	"You see a dead person."
	short		"body"
	IfLookedAt	SPILL
	container
	horrific
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DEADGUARD
	left		GUARD_DEAD
	right		GUARD_DEAD
	up		GUARD_DEAD
	down		GUARD_DEAD
	hp		100
	weight		30000
	description	"You see a dead person."
	short		"body"
	IfLookedAt	SPILL
	container
	horrific
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DEADOLDMAN
	left		OLDMAN_DEAD
	right		OLDMAN_DEAD
	up		OLDMAN_DEAD
	down		OLDMAN_DEAD
	hp		100
	weight		25000
	description	"You see a dead old man."
	short		"body"
	IfLookedAt	SPILL
	container
	horrific
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DEADMONK
	left		F_DEAD
	right		F_DEAD
	up		F_DEAD
	down		F_DEAD
	hp		100
	weight		30000
	description	"You see a dead monk."
	short		"body"
	IfLookedAt	SPILL
	IfKilled	respawn
	container
	horrific
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name WHAWK_DEAD
	left		F_DEAD
	right		F_DEAD
	up		F_DEAD
	down		F_DEAD
	hp		100
	weight		30000
	description	"You see a dead man with very aqualine features."
	short		"body"
	male
	IfLookedAt	SPILL
	container
	resurrect_as	HAWK
	user1		benji_resurrected
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BEE
	left		BEE_L
	right		BEE_R
	up		BEE_U
	down		BEE_D
	hp		100
	dexterity	10
	strength	100
	intelligence	41
	weight		-1
	damage		6
	biological
	person
	description	"You see a giant bee."
	short		"bee"
	ifkilled	bee_dies
	ifhurt		hurt_wild
	behaviour	attack_party
	attack		close_attack

	name BEE_DEAD
	left		BEE_DEAD
	right		BEE_DEAD
	up		BEE_DEAD
	down		BEE_DEAD
	hp		100
	weight		100
	description	"You see a dead bee."
	short		"dead bee"
	resurrect_as	BEE

	name LEPRECHAUN
	left		LEPRECHAUN_LEFT
	right		LEPRECHAUN_RIGHT
	up		LEPRECHAUN_UP
	down		LEPRECHAUN_DOWN
	hp		100
	dexterity	10
	strength	15000
	intelligence	140
	weight		30000
	damage		6
	description	"You see one of the Little People."
	short		"leprechaun"
	IfKilled	Leprechaun_Dies
	IfHurt		start_attack
	behaviour	attack_party
	attack		range_attack
	user2		attack_firebolt
	biological
	solid
	person
	male
	range		8
	race		little
	rank		peasant
	conversation	people/creature/lperson2.txt
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DEADLEPRECHAUN
	left		LEPRECHAUN_DEAD
	right		LEPRECHAUN_DEAD
	up		LEPRECHAUN_DEAD
	down		LEPRECHAUN_DEAD
	hp		100
	weight		30000
	description	"You see a dead leprechaun."
	short		"body"
	IfLookedAt	SPILL
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1


	name STONEDOOR1_SHUT
	left		STONEDOOR1H_SHUT
	right		STONEDOOR1H_SHUT
	up		STONEDOOR1V_SHUT
	down		STONEDOOR1V_SHUT
	hp		80
	weight		-1
	description	"You see an oak door "
	short		"wooden door"
	IfUsed		OpenDoorS1
	IfKilled	DoorwayS1
	solid
	will_open
	blockslight
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR1_LOCK
	left		STONEDOOR1H_LOCK
	right		STONEDOOR1H_LOCK
	up		STONEDOOR1V_LOCK
	down		STONEDOOR1V_LOCK
	hp		100
	weight		-1
	description	"You see a locked oak door "
	short		"wooden door"
	IfUsed		DoorLocked
	IfKilled	DoorwayS1
	solid
	blockslight
	fixed
	will_open
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR1_OPEN
	left		STONEDOOR1H_OPEN
	right		STONEDOOR1H_OPEN
	up		STONEDOOR1V_OPEN
	down		STONEDOOR1V_OPEN
	hp		80
	weight		-1
	description	"You see an oak door "
	short		"wooden door"
	IfUsed		CloseDoorS1
	IfTriggered	door_close_trigger
	IfKilled	DoorwayS1
	solid
	will_open
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 1 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOOR2_SHUT
	left		STONEDOOR1H_SHUT
	right		STONEDOOR3H_SHUT
	up		STONEDOOR1V_SHUT
	down		STONEDOOR3V_SHUT
	hp		80
	weight		-1
	description	"You see an oak door with a sign on it."
	short		"wooden door"
	IfUsed		OpenDoorS2
	IfKilled	DoorwayS1
	IfLookedAt	Door_Sign
	solid
	will_open
	blockslight
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR2_LOCK
	left		STONEDOOR1H_LOCK
	right		STONEDOOR3H_LOCK
	up		STONEDOOR1V_LOCK
	down		STONEDOOR3V_LOCK
	hp		100
	weight		-1
	description	"You see a locked oak door with a sign on it."
	short		"wooden door"
	IfUsed		DoorLocked
	IfKilled	DoorwayS1
	IfLookedAt	Door_Sign
	solid
	blockslight
	will_open
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR2_OPEN
	left		STONEDOOR1H_OPEN
	right		STONEDOOR1H_OPEN
	up		STONEDOOR1V_OPEN
	down		STONEDOOR1V_OPEN
	hp		80
	weight		-1
	description	"You see an oak door with a sign on it."
	short		"wooden door"
	IfUsed		CloseDoorS2
	IfTriggered	door_close_trigger
	IfKilled	DoorwayS1
	IfLookedAt	Door_Sign
	solid
	will_open
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 1 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOOR3_SHUT
	left		STONEDOOR2H_SHUT
	right		STONEDOOR2H_SHUT
	up		STONEDOOR2V_SHUT
	down		STONEDOOR2V_SHUT
	hp		160
	weight		-1
	description	"You see an oak door with a window."
	short		"wooden door"
	IfUsed		OpenDoorS3
	IfKilled	DoorwayS1
	solid
	will_open
	window
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR3_LOCK
	left		STONEDOOR2H_LOCK
	right		STONEDOOR2H_LOCK
	up		STONEDOOR2V_LOCK
	down		STONEDOOR2V_LOCK
	hp		200
	weight		-1
	description	"You see a locked oak door with a window."
	short		"wooden door"
	IfUsed		DoorLocked
	IfKilled	DoorwayS1
	solid
	window
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 1 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOOR3_OPEN
	left		STONEDOOR1H_OPEN
	right		STONEDOOR1H_OPEN
	up		STONEDOOR1V_OPEN
	down		STONEDOOR1V_OPEN
	hp		160
	weight		-1
	description	"You see an oak door with a window."
	short		"wooden door"
	IfUsed		CloseDoorS3
	IfTriggered	door_close_trigger
	IfKilled	DoorwayS1
	solid
	will_open
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 1 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOOR4_SHUT
	left		STONEDOOR4H
	right		STONEDOOR4H
	up		STONEDOOR4V
	down		STONEDOOR4V
	hp		1000
	weight		-1
	description	"You see a portcullis."
	short		"portcullis"
	IfKilled	DoorwayS1
	solid
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR4_OPEN
	left		STONEARCHH
	right		STONEARCHH
	up		STONEARCHV
	down		STONEARCHV
	hp		1000
	weight		-1
	description	"You see a doorway"
	short		"doorway"
	IfKilled	broken_arch
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 1 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOOR5_SHUT
	left		STONEDOOR5H_SHUT
	right		STONEDOOR5H_SHUT
	up		STONEDOOR5V_SHUT
	down		STONEDOOR5V_SHUT
	hp		200
	armour		50
	weight		-1
	description	"You see a steel door."
	short		"steel door"
	IfUsed		OpenDoorS5
	IfKilled	DoorwayS5
	ifhurt		DoorwayS5_hit
	solid
	will_open
	fixed
	blockslight
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR5_LOCK
	left		STONEDOOR5H_LOCK
	right		STONEDOOR5H_LOCK
	up		STONEDOOR5V_LOCK
	down		STONEDOOR5V_LOCK
	hp		250
	armour		50
	weight		-1
	description	"You see a locked steel door."
	short		"steel door"
	IfUsed		DoorLocked
	IfKilled	DoorwayS5
	ifhurt		DoorwayS5_hit
	solid
	window
	fixed
	will_open
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 1 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOOR5_OPEN
	left		STONEDOOR5H_OPEN
	right		STONEDOOR5H_OPEN
	up		STONEDOOR5V_OPEN
	down		STONEDOOR5V_OPEN
	hp		160
	weight		-1
	description	"You a steel door."
	short		"steel door"
	IfUsed		CloseDoorS5
	IfTriggered	door_close_trigger
	IfKilled	DoorwayS5
	ifhurt		DoorwayS5_hit
	solid
	will_open
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 1 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOORWAY
	left		STONEARCHH
	right		STONEARCHH
	up		STONEARCHV
	down		STONEARCHV
	hp		1000
	weight		-1
	description	"You see a doorway"
	short		"doorway"
	IfKilled	broken_arch
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 1 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEWINDOW1
	left		STONEWINDOW1H
	right		STONEWINDOW1H
	up		STONEWINDOW1V
	down		STONEWINDOW1V
	hp		1000000
	weight		-1
	description	"You see a window"
	short		"window"
	solid
	window
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEWINDOW2A
	left		STONEWINDOW1H
	right		STONEWINDOW1H
	up		STONEWINDOW1V
	down		STONEWINDOW1V
	hp		1000000
	weight		-1
	description	"You see a window with a steel shutter."
	short		"window"
	IfUsed		shut_window2
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEWINDOW2B
	left		STONEWINDOW2H
	right		STONEWINDOW2H
	up		STONEWINDOW2V
	down		STONEWINDOW2V
	hp		1000000
	weight		-1
	description	"You see a window with a steel shutter down over it."
	short		"window"
	IfUsed		open_window2
	solid
	blockslight
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONE_ARCHWAY
	left		STONEARCH1
	right		STONEARCH3
	up		STONEARCH4
	down		STONEARCH6
	hp		15000
	weight		-1
	description	"You see an archway"
	short		"archway"
	IfKilled	respawn
	solid
	fixed
	spikeproof
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONE_ARCHWAY2
	left		STONEARCH5
	right		STONEARCH5
	up		STONEARCH2
	down		STONEARCH2
	hp		15000
	weight		-1
	description	"You see an archway"
	short		"archway"
	IfKilled	respawn
	fixed
	spikeproof
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOORWAY_BROKEN
	left		STONEARCHH_BROKEN
	right		STONEARCHH_BROKEN
	up		STONEARCHV_BROKEN
	down		STONEARCHV_BROKEN
	hp		2147483647
	weight		-1
	description	"You see a demolished archway"
	short		"rubble"
	IfKilled	respawn
	fixed
	spikeproof
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name KNIFE_0
	left		CUTLERY00
	right		CUTLERY00
	up		CUTLERY00
	down		CUTLERY00
	hp		40
	weight		40
	damage		30
	description	"You see a sharp kitchen knife."
	short		"knife"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FORK_1
	left		CUTLERY02
	right		CUTLERY04
	up		CUTLERY01
	down		CUTLERY03
	hp		40
	weight		40
	damage		4
	description	"You see a fork."
	short		"fork"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name KNIFE_1
	left		CUTLERY06
	right		CUTLERY08
	up		CUTLERY05
	down		CUTLERY07
	hp		40
	weight		40
	damage		8
	description	"You see a knife."
	short		"knife"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SWORD00
	left		SWORD00
	right		SWORD00
	up		SWORD00
	down		SWORD00
	hp		200
	weight		300
	damage		20
	description	"You see a cutlass."
	short		"cutlass"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SWORD01
	left		SWORD01
	right		SWORD01
	up		SWORD01
	down		SWORD01
	hp		200
	weight		500
	damage		30
	description	"You see a shortsword."
	short		"sword"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SWORD02
	left		SWORD02
	right		SWORD02
	up		SWORD02
	down		SWORD02
	hp		200
	weight		1200
	damage		50
	description	"You see a longsword."
	short		"sword"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SWORD03
	left		SWORD03
	right		SWORD03
	up		SWORD03
	down		SWORD03
	hp		200
	weight		250
	damage		100
	light		1
	description	"You see a magic sword."
	short		"magic sword"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SWORD04
	left		SWORD04
	right		SWORD04
	up		SWORD04
	down		SWORD04
	hp		200
	weight		100
	damage		15
	description	"You see a small dagger."
	short		"dagger"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded

	name SWORD05
	left		SWORD05
	right		SWORD05A
	up		SWORD05
	down		SWORD05A
	hp		200
	weight		100
	damage		15
	description	"You see a dagger."
	short		"dagger"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STAFF00
	left		STAFF00
	right		STAFF00
	up		STAFF00
	down		STAFF00
	hp		200
	weight		350
	damage		15
	description	"You see a wooden staff."
	short		"staff"
	IfWielded	wield_weapon
	Attack		close_attack
	wielded

	name KEY
	left		KEY_0
	right		KEY_0
	up		KEY_0
	down		KEY_0
	hp		40
	weight		10
	description	"You see a small iron key"
	short		"key"
	IfUsed		Use_Key

	name KEY_1
	left		KEY_1
	right		KEY_1
	up		KEY_1
	down		KEY_1
	hp		40
	weight		12
	description	"You see a small brass key"
	short		"key"
	IfUsed		Use_Key
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name KEY_2
	left		KEY_2
	right		KEY_2
	up		KEY_2
	down		KEY_2
	hp		40
	weight		14
	description	"You see a small silver key"
	short		"key"
	IfUsed		Use_Key
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CLOSEROOF
	left		CLOSE_ROOF
	right		CLOSE_ROOF
	up		CLOSE_ROOF
	down		CLOSE_ROOF
	hp		40
	weight		-1
	description	"No description"
	short		"No description"
	IfTriggered	CloseRoof
	invisible
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name OPENROOF
	left		OPEN_ROOF
	right		OPEN_ROOF
	up		OPEN_ROOF
	down		OPEN_ROOF
	hp		40
	weight		-1
	description	"No description"
	short		"No description"
	IfTriggered	OpenRoof
	invisible
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHESTLOCKED
	left		CHESTLOCK
	right		CHESTLOCK
	up		CHESTLOCK
	down		CHESTLOCK
	hp		90
	weight		12000
	description	"You see a locked chest"
	short		"locked chest"
	IfUsed		DoorLocked
	IfKilled	spill
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHESTOPEN
	left		CHESTOPEN
	right		CHESTOPEN
	up		CHESTOPEN
	down		CHESTOPEN
	hp		90
	weight		12000
	description	"You see a chest"
	short		"chest"
	IfUsed		CloseContainer
	IfKilled	spill
	IfLookedAt	spill
	solid
	container
	tabletop
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHEST
	left		CHEST
	right		CHEST
	up		CHEST
	down		CHEST
	hp		90
	weight		12000
	description	"You see a chest"
	short		"chest"
	IfUsed		OpenContainer
	solid
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BAG
	left		BAG00
	right		BAG00
	up		BAG00
	down		BAG00
	hp		100000
	weight		250
	description	"You see a large sack."
	short		"sack"
	IfUsed		spill
	IfKilled	spill
	container

	name FLOUR_SACK
	left		BAG02
	right		BAG02
	up		BAG02
	down		BAG02
	hp		100000
	weight		2500
	description	"You see a sack of flour."
	short		"flour"
	ifused		spill_flour
	iflookedat	look_sack
	karma		8
	solid

	name GRAIN_SACK
	left		BAG01
	right		BAG04
	up		BAG01
	down		BAG04
	hp		100000
	weight		2500
	description	"You see a sack of grain."
	short		"grain"
	ifused		spill_grain
	iflookedat	look_sack
	karma		8
	solid

	name BAG_POUCH
	left		BAG03
	right		BAG03
	up		BAG03
	down		BAG03
	hp		10000
	weight		100
	description	"You see a small leather pouch."
	short		"pouch"
	IfUsed		spill
	IfKilled	spill
	container

	name FLOUR
	left		FLOUR00
	right		FLOUR01
	up		FLOUR02
	down		FLOUR03
	hp		100000
	weight		100
	description	"You see a handful of flour."
	short		"flour"

	name GRAIN
	left		GRAIN00
	right		GRAIN00
	up		GRAIN00
	down		GRAIN00
	hp		100000
	weight		300
	description	"You see a handful of grain."
	short		"grain"

	name TORCH
	left		TORCH
	right		TORCH
	up		TORCH
	down		TORCH
	hp		25
	weight		-1
	light		5
	description	"You see a flaming torch"
	short		"torch"
	IfUsed		usetorch
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TORCHUNLIT
	left		DEADTORCH
	right		DEADTORCH
	up		DEADTORCH
	down		DEADTORCH
	hp		25
	weight		-1
	description	"You see an unlit torch"
	short		"torch"
	IfUsed		usetorch
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD0
	left		BLOOD00
	right		BLOOD00
	up		BLOOD00
	down		BLOOD00
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD01
	left		BLOOD01
	right		BLOOD01
	up		BLOOD01
	down		BLOOD01
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD02
	left		BLOOD02
	right		BLOOD02
	up		BLOOD02
	down		BLOOD02
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD03
	left		BLOOD03
	right		BLOOD03
	up		BLOOD03
	down		BLOOD03
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD04
	left		BLOOD04
	right		BLOOD04
	up		BLOOD04
	down		BLOOD04
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD05
	left		BLOOD05
	right		BLOOD05
	up		BLOOD05
	down		BLOOD05
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD06
	left		BLOOD06
	right		BLOOD06
	up		BLOOD06
	down		BLOOD06
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD07
	left		BLOOD07
	right		BLOOD07
	up		BLOOD07
	down		BLOOD07
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD08
	left		BLOOD08
	right		BLOOD08
	up		BLOOD08
	down		BLOOD08
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD09
	left		BLOOD09
	right		BLOOD09
	up		BLOOD09
	down		BLOOD09
	hp		100
	weight		-1
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name THE_DEATH
	left		THE_DEATH
	right		THE_DEATH
	up		THE_DEATH
	down		THE_DEATH
	hp		100000000
	weight		100
	damage		10000
	light		31
	description	"You see Death on a stick"
	short		"The Death"
	IfTriggered	spikes
	IfWielded	wield_weapon
	Attack		close_attack
	translucent
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name RESURRECTOR
	left		THE_DEATH
	right		THE_DEATH
	up		THE_DEATH
	down		THE_DEATH
	hp		100000000
	weight		100
	description	"You see a resurrection wand"
	short		"Resurrector"
	IfUsed		Resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHAIR
	left		CHAIR_L
	right		CHAIR_R
	up		CHAIR_U
	down		CHAIR_D
	hp		30
	weight		12000
	damage		10
	description	"You see a chair"
	short		"chair"
	IfUsed		use_chair
	IfTriggered	sit_down_human
	IfKilled	break_chair
	IfWielded	wield_weapon
	Attack		close_attack
	user2		chair_weapon
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STOOL
	left		STOOL_V
	right		STOOL_V
	up		STOOL_H
	down		STOOL_H
	hp		30
	weight		9000
	damage		10
	description	"You see a stool."
	short		"stool"
	IfUsed		use_chair
	IfTriggered	sit_down_human
	IfKilled	break_chair
	IfWielded	wield_weapon
	Attack		close_attack
	user2		chair_weapon
	wielded

	name THRONE
	left		THRONE
	right		THRONE
	up		THRONE
	down		THRONE
	hp		300000
	weight		-1
	description	"You see a throne."
	short		"throne"
	IfUsed		use_chair
	IfTriggered	sit_down_human
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BED
	left		BED_H
	right		BED_H
	up		BED_V
	down		BED_V
	hp		2000
	weight		30000
	description	"You see a bed"
	short		"bed"
	IfUsed		get_in_bed
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BED_FULL
	left		BED_H_FULL
	right		BED_H_FULL
	up		BED_V_FULL
	down		BED_V_FULL
	hp		300
	weight		51000
	description	"You see someone sleeping"
	short		"bed"
	IfHurt		hurt_bed
	solid
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BED_BLOODY
	left		BED_H_BLOODY
	right		BED_H_BLOODY
	up		BED_V_BLOODY
	down		BED_V_BLOODY
	hp		200
	weight		30000
	description	"You see a blood-stained bed"
	short		"bed"
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BED_BROKEN
	left		BED_H_BROKEN
	right		BED_H_BROKEN
	up		BED_H_BROKEN
	down		BED_H_BROKEN
	hp		200
	weight		30000
	description	"You see a ruined bed"
	short		"bed"
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BED2
	left		BED2
	right		BED2
	up		BED2
	down		BED2
	hp		2000
	weight		1000
	description	"You see a bed made of rags"
	short		"rags"
	IfUsed		get_in_bed
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BED2_FULL
	left		BED2_FULL
	right		BED2_FULL
	up		BED2_FULL
	down		BED2_FULL
	hp		300
	weight		51000
	description	"You see someone sleeping"
	short		"rags"
	IfHurt		hurt_bed
	solid
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BED2A_FULL
	left		BED2A_FULL
	right		BED2A_FULL
	up		BED2A_FULL
	down		BED2A_FULL
	hp		300
	weight		51000
	description	"You see someone sleeping"
	short		"rags"
	IfHurt		hurt_bed
	solid
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BED2_BLOODY
	left		BED2_BLOODY
	right		BED2_BLOODY
	up		BED2_BLOODY
	down		BED2_BLOODY
	hp		200
	weight		30000
	description	"You see blood-stained rags"
	short		"rags"
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name CANDLE_DARK
	left		CANDLE3
	right		CANDLE3
	up		CANDLE3
	down		CANDLE3
	hp		100
	weight		80
	light		-1
	description	"you see the Candle of Darkness"
	short		"anti_candle"
	IfWielded	wield_torch
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLE1
	left		CANDLE
	right		CANDLE
	up		CANDLE
	down		CANDLE
	hp		100
	weight		80
	light		1
	description	"you see a lit candle"
	short		"candle"
	IfUsed		useTorch
	IfWielded	wield_torch
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLE1UNLIT
	left		DEADCANDLE
	right		DEADCANDLE
	up		DEADCANDLE
	down		DEADCANDLE
	hp		100
	weight		80
	description	"you see an unlit candle"
	short		"candle"
	IfUsed		useTorch
	IfWielded	wield_torch
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLE
	left		CANDLE3
	right		CANDLE3
	up		CANDLE3
	down		CANDLE3
	hp		100
	weight		80
	light		1
	description	"you see a lit candle"
	short		"candle"
	IfUsed		useTorch
	IfWielded	wield_torch
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLEUNLIT
	left		DEADCANDLE3
	right		DEADCANDLE3
	up		DEADCANDLE3
	down		DEADCANDLE3
	hp		100
	weight		80
	description	"you see an unlit candle"
	short		"candle"
	IfUsed		useTorch
	IfWielded	wield_torch
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLESTK
	left		CANDLESTK
	right		CANDLESTK
	up		CANDLESTK
	down		CANDLESTK
	hp		100
	weight		10000
	light		1
	description	"you see a lit candlestick"
	short		"candlestick"
	IfUsed		useTorch
	IfWielded	wield_torch
	solid
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLESTKUNLIT
	left		DEADCANDLESTK
	right		DEADCANDLESTK
	up		DEADCANDLESTK
	down		DEADCANDLESTK
	hp		100
	weight		10000
	description	"you see an unlit candlestick"
	short		"candlestick"
	IfUsed		useTorch
	IfWielded	wield_torch
	solid
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STUFF
	left		STUFF
	right		STUFF
	up		STUFF
	down		STUFF
	hp		100
	weight		50
	description	"'They melt in in your brain, not in your hands!'"
	short		"bag of Stuff"
	IfUsed		take_drugs
	translucent
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BROWN_PACKAGE
	left		BROWN_PACKAGE
	right		BROWN_PACKAGE
	up		BROWN_PACKAGE
	down		BROWN_PACKAGE
	hp		100000
	weight		500
	description	"You see a suspicious-looking package of brown wax-paper."
	short		"brown package"
#	IfUsed		take_drugs
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FIRESTONES
	left		FIRESTONES
	right		FIRESTONES
	up		FIRESTONES
	down		FIRESTONES
	hp		1000
	weight		-1
	damage		10
	light		1
	description	"You see an empty fire pit."
	short		"fire pit"
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FIRESTONES_LIT
	left		FIRESTONES_LIT
	right		FIRESTONES_LIT
	up		FIRESTONES_LIT
	down		FIRESTONES_LIT
	hp		1000
	weight		-1
	damage		10
	light		1
	description	"You see a fire pit."
	short		"fire pit"
	IfTriggered	spikes
	solid
	fixed
	tabletop
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STOVE
	left		STOVE_1
	right		STOVE_1
	up		STOVE_1
	down		STOVE_1
	hp		1000000
	weight		-1
	damage		10
	light		1
	description	"You see a lit stove."
	short		"stove"
	ifused		usetorch
	solid
	fixed
	tabletop

	name STOVE_UNLIT
	left		STOVE_2
	right		STOVE_2
	up		STOVE_2
	down		STOVE_2
	hp		1000000
	weight		-1
	description	"You see a cold stove."
	short		"stove"
	solid
	ifused		usetorch
	fixed
	tabletop

	name DRAWERS
	left		DRAWERS_H
	right		DRAWERS_H
	up		DRAWERS_V
	down		DRAWERS_V
	hp		100
	weight		-1
	description	"You see a chest of drawers"
	short		"chest of drawers"
	IfUsed		spill_big
	solid
	container
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name BROKEN_CHAIR
	left		CHAIR_BITS
	right		CHAIR_BITS
	up		CHAIR_BITS
	down		CHAIR_BITS
	hp		10000
	weight		12000
	description	"You see some bits of chair"
	short		"debris"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOTTLE_FULL
	left		BOTTLE_FULL
	right		BOTTLE_FULL
	up		BOTTLE_FULL
	down		BOTTLE_FULL
	hp		1
	weight		800
	damage		20
	description	"You see a bottle."
	short		"bottle"
	IfUsed		drinkbottle
	IfKilled	smashbottle
	IfLookedAt	viewbottle
	IfWielded	wield_weapon
	Attack		close_attack
	user2		smashbottle
	wielded
	fragile
	contains	glass_shards
	contains	puddle_beer
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOTTLE_BROKEN
	left		BOTTLE_BROKE
	right		BOTTLE_BROKE
	up		BOTTLE_BROKE
	down		BOTTLE_BROKE
	hp		1
	weight		100
	damage		15
	description	"You see a broken bottle."
	short		"broken bottle"
	IfKilled	smash_china
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GLASS_SHARDS
	left		GLASS_SHARDS
	right		GLASS_SHARDS
	up		GLASS_SHARDS
	down		GLASS_SHARDS
	hp		10000
	weight		50
	damage		2
	description	"You see some small pieces of broken glass."
	short		"glass"
	IfTriggered	spikes
	translucent
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SPIKES
	left		SPIKES00
	right		SPIKES01
	up		SPIKES00
	down		SPIKES01
	hp		10000
	weight		-1
	damage		10
	description	"You see a bed of sharp spikes."
	short		"spikes"
	IfTriggered	spikes
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PUDDLE_WATER
	left		PUDDLE_WATER
	right		PUDDLE_WATER
	up		PUDDLE_WATER
	down		PUDDLE_WATER
	hp		10000
	weight		700
	description	"You see a puddle of water"
	short		"water"
	translucent
	fixed
	race		liquid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PUDDLE_BEER
	left		PUDDLE_BEER
	right		PUDDLE_BEER
	up		PUDDLE_BEER
	down		PUDDLE_BEER
	hp		10000
	weight		700
	description	"You see a puddle of spilled beer"
	short		"beer"
	translucent
	fixed
	race		liquid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PUDDLE_HONEY
	left		HONEY00
	right		HONEY00
	up		HONEY00
	down		HONEY00
	hp		10000
	weight		-1
	description	"You see a pool of honey."
	short		"honey"
	ifused		honey_pool
#	translucent
	fixed

	name JUG
	left		JUG
	right		JUG
	up		JUG
	down		JUG
	hp		1
	weight		300
	damage		2
	description	"You see a small jug"
	short		"jug"
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PUDDLE_BLOOD
	left		PUDDLE_BLOOD
	right		PUDDLE_BLOOD
	up		PUDDLE_BLOOD
	down		PUDDLE_BLOOD
	hp		10000
	weight		700
	description	"You see a puddle of blood"
	short		"blood"
	translucent
	fixed
	race		liquid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MUG
	left		MUG
	right		MUG
	up		MUG
	down		MUG
	hp		1
	weight		150
	damage		1
	description	"You see a small mug"
	short		"mug"
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLATE
	left		PLATE02
	right		PLATE03
	up		PLATE00
	down		PLATE01
	hp		1
	weight		500
	damage		1
	description	"You see a plate"
	short		"plate"
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLATE_WAITER
	left		PLATE02
	right		PLATE03
	up		PLATE00
	down		PLATE01
	hp		1
	weight		500
	damage		1
	description	"You see a plate"
	short		"plate"
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLATE_BROKEN
	left		PLATE_BROKEN
	right		PLATE_BROKEN
	up		PLATE_BROKEN
	down		PLATE_BROKEN
	hp		1000
	weight		500
	damage		1
	description	"You see a smashed plate"
	short		"smashed plate"
	IfTriggered	spikes
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name JUG_BROKEN
	left		JUG_BROKEN
	right		JUG_BROKEN
	up		JUG_BROKEN
	down		JUG_BROKEN
	hp		1000
	weight		300
	damage		1
	description	"You see a smashed jug"
	short		"smashed jug"
	IfTriggered	spikes
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MUG_BROKEN
	left		MUG_BROKEN
	right		MUG_BROKEN
	up		MUG_BROKEN
	down		MUG_BROKEN
	hp		1000
	weight		150
	damage		1
	description	"You see a smashed mug"
	short		"broken mug"
	IfTriggered	spikes
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TONGUETWISTER
	left		TRIANGLE
	right		TRIANGLE
	up		TRIANGLE
	down		TRIANGLE
	hp		10000
	weight		0
	description	"You see seahells on the seashore.  You see seashells on the sea shore.  You see seashells on the sea floor.  You see seashells on the see shore...You see seahells on the seashore.  She sells seashells on the sea shore, She sells seashells on the sea floor, Shell Sells shee shells shell  shelss shell she sells shee shells on the sea floor.|Peter piper picked a pip of pickled pepper..."
	short		"tonguetwister"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MIRROR
	left		MIRROR_H_EMPTY
	right		MIRROR_H_EMPTY
	up		MIRROR_V_EMPTY
	down		MIRROR_V_EMPTY
	hp		1
	weight		18000
	description	"You see a mirror"
	short		"mirror"
	IfKilled	SMASH_mirror
	behaviour	 mirror1
	solid
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MIRROR_BROKEN
	left		MIRROR_H_BROKEN
	right		MIRROR_H_BROKEN
	up		MIRROR_V_BROKEN
	down		MIRROR_V_BROKEN
	hp		0
	weight		18000
	description	"You see a broken mirror"
	short		"broken mirror"
	IfKilled	respawn
	solid
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_FLOYD
	left		ALBUM_FLOYD
	right		ALBUM_FLOYD
	up		ALBUM_FLOYD
	down		ALBUM_FLOYD
	hp		30
	weight		100
	description	"You see The Dark Side Of The Moon by Pink Floyd"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_RUSH
	left		ALBUM_RUSH
	right		ALBUM_RUSH
	up		ALBUM_RUSH
	down		ALBUM_RUSH
	hp		30
	weight		100
	description	"You see 2112 by RUSH"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_MANICS
	left		ALBUM_MANICS
	right		ALBUM_MANICS
	up		ALBUM_MANICS
	down		ALBUM_MANICS
	hp		30
	weight		100
	description	"You see Generation Terrorists by the Manic Street Preachers"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_MASSIVEATTACK
	left		ALBUM_MASSIVEATTACK
	right		ALBUM_MASSIVEATTACK
	up		ALBUM_MASSIVEATTACK
	down		ALBUM_MASSIVEATTACK
	hp		30
	weight		100
	description	"You see Blue Lines by Massive Attack"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_NIRVANA
	left		ALBUM_NIRVANA
	right		ALBUM_NIRVANA
	up		ALBUM_NIRVANA
	down		ALBUM_NIRVANA
	hp		30
	weight		100
	description	"You see In Utero by Nirvana"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_REM
	left		ALBUM_REM
	right		ALBUM_REM
	up		ALBUM_REM
	down		ALBUM_REM
	hp		30
	weight		100
	description	"You see Up by R.E.M."
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_RADIOHEAD
	left		ALBUM_RADIOHEAD
	right		ALBUM_RADIOHEAD
	up		ALBUM_RADIOHEAD
	down		ALBUM_RADIOHEAD
	hp		30
	weight		100
	description	"You see The Bends by Radiohead"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLANT1
	left		PLANT1_OK
	right		PLANT1_OK
	up		PLANT1_OK
	down		PLANT1_OK
	hp		10
	weight		4000
	description	"You see a plant"
	short		"plant"
	IfKilled	PLANT1_BREAK
	solid
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLANT1_DAMAGED
	left		PLANT1_BROKEN
	right		PLANT1_BROKEN
	up		PLANT1_BROKEN
	down		PLANT1_BROKEN
	hp		20
	weight		4000
	description	"You see a plant"
	short		"plant"
	IfKilled	PLANT1_BREAK
	solid
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLANT1_SMASHED
	left		PLANT1_PULPED
	right		PLANT1_PULPED
	up		PLANT1_PULPED
	down		PLANT1_PULPED
	hp		1000
	weight		4000
	description	"You see some bits of plant"
	short		"bits of plant"
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GOLD_COINS
	left		GOLD_COINS
	right		GOLD_COINS
	up		GOLD_COINS
	down		GOLD_COINS
	hp		10000
	weight		10
	description	"You see some gold coins."
	short		"money"
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STAIRS_UP
	left		STAIRS_UP_TOP
	right		STAIRS_UP_TOP
	up		STAIRS_UP
	down		STAIRS_UP
	hp		2000000000
	weight		-1
	description	"You see some stairs"
	short		"stairs"
	IfUsed		TELEPORT_PRESSPARTY
	IfKilled	RESPAWN
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STAIRS_DOWN
	left		STAIRS_DOWN
	right		STAIRS_DOWN
	up		STAIRS_DOWN
	down		STAIRS_DOWN
	hp		2000000000
	weight		-1
	description	"You see some stairs."
	short		"stairs"
	IfUsed		TELEPORT_PRESSPARTY
	IfKilled	RESPAWN
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP_JACKINTHEBOX
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	weight		-1
	description	"Trap"
	short		"Trap"
	IfTriggered	TRAP_JACKINTHEBOX
	invisible
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP_STARTATTACK
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	weight		-1
	description	"Trap"
	short		"Trap"
	IfTriggered	TRAP_STARTATTACK
	invisible
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP_LIGHTON
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	weight		-1
	description	"Trap"
	short		"Trap"
	IfTriggered	LIGHT_TOGGLE
	invisible
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP_LIGHTOFF
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	weight		-1
	description	"Trap"
	short		"Trap"
	IfTriggered	LIGHT_TOGGLE
	invisible
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	weight		-1
	description	""
	short		"nothing"
	IfTriggered	TRAP_JACKINTHEBOX
	invisible
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP_RADIUS
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	weight		-1
	description	"Trap"
	short		"Trap"
	invisible
	fixed
	radius		8

	name TARGET
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	weight		-1
	description	"Teleport spot"
	short		"teleport spot"
	system
	invisible
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name EGG_OBJECT
	left		EGG_SPRITE
	right		EGG_SPRITE
	up		EGG_SPRITE
	down		EGG_SPRITE
	hp		10000
	karma		2
	weight		-1
	description	"Creature spawn spot"
	short		"egg"
	OnInit		egg_check
	ifused		egg_spawn
	hidden
	fixed
	spikeproof
	proximity
	strength	14
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name EGG_ALWAYS
	left		EGG_SPRITE
	right		EGG_SPRITE
	up		EGG_SPRITE
	down		EGG_SPRITE
	hp		10000
	karma		2
	weight		-1
	description	"Creature spawn spot"
	short		"egg"
	OnInit		egg_check
	ifused		egg_spawn_always
	hidden
	fixed
	spikeproof
	proximity
	strength	100
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name EGG_OBJECT(GUARDS)
	left		EGG_SPRITE
	right		EGG_SPRITE
	up		EGG_SPRITE
	down		EGG_SPRITE
	hp		10000
	karma		1
	weight		-1
	description	"Guard spawn spot"
	short		"egg"
	OnInit		egg_check
	IfUsed		egg_spawn_guards
	hidden
	fixed
	spikeproof
	proximity
	strength	25
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name EGG_OBJECT(BEE)
	left		EGG_SPRITE
	right		EGG_SPRITE
	up		EGG_SPRITE
	down		EGG_SPRITE
	hp		10000
	karma		3
	weight		-1
	description	"Bee spawn spot"
	short		"egg"
	OnInit		egg_check
	IfUsed		egg_spawn
	hidden
	fixed
	spikeproof
	proximity
	strength	50
	contains	bee
	radius		16
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name EGG_OBJECT(PIG)
	left		EGG_SPRITE
	right		EGG_SPRITE
	up		EGG_SPRITE
	down		EGG_SPRITE
	hp		10000
	karma		1
	weight		-1
	description	"Pig spawn spot"
	short		"egg"
	OnInit		egg_check
	IfUsed		egg_spawn_enemy
	hidden
	fixed
	spikeproof
	proximity
	strength	14
	contains	pig
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name EGG_OBJECT(SNAKE)
	left		EGG_SPRITE
	right		EGG_SPRITE
	up		EGG_SPRITE
	down		EGG_SPRITE
	hp		10000
	karma		3
	weight		-1
	description	"Snake spawn spot"
	short		"egg"
	OnInit		egg_check
	IfUsed		egg_spawn_enemy
	hidden
	fixed
	spikeproof
	proximity
	strength	14
	radius		16
	contains	snake
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name EGG_NIGHT
	left		EGG_SPRITE
	right		EGG_SPRITE
	up		EGG_SPRITE
	down		EGG_SPRITE
	hp		10000
	karma		1
	weight		-1
	description	"night-time spawn spot"
	short		"egg"
	IfUsed		egg_night
	OnInit		egg_check
	hidden
	fixed
	spikeproof
	proximity
	strength	100
	schedule	06:03 night_egg_cleanup
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name EGG_SCHEDULE
	left		EGG_SPRITE
	right		EGG_SPRITE
	up		EGG_SPRITE
	down		EGG_SPRITE
	hp		10000
	weight		-1
	description	"Object spawn spot"
	short		"egg"
	hidden
	fixed
	spikeproof
	strength	100
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_BLACK
	left		POTION_BLACK
	right		POTION_BLACK
	up		POTION_BLACK
	down		POTION_BLACK
	hp		1
	strength	2500
	weight		350
	description	"You see a black potion"
	short		"black potion"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_EMPTY
	left		POTION_EMPTY
	right		POTION_EMPTY
	up		POTION_EMPTY
	down		POTION_EMPTY
	hp		1
	weight		100
	description	"You see an empty potion bottle"
	short		"bottle"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_GREEN
	left		POTION_GREEN
	right		POTION_GREEN
	up		POTION_GREEN
	down		POTION_GREEN
	hp		1
	strength	50
	weight		350
	description	"You see a green potion"
	short		"green potion"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_RED
	left		POTION_RED
	right		POTION_RED
	up		POTION_RED
	down		POTION_RED
	hp		1
	strength	100
	weight		350
	description	"You see a red potion"
	short		"red potion"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_YELLOW
	left		POTION_YELLOW
	right		POTION_YELLOW
	up		POTION_YELLOW
	down		POTION_YELLOW
	hp		1
	strength	25
	weight		350
	description	"You see a yellow potion"
	short		"yellow potion"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DYNAMITE
	left		DYNAMITE
	right		DYNAMITE
	up		DYNAMITE
	down		DYNAMITE
	hp		100
	weight		400
	damage		200
	description	"You see a stick of blasting dynamite"
	short		"dynamite"
	IfUsed		LIGHT_POWDER
	IfKilled	SHORT_FUSE
	IfHurt		SHORT_FUSE
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GRENADE
	left		GRENADE
	right		GRENADE
	up		GRENADE
	down		GRENADE
	hp		100
	weight		400
	damage		200
	description	"You see a hand grenade"
	short		"grenade"
	IfUsed		BOMB_COUNTDOWN
	IfKilled	SHORT_FUSE
	IfHurt		SHORT_FUSE
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TEST
	left		CAR_L
	right		CAR_R
	up		CAR_U
	down		CAR_D
	hp		1000000
	weight		-1
	description	"You see a badly-rendered car"
	short		"car"
	IfUsed		BOARD_CAR
	IfWielded	LEAVE_CAR
	solid
	container
	setsolid	V 0 0 3 5
	setsolid	H 0 0 5 3
	setActiveArea	V 0 0 3 5
	setActiveArea	H 0 0 5 3

	name WOMAN_GENERIC
	left		F_LEFT
	right		F_RIGHT
	up		F_UP
	down		F_DOWN
	hp		100
	dexterity	10
	strength	15000
	intelligence	140
	weight		30000
	damage		5
	description	"You see a woman."
	short		"woman"
	attack		close_attack
	IfKilled	Follower_Dies
	IfHurt		Follower_Hurt
	biological
	solid
	person
	female
	race		human
	rank		peasant
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name WALL_EDGE
	left		WALL_EDGE_BL
	right		WALL_EDGE_R
	up		WALL_EDGE_TR
	down		WALL_EDGE_B
	hp		2000000000
	weight		-1
	description	"You see a thick stone wall."
	short		"wall"
	solid
	blockslight
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name WALL2_EDGE
	left		WALL2_EDGE_BL
	right		WALL2_EDGE_TR
	up		WALL2_EDGE_R
	down		WALL2_EDGE_B
	hp		2000000000
	weight		-1
	description	"You see a concrete wall."
	short		"wall"
	solid
	blockslight
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHIMNEY1
	left		CHIMNEY1
	right		CHIMNEY1
	up		CHIMNEY1
	down		CHIMNEY1
	hp		2000000000
	weight		-1
	description	"You should't be able to see this."
	short		"chimney"
	invisible
	fixed
	system
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 0 0
	setActiveArea	H 0 0 0 0

	name BOOTS
	left		BOOTS
	right		BOOTS
	up		BOOTS
	down		BOOTS
	hp		30
	weight		500
	description	"You see a pair of boots."
	short		"boots"
	IfWielded	wield_boots
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ARK_OF_THE_COVENANT
	left		ARKOFCOVENANT_SHUT
	right		ARKOFCOVENANT_SHUT
	up		ARKOFCOVENANT_SHUT
	down		ARKOFCOVENANT_SHUT
	hp		200000000
	weight		10000
	damage		1000000000
	description	"You see the Ark of the Covenant"
	short		"The Ark of Testimony"
	IfUsed		ark_of_testimony
	solid
	spikeproof

	name BOOK
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		200
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOOK_OPEN
	left		BOOK_OPEN_L
	right		BOOK_OPEN_R
	up		BOOK_OPEN_U
	down		BOOK_OPEN_D
	hp		100
	weight		320
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SPELLBOOK
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		170
	description	"You see a book of magic"
	short		"spellbook"
	IfUsed		USE_SPELLBOOK
	IfLookedAt	BOOK_COVER
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1
	IfWielded	wield_weapon
	wielded

	name BIBLE
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		400
	description	"You see the Holy Bible."
	short		"bible"
	IfUsed		BOOK_USE
	conversation	books/church/holy/bible.txt

	name BIBLE_OPEN
	left		BOOK_OPEN_L
	right		BOOK_OPEN_R
	up		BOOK_OPEN_U
	down		BOOK_OPEN_D
	hp		100
	weight		400
	description	"You see the Holy Bible."
	short		"bible"
	IfUsed		BOOK_USE
	conversation	books/church/holy/bible.txt

	name BOOK_protect
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		200
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	conversation	books/church/holy/protectr.txt

	name BOOK_beasts
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		200
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	conversation	books/church/holy/bestiary.txt

	name BOOK_ghost
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		200
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	conversation	books/church/holy/ghost.txt

	name BOOK_astro
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		200
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	conversation	books/church/holy/astro.txt

	name BOOK_witches
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		200
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	conversation	books/church/holy/witches1.txt

	name BOOK_notr
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		200
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	conversation	books/church/other/namerose.txt

	name BOOK_fowl
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		200
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	conversation	books/church/other/hunting.txt

	name BOOK_alchemy
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		100
	weight		200
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	conversation	books/church/holy/alchemy.txt



	name KARMOMETER
	left		HALO10
	right		HALO10
	up		HALO10
	down		HALO10
	hp		0
	weight		0
	description	"God, please ____ my mind for good"
	short		"aberration"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name AIRGUN
	left		PISTOL
	right		PISTOL
	up		PISTOL
	down		PISTOL
	hp		250
	max_strength	6
	weight		250
	description	"You see a 5mm airgun"
	short		"airgun"
	IfLookedAt	check_ammo
	IfWielded	wield_weapon
	Attack		ammo_attack
	user1		rounds-*
	user2		gun_attack
	range		8
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ROUNDS-S
	left		ROUNDS-S
	right		ROUNDS-S
	up		ROUNDS-S
	down		ROUNDS-S
	hp		10
	strength	6
	max_strength	12
	weight		1
	damage		10
	description	"You see a box of standard rounds."
	short		"ammo"
	IfUsed		LOAD_GUN
	IfLookedAt	CHECK_AMMO
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ROUNDS-E
	left		ROUNDS-E
	right		ROUNDS-E
	up		ROUNDS-E
	down		ROUNDS-E
	hp		10
	strength	6
	max_strength	12
	weight		1
	damage		100
	description	"You see a box of explosive rounds."
	short		"ammo"
	IfUsed		LOAD_GUN
	IfLookedAt	CHECK_AMMO
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ROUNDS-0
	left		ROUNDS-0
	right		ROUNDS-0
	up		ROUNDS-0
	down		ROUNDS-0
	hp		10
	strength	6
	max_strength	12
	weight		1
	damage		100
	description	"You see an empty box of rounds."
	short		"ammo"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LAPTOP
	left		LAPTOP_LEFT
	right		LAPTOP_RIGHT
	up		LAPTOP_UP
	down		LAPTOP_DOWN
	hp		20
	weight		4750
	description	"You see a laptop computer"
	short		"laptop"
	IfUsed		BOOK_USE
	solid
	fragile
	Conversation	BOOKS/WINDOWS.TXT
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_MIDDLEH
	left		BRIDGE_H_0
	right		BRIDGE_H_1
	up		BRIDGE_H_2
	down		BRIDGE_H_3
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_MIDDLEV
	left		BRIDGE_V_0
	right		BRIDGE_V_1
	up		BRIDGE_V_2
	down		BRIDGE_V_3
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_CORE0
	left		BRIDGE_VL_0
	right		BRIDGE_VR_0
	up		BRIDGE_HT_0
	down		BRIDGE_HB_0
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	solid
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_CORE1
	left		BRIDGE_VL_1
	right		BRIDGE_VR_1
	up		BRIDGE_HT_1
	down		BRIDGE_HB_1
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	solid
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_CORE2
	left		BRIDGE_VL_2
	right		BRIDGE_VR_2
	up		BRIDGE_HT_2
	down		BRIDGE_HB_2
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	fixed
	boat
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_CORE3
	left		BRIDGE_VL_3
	right		BRIDGE_VR_3
	up		BRIDGE_HT_3
	down		BRIDGE_HB_3
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	fixed
	boat
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_CORE4
	left		BRIDGE_VL_0
	right		BRIDGE_VR_0
	up		BRIDGE_HT_0
	down		BRIDGE_HB_0
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	fixed
	boat

	name BRIDGE_POLE
	left		BRIDGE_POLE_W
	right		BRIDGE_POLE_E
	up		BRIDGE_POLE_N
	down		BRIDGE_POLE_S
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_STEPS_W
	left		BRIDGE_W_STEPS1
	right		BRIDGE_W_STEPS1
	up		BRIDGE_W_STEPS0
	down		BRIDGE_W_STEPS2
	hp		1000000
	weight		-1
	description	"You see wooden steps"
	short		"steps"
	IfKilled	respawn
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_STEPS_E
	left		BRIDGE_E_STEPS1
	right		BRIDGE_E_STEPS1
	up		BRIDGE_E_STEPS0
	down		BRIDGE_E_STEPS2
	hp		1000000
	weight		-1
	description	"You see wooden steps"
	short		"steps"
	IfKilled	respawn
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_STEPS_N
	left		BRIDGE_N_STEPS0
	right		BRIDGE_N_STEPS2
	up		BRIDGE_N_STEPS1
	down		BRIDGE_N_STEPS1
	hp		1000000
	weight		-1
	description	"You see wooden steps"
	short		"steps"
	IfKilled	respawn
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_STEPS_S
	left		BRIDGE_S_STEPS0
	right		BRIDGE_S_STEPS2
	up		BRIDGE_S_STEPS1
	down		BRIDGE_S_STEPS1
	hp		1000000
	weight		-1
	description	"You see wooden steps"
	short		"steps"
	IfKilled	respawn
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_END_W
	left		BRIDGE_W_END1
	right		BRIDGE_W_END1
	up		BRIDGE_W_END0
	down		BRIDGE_W_END2
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_END_E
	left		BRIDGE_E_END1
	right		BRIDGE_E_END1
	up		BRIDGE_E_END0
	down		BRIDGE_E_END2
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_END_N
	left		BRIDGE_N_END0
	right		BRIDGE_N_END2
	up		BRIDGE_N_END1
	down		BRIDGE_N_END1
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BRIDGE_END_S
	left		BRIDGE_S_END0
	right		BRIDGE_S_END2
	up		BRIDGE_S_END1
	down		BRIDGE_S_END1
	hp		1000000
	weight		-1
	description	"You see a wooden walkway"
	short		"walkway"
	IfKilled	respawn
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name HATCH_GALLOWS_CLOSED
	left		HATCH1_CLOSED
	right		HATCH1_CLOSED
	up		HATCH1_CLOSED
	down		HATCH1_CLOSED
	hp		1000000
	weight		-1
	description	"You see a trapdoor"
	short		"trapdoor"
	IfKilled	respawn
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name HATCH_GALLOWS_OPENED
	left		HATCH1_OPENED
	right		HATCH1_OPENED
	up		HATCH1_OPENED
	down		HATCH1_OPENED
	hp		1000000
	weight		-1
	description	"You see a trapdoor"
	short		"trapdoor"
	IfKilled	respawn
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GALLOWS
	left		GALLOWS1
	right		GALLOWS1
	up		GALLOWS1
	down		GALLOWS1
	hp		1000000
	weight		-1
	description	"You see a gallows"
	short		"gallows"
	IfKilled	respawn
	solid
	fixed
	setsolid	V 1 1 1 1
	setsolid	H 1 1 1 1

	name WOOD_MASK
	left		WOODMASK_L
	right		WOODMASK_L
	up		WOODMASK_U
	down		WOODMASK_D
	hp		100000
	weight		-1
	description	"You see a gigantic puddle of water"
	short		"water"
	IfKilled	respawn
	solid
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONE_MASK
	left		STONEMASK_L
	right		STONEMASK_R
	up		STONEMASK_U
	down		STONEMASK_U
	hp		100000
	weight		-1
	description	"You see a pool of water"
	short		"water"
	IfKilled	respawn
	solid
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PHONE
	left		PHONE_L
	right		PHONE_R
	up		PHONE_U
	down		PHONE_D
	hp		30
	weight		500
	description	"You see a telephone"
	short		"phone"
	IfKilled	break_phone
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PHONE_BROKEN
	left		PHONE_B
	right		PHONE_B
	up		PHONE_B
	down		PHONE_B
	hp		100
	weight		400
	description	"You see a destroyed telephone"
	short		"phone"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ASH
	left		ASH00
	right		ASH01
	up		ASH02
	down		ASH03
	hp		0
	weight		1
	description	"You see a pile of ash"
	short		"ash"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1
	ifused		eat_food

	name BOAT1
	left		BOAT1_LEFT
	right		BOAT1_RIGHT
	up		BOAT1_UP
	down		BOAT1_DOWN
	hp		10
	weight		1000
	description	"You see an inflatable dinghy"
	short		"dinghy"
	IfUsed		board_boat
	IfKilled	burst_boat
	IfWielded	leave_boat
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOAT1_DEAD
	left		BOAT1_DEAD
	right		BOAT1_DEAD
	up		BOAT1_DEAD
	down		BOAT1_DEAD
	hp		1000
	weight		100
	description	"You see some pieces of vinyl"
	short		"bits of dinghy"
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LIGHT_CONTROL
	left		CRAP_SUN
	right		CRAP_SUN
	up		CRAP_SUN
	down		CRAP_SUN
	hp		16
	max_hp		16
	weight		-1
	description	"You don't notice anything unusual.|Which is a total lie."
	short		"GET LOST!"
	fixed
	spikeproof
	shadow
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MIRROR2
	left		MIRROR2_H_EMPTY
	right		MIRROR2_H_EMPTY
	up		MIRROR2_V_EMPTY
	down		MIRROR2_V_EMPTY
	hp		1
	weight		-1
	description	"You see a wall mirror"
	short		"mirror"
	IfKilled	SMASH_mirror
	behaviour	 mirror2
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MIRROR2_BROKEN
	left		MIRROR2_H_BROKEN
	right		MIRROR2_H_BROKEN
	up		MIRROR2_V_BROKEN
	down		MIRROR2_V_BROKEN
	hp		0
	weight		-1
	description	"You see a broken wall mirror"
	short		"broken mirror"
	IfKilled	respawn
	solid
	fixed
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BREAD_SLICE
	left		BREAD_0
	right		BREAD_0
	up		BREAD_0
	down		BREAD_0
	hp		4
	weight		25
	description	"You see a slice of bread"
	short		"bread"
	IfUsed		eat_food
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SANDWICH_LETTUCE
	left		SANDWICH_0
	right		SANDWICH_0
	up		SANDWICH_0
	down		SANDWICH_0
	hp		4
	weight		60
	description	"You see a lettuce sandwich"
	short		"sandwich"
	IfUsed		eat_food
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BREAD_TOAST
	left		BREAD_1
	right		BREAD_1
	up		BREAD_1
	down		BREAD_1
	hp		4
	weight		10
	description	"You see a slice of toast"
	short		"toast"
	IfUsed		eat_food
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LETTUCE_LEAF
	left		LETTUCE-1
	right		LETTUCE-1
	up		LETTUCE-1
	down		LETTUCE-1
	hp		2
	weight		10
	description	"You see a lettuce leaf"
	short		"lettuce leaf"
	IfUsed		eat_food
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CREDIT_CARD
	left		CREDIT_CARD
	right		CREDIT_CARD
	up		CREDIT_CARD
	down		CREDIT_CARD
	hp		30
	weight		2
	description	"You see a Madland Bank cash-card"
	short		"card"
	IfUsed		use_card
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MOBILE
	left		MOBILE
	right		MOBILE
	up		MOBILE
	down		MOBILE
	hp		30
	weight		100
	description	"You see a mobile phone."
	short		"mobile phone"
	IfUsed		use_mobile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SEASHELL
	left		SEASHELL
	right		SEASHELL
	up		SEASHELL
	down		SEASHELL
	hp		100
	weight		100
	description	"You see a seashell."
	short		"seashell"
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FAKEWALL
	left		WALL_STONE_H
	right		WALL_STONE_H
	up		WALL_STONE_V
	down		WALL_STONE_V
	hp		200
	weight		-1
	description	"You see a thick stone wall"
	short		" "
	solid
	blockslight
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LIGHT_SWITCH
	left		LGT_SW1
	right		LGT_SW1
	up		LGT_SW2
	down		LGT_SW2
	hp		200000
	weight		-1
	description	"You see a light switch"
	short		"light switch"
	IfUsed		LIGHT_TOGGLE
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LIGHT_START
	left		LIGHT_START
	right		LIGHT_START
	up		LIGHT_START
	down		LIGHT_START
	hp		1000000000
	weight		0
	description	"No description"
	short		"No description"
	invisible
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LIGHT_END
	left		LIGHT_END
	right		LIGHT_END
	up		LIGHT_END
	down		LIGHT_END
	hp		1000000000
	weight		0
	description	"No description"
	short		"No description"
	invisible
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CRYSTAL_SWORD
	left		CRYSTAL_SWORD
	right		CRYSTAL_SWORD
	up		CRYSTAL_SWORD
	down		CRYSTAL_SWORD
	hp		13
	weight		0
	damage		1000
	description	"You see a Crystal Sword"
	short		"Crystal Sword"
	IfKilled	CRYSTAL_SWORD_BREAK
	IfWielded	WIELD_WEAPON
	Attack		CLOSE_ATTACK
	user2		crystal_sword_break
	translucent
	wielded
	fragile
	contains	CRYSTAL_SWORD_BITS
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CRYSTAL_SWORD_HILT
	left		CRYSTAL_SWORD_HILT
	right		CRYSTAL_SWORD_HILT
	up		CRYSTAL_SWORD_HILT
	down		CRYSTAL_SWORD_HILT
	hp		13000
	weight		0
	damage		1
	description	"You see a broken Crystal Sword"
	short		"broken Crystal Sword"
	IfWielded	WIELD_WEAPON
	Attack		CLOSE_ATTACK
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CRYSTAL_SWORD_BITS
	left		CRYSTAL_SWORD_BITS
	right		CRYSTAL_SWORD_BITS
	up		CRYSTAL_SWORD_BITS
	down		CRYSTAL_SWORD_BITS
	hp		10000
	weight		50
	damage		2
	description	"You see some small pieces of broken crystal."
	short		"crystal fragments"
	IfTriggered	spikes
	translucent
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TABLE1-EDGES
	left		TABLE1-3
	right		TABLE1-5
	up		TABLE1-1
	down		TABLE1-7
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE1-CORNERS
	left		TABLE1-6
	right		TABLE1-2
	up		TABLE1-0
	down		TABLE1-8
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE1-MIDDLE
	left		TABLE1-4
	right		TABLE1-4
	up		TABLE1-4
	down		TABLE1-4
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE2-EDGES
	left		TABLE2-3
	right		TABLE2-3
	up		TABLE2-1
	down		TABLE2-1
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE2-CORNERS
	left		TABLE2-4
	right		TABLE2-2
	up		TABLE2-0
	down		TABLE2-5
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE2-END
	left		TABLE2-6
	right		TABLE2-7
	up		TABLE2-8
	down		TABLE2-9
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE3
	left		TABLE3-0
	right		TABLE3-1
	up		TABLE3-2
	down		TABLE3-0
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE4-CORNERS
	left		TABLE4-0
	right		TABLE4-1
	up		TABLE4-0
	down		TABLE4-2
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE5-LEGS
	left		TABLE5-0
	right		TABLE5-3
	up		TABLE5-1
	down		TABLE5-2
	hp		2000000000
	weight		-1
	description	"You see table legs"
	short		"table legs"
	fixed
	spikeproof

	name TABLE5-LEGS2
	left		TABLE5-4
	right		TABLE5-7
	up		TABLE5-5
	down		TABLE5-6
	hp		2000000000
	weight		-1
	description	"You see table legs"
	short		"table legs"
	fixed
	spikeproof

	name TABLE6-H
	left		TABLE6-0
	right		TABLE6-3
	up		TABLE6-2
	down		TABLE6-1
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE6-V
	left		TABLE6-5
	right		TABLE6-6
	up		TABLE6-4
	down		TABLE6-7
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE7
	left		TABLE7-0
	right		TABLE7-0
	up		TABLE7-1
	down		TABLE7-1
	hp		2000000000
	weight		5000
	description	"You see a small table."
	short		"table"
	solid
	tabletop

	name TABLE8-L
	left		TABLE8-1
	right		TABLE8-2
	up		TABLE8-0
	down		TABLE8-3
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE8-M
	left		TABLE8-5
	right		TABLE8-6
	up		TABLE8-4
	down		TABLE8-7
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE8-R
	left		TABLE8-9
	right		TABLE8-10
	up		TABLE8-8
	down		TABLE8-11
	hp		2000000000
	weight		-1
	description	"You see a table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE-SHADOW1
	left		TSHAD00
	right		TSHAD00
	up		TSHAD03
	down		TSHAD03
	hp		2000000000
	weight		-1
	description	"You see a shadow"
	short		"shadow"
	fixed
	spikeproof
	shadow

	name TABLE-SHADOW2
	left		TSHAD01
	right		TSHAD06
	up		TSHAD04
	down		TSHAD07
	hp		2000000000
	weight		-1
	description	"You see a shadow"
	short		"shadow"
	fixed
	spikeproof
	shadow

	name TABLE-SHADOW3
	left		TSHAD05
	right		TSHAD08
	up		TSHAD02
	down		TSHAD08
	hp		2000000000
	weight		-1
	description	"You see a shadow"
	short		"shadow"
	fixed
	spikeproof
	shadow

	name TABLE-STONE
	left		TILE02
	right		TILE02
	up		TILE02
	down		TILE02
	hp		2000000000
	weight		-1
	description	"You see a stone table."
	short		"table"
	solid
	fixed
	tabletop
	spikeproof

	name TABLE-MILL
	left		TILE02
	right		TILE02
	up		TILE02
	down		TILE02
	hp		2000000000
	weight		-1
	description	"You see a stone grinding table."
	short		"table"
	solid
	fixed
	tabletop
	spikeproof
	iftriggered	mill_grain

	name 747-LEFT-HEAD
	left		747-LEFT-HEAD
	right		747-LEFT-HEAD
	up		747-LEFT-HEAD
	down		747-LEFT-HEAD
	hp		1000000
	max_hp		1000000
	intelligence	1000
	max_intelligence	1000
	weight		0
	description	"You see a huge airliner"
	short		"airliner"
	solid
	fixed
	setsolid	V 0 0 7 3
	setsolid	H 0 0 7 3
	setActiveArea	V 0 0 7 3
	setActiveArea	H 0 0 7 3

	name 747-LEFT-BODY
	left		747-LEFT-BODY
	right		747-LEFT-BODY
	up		747-LEFT-BODY
	down		747-LEFT-BODY
	hp		1000000
	max_hp		1000000
	weight		0
	description	"You see a huge airliner"
	short		"airliner"
	solid
	fixed
	setsolid	V 0 0 10 3
	setsolid	H 0 0 10 3
	setActiveArea	V 0 0 10 3
	setActiveArea	H 0 0 10 3

	name 747-LEFT-WINGS
	left		747-LEFT-WING1
	right		747-LEFT-WING1
	up		747-LEFT-WING2
	down		747-LEFT-WING2
	hp		1000000
	max_hp		1000000
	weight		0
	description	"You see an airliner's wing"
	short		"wing"
	fixed
	setsolid	V 0 0 10 8
	setsolid	H 0 0 10 8
	setActiveArea	V 1 0 5 2
	setActiveArea	H 1 7 5 2

	name 747-LEFT-TAIL
	left		747-LEFT-TAIL
	right		747-LEFT-TAIL
	up		747-LEFT-TAIL
	down		747-LEFT-TAIL
	hp		1000000
	max_hp		1000000
	weight		0
	description	"You see an airliner's tail"
	short		"tail"
	solid
	fixed
	setsolid	V 0 3 6 3
	setsolid	H 0 3 6 3
	setActiveArea	V 0 3 6 3
	setActiveArea	H 0 3 6 3

	name B1B-TAIL
	left		B1B-D0
	right		B1B-D0
	up		B1B-D1
	down		B1B-D1
	hp		1000000
	max_hp		1000000
	intelligence	1000
	max_intelligence	1000
	weight		0
	description	"You see a large, black supersonic bomber."
	short		"bomber"
	solid
	fixed
	setsolid	V 0 1 2 6
	setsolid	H 5 1 2 6
	setActiveArea	V 0 1 4 6
	setActiveArea	H 3 1 4 6

	name B1B-WINGS
	left		B1B-D2
	right		B1B-D2
	up		B1B-D3
	down		B1B-D3
	hp		1000000
	max_hp		1000000
	intelligence	1000
	max_intelligence	1000
	weight		0
	description	"You see a large, black supersonic bomber."
	short		"bomber"
	solid
	fixed
	setsolid	V 0 0 3 7
	setsolid	H 4 0 3 7
	setActiveArea	V 0 0 4 7
	setActiveArea	H 3 0 4 7

	name B1B-HEAD
	left		B1B-D4
	right		B1B-D4
	up		B1B-D5
	down		B1B-D5
	hp		1000000
	max_hp		1000000
	intelligence	1000
	max_intelligence	1000
	weight		0
	description	"You see a large, black supersonic bomber."
	short		"bomber"
	solid
	fixed
	setsolid	V 2 0 2 5
	setsolid	H 2 0 2 7
	setActiveArea	V 2 0 2 6
	setActiveArea	H 1 0 4 7

	name GRAVESTONE
	left		GRAVE2
	right		GRAVE2
	up		GRAVE1
	down		GRAVE1
	hp		200
	max_hp		200
	weight		-1
	description	"You see a gravestone."
	short		"gravestone"
	IfKilled	GRAVE_BROKEN
	IfLookedAt	Generic_sign
	solid
	fixed
	spikeproof

	name PEW_LEFT
	left		PEW3
	right		PEW3
	up		PEW0
	down		PEW0
	hp		2000
	weight		-1
	description	"You see some crude wooden pews."
	short		"pews"
	IfTriggered	SIT_DOWN_human
	fixed
	no_resurrect
	setsolid	V 0 1 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 1 2

	name GRAVESTONE_BROKEN
	left		GRAVE4
	right		GRAVE4
	up		GRAVE3
	down		GRAVE3
	hp		200
	max_hp		200
	weight		-1
	description	"You see a broken gravestone."
	short		"gravestone"
	solid
	fixed
	spikeproof

	name GRAVE
	left		GRAVE5
	right		GRAVE5
	up		GRAVE6
	down		GRAVE6
	hp		200
	max_hp		200
	weight		-1
	description	"You see a grave."
	short		"grave"
	solid
	fixed
	ifused		spill


	name LECTURN
	left		LECTURN
	right		LECTURN
	up		LECTURN
	down		LECTURN
	hp		2000000000
	weight		10000
	description	"You see a lecturn"
	short		"lecturn"
	solid
	tabletop

	name ORGAN_KEYBOARD
	left		ORGAN_KEYBOARD
	right		ORGAN_KEYBOARD
	up		ORGAN_KEYBOARD
	down		ORGAN_KEYBOARD
	hp		100000
	weight		-1
	description	"You see an Allen pipe-organ console."
	short		"organ"
	solid
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 2 1

	name W_ORGAN
	left		ORGAN_WAARG
	right		ORGAN_WAARG
	up		ORGAN_WAARG
	down		ORGAN_WAARG
	hp		100000
	weight		-1
	description	"You see a curiously-designed positive organ."
	short		"organ"
	solid
	fixed
	setsolid	V 1 1 2 2
	setsolid	H 1 1 2 2
	setActiveArea	V 1 1 2 2
	setActiveArea	H 1 1 1 1

	name PIANO
	left		PIANO_R
	right		PIANO_R
	up		PIANO_D
	down		PIANO_D
	hp		100000
	weight		-1
	description	"You see a grand piano."
	short		"piano"
	solid
	setsolid	V 0 0 2 2
	setsolid	H 0 0 2 2
	setActiveArea	V 0 0 2 2
	setActiveArea	H 0 0 2 2
	ifused music_piano

	name WOLF
	left		WOLFA_LEFT
	right		WOLFA_RIGHT
	up		WOLFA_UP
	down		WOLFA_DOWN
	hp		100
	max_hp		100
	dexterity	25
	max_dexterity	1000
	strength	15000
	max_strength	30000
	intelligence	80
	max_intelligence	80
	weight		20000
	damage		20
	description	"You see a wolf."
	short		"wolf"
	IfKilled	waarg_dies
	IfHurt		waarg_hurt
	solid
	person
	male
	race		wolf
	rank		follower
	party		SFRANCIS

	name WOLF_TAME
	left		WOLFA_LEFT
	right		WOLFA_RIGHT
	up		WOLFA_UP
	down		WOLFA_DOWN
	hp		100
	max_hp		100
	dexterity	25
	max_dexterity	1000
	strength	15000
	max_strength	30000
	intelligence	80
	max_intelligence	80
	weight		20000
	damage		20
	description	"You see a wolf."
	short		"wolf"
	IfKilled	waarg_dies
	IfHurt		waarg_hurt
	solid
	person
	male
	race		wolf
	rank		follower
	party		SFRANCIS



	name WAARG_MALE
	left		WOLFA_LEFT
	right		WOLFA_RIGHT
	up		WOLFA_UP
	down		WOLFA_DOWN
	hp		100
	max_hp		100
	dexterity	25
	max_dexterity	1000
	strength	15000
	max_strength	30000
	intelligence	200
	max_intelligence	400
	weight		20000
	damage		20
	description	"You see a wolf-like creature."
	short		"wolf"
	IfKilled	waarg_dies
	IfHurt		waarg_hurt
	solid
	person
	male
	race		waarg
	rank		peasant

	name WAARG_MALE_DEAD
	left		WOLFA_DEAD
	right		WOLFA_DEAD
	up		WOLFA_DEAD
	down		WOLFA_DEAD
	hp		100
	max_hp		100
	weight		20000
	description	"You see a dead wolf-like creature."
	short		"dead wolf"
	IfLookedAt	SPILL

	name WAARG_KING
	left		WOLFA_KING_LEFT
	right		WOLFA_KING_RIGHT
	up		WOLFA_KING_UP
	down		WOLFA_KING_DOWN
	hp		250
	max_hp		250
	dexterity	25
	max_dexterity	1000
	strength	15000
	max_strength	30000
	intelligence	200
	max_intelligence	400
	weight		20000
	damage		20
	description	"You see a wolf-like creature wearing a crown."
	short		"wolf king"
	IfKilled	waarg_king_dies
	IfHurt		waarg_king_hurt
	solid
	person
	male
	race		waarg
	rank		king

	name WAARG_SOLDIER
	left		WOLFA_SOLDIER_LEFT
	right		WOLFA_SOLDIER_RIGHT
	up		WOLFA_SOLDIER_UP
	down		WOLFA_SOLDIER_DOWN
	hp		200
	max_hp		200
	dexterity	25
	max_dexterity	1000
	strength	15000
	max_strength	30000
	intelligence	200
	max_intelligence	400
	weight		20000
	damage		20
	description	"You see a wolf-like creature with a crossbow on its back."
	short		"wolf soldier"
	IfKilled	waarg_dies
	IfHurt		waarg_hurt
	solid
	person
	contains	warg_xbow
	contains	warg_xbow_bolts
	male
	race		waarg
	rank		guard

	name WAARG_GUARD
	left		WOLFA_SOLDIER_LEFT
	right		WOLFA_SOLDIER_RIGHT
	up		WOLFA_SOLDIER_UP
	down		WOLFA_SOLDIER_DOWN
	hp		200
	max_hp		200
	dexterity	25
	max_dexterity	1000
	strength	15000
	max_strength	30000
	intelligence	200
	max_intelligence	400
	weight		20000
	damage		20
	description	"You see a wolf-like creature with a crossbow on its back."
	short		"wolf guard"
	IfKilled	waarg_dies
	IfHurt		waarg_hurt
	solid
	person
	contains	warg_xbow
	contains	warg_xbow_bolts
	male
	guard
	race		waarg
	rank		guard

	name STEPS01
	left		STEPS02
	right		STEPS03
	up		STEPS00
	down		STEPS01
	hp		1000000000
	weight		-1
	description	"You see some steps"
	short		"steps"
	fixed
	spikeproof

	name STEPS02
	left		STEPS05
	right		STEPS05
	up		STEPS06
	down		STEPS04
	hp		1000000000
	weight		-1
	description	"You see some steps"
	short		"steps"
	fixed
	spikeproof

	name CARPET
	left		CARPET13
	right		CARPET14
	up		CARPET11
	down		CARPET12
	hp		1000000000
	weight		-1
	description	"You see a rich carpet."
	short		"carpet"
	fixed
	spikeproof

	name CARPET2
	left		CARPET16
	right		CARPET17
	up		CARPET15
	down		CARPET18
	hp		1000000000
	weight		-1
	description	"You see a rich carpet."
	short		"carpet"
	fixed
	spikeproof

	name CARPET3
	left		CARPET19
	right		CARPET20
	up		CARPET21
	down		CARPET19
	hp		1000000000
	weight		-1
	description	"You see a rich carpet."
	short		"carpet"
	fixed
	spikeproof

	name CRUCIFIX
	left		CRUCIFIX
	right		CRUCIFIX
	up		CRUCIFIX
	down		CRUCIFIX
	hp		75
	weight		-1
	dexterity	200
	description	"You see a plain-looking crucifix, complete with Christ."
	short		"crucifix"
	damage		10000
	IfKilled	hit_jesus
	attack		attack_laseralways
	user1		fx_laserbeam_red
	solid
	fixed
	spikeproof
	Conversation	people/church/crucifix.txt
	ifused		pray
	link_to_other_npc
	setsolid	V 0 0 2 1
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 2 1

	name CRUCIFIX-TABLE
	left		CRUCIFIX-TABLE3
	right		CRUCIFIX-TABLE3
	up		CRUCIFIX-TABLE
	down		CRUCIFIX-TABLE2
	hp		500
	weight		2000
	description	"You see a small gold crucifix."
	short		"crucifix"
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TABLECLOTH
	left		TABLECLOTH1
	right		TABLECLOTH2
	up		TABLECLOTH3
	down		TABLECLOTH4
	hp		2000
	weight		-1
	description	"You see a table-cloth"
	short		"tablecloth"
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TABLECLOTH2
	left		TABLECLOTH7
	right		TABLECLOTH8
	up		TABLECLOTH5
	down		TABLECLOTH6
	hp		2000
	weight		-1
	description	"You see a table-cloth"
	short		"tablecloth"
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TABLECLOTH3
	left		TABLECLOTH9
	right		TABLECLOTH9
	up		TABLECLOTH9
	down		TABLECLOTH9
	hp		2000
	weight		-1
	description	"You see a table-cloth"
	short		"tablecloth"
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FLOWERS_BUNCH
	left		FLOWERS0
	right		FLOWERS0
	up		FLOWERS0
	down		FLOWERS0
	hp		30
	weight		15
	description	"You see a bunch of flowers"
	short		"flowers"

	name STAINEDGLASS00
	left		STAINGLASS02
	right		STAINGLASS03
	up		STAINGLASS00
	down		STAINGLASS01
	hp		10
	weight		-1
	description	"You see some stained glass windows."
	short		"stained glass"
	IfKilled	stained_glass_break
	solid
	blockslight
	fixed
	fragile
	spikeproof

	name STAINEDGLASS01
	left		STAINGLASS03
	right		STAINGLASS03
	up		STAINGLASS04
	down		STAINGLASS03
	hp		10
	weight		-1
	description	"You see some stained glass windows."
	short		"stained glass"
	IfKilled	stained_glass_break
	solid
	blockslight
	fixed
	fragile
	spikeproof

	name STAINEDGLASS00B
	left		STAINGLASS07
	right		STAINGLASS08
	up		STAINGLASS05
	down		STAINGLASS06
	hp		2000000000
	weight		-1
	description	"You see shattered stained glass windows."
	short		"smashed stained glass"
	solid
	fixed
	fragile
	spikeproof

	name STAINEDGLASS01B
	left		STAINGLASS09
	right		STAINGLASS09
	up		STAINGLASS09
	down		STAINGLASS09
	hp		2000000000
	weight		-1
	description	"You see shattered stained glass windows."
	short		"smashed stained glass"
	solid
	fixed
	fragile
	spikeproof

	name SECRETDOOR1_SHUT
	left		SECRETDOOR03
	right		SECRETDOOR03
	up		SECRETDOOR00
	down		SECRETDOOR00
	hp		80
	weight		-1
	description	"You see a secret door."
	short		"wall"
	IfUsed		OPENDOORSECRET
	IfKilled	DoorwaySec
	solid
	will_open
	blockslight
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SECRETDOOR1_OPEN
	left		SECRETDOOR04
	right		SECRETDOOR04
	up		SECRETDOOR01
	down		SECRETDOOR01
	hp		80
	weight		-1
	description	"You see a secret door."
	short		"wall"
	IfUsed		CLOSEDOORSECRET
	IfKilled	DoorwaySec
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SECRETDOOR2_SHUT
	left		SECRETDOOR03
	right		SECRETDOOR03
	up		SECRETDOOR00
	down		SECRETDOOR00
	hp		8000
	weight		-1
	description	"You see a secret door."
	short		"wall"
	Ifwielded	OPENDOORSECRET2
	IfKilled	respawn
	solid
	blockslight
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SECRETDOOR2_OPEN
	left		SECRETDOOR04
	right		SECRETDOOR04
	up		SECRETDOOR01
	down		SECRETDOOR01
	hp		80
	weight		-1
	description	"You see a secret door."
	short		"wall"
	IfWielded	CLOSEDOORSECRET2
	IfKilled	respawn
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FONT1
	left		FONT1
	right		FONT1
	up		FONT1
	down		FONT1
	hp		1000
	weight		-1
	description	"You see an ornate font."
	short		"font"
	solid
	fixed
	spikeproof
	race		water
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POORBOX
	left		POORBOX1
	right		POORBOX1
	up		POORBOX1
	down		POORBOX1
	hp		90
	weight		-1
	description	"You see a collection box."
	short		"poor box"
	IfUsed		poorbox_donate
	IfKilled	poorbox_smashed
	solid
	fixed
	container
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POORBOX_BROKEN
	left		POORBOX2
	right		POORBOX2
	up		POORBOX2
	down		POORBOX2
	hp		90000
	weight		-1
	description	"You see a looted collection box."
	short		"poor box"
	solid
	fixed
	container
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PILLAR
	left		PILLAR1
	right		PILLAR2
	up		PILLAR1
	down		PILLAR2
	hp		2000000000
	weight		-1
	description	"You see a marble pillar."
	short		"pillar"
	solid
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GUARD
	left		GUARD_L
	right		GUARD_R
	up		GUARD_U
	down		GUARD_D
	hp		100
	dexterity	10
	strength	20000
	intelligence	140
	weight		30000
	damage		10
	description	"You see a blue guard."
	short		"guard"
	IfKilled	Guard_Dies
	IfHurt		Follower_Hurt
	ifhorrified	Follower_Horror
	behaviour	 guard_patrol
	conversation	people/guards/misc.txt
	solid
	person
	no_resurrect
	male
	know_name
	guard
	race		human
	rank		guard
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name JAILBARS-H
	left		JAILBARS1H
	right		JAILBARS3H
	up		JAILBARS2H
	down		JAILBARS2H
	hp		1000000
	weight		-1
	description	"You see bars"
	short		"bars"
	solid
	fixed
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GUNPOWDER
	left		GUNPOWDER0
	right		GUNPOWDER0
	up		GUNPOWDER0
	down		GUNPOWDER0
	hp		30
	weight		3000
	damage		100
	description	"You see a keg of black powder."
	short		"gunpowder"
	IfUsed		LIGHT_POWDER
	IfKilled	SHORT_FUSE
	solid

	name BONES0
	left		BONES0
	right		BONES1
	up		BONES2
	down		BONES3
	hp		35
	weight		3
	description	"You see some bones"
	short		"bones"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BONES1
	left		BONES4
	right		BONES5
	up		BONES6
	down		BONES7
	hp		35
	weight		3
	description	"You see some bones"
	short		"bones"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BONES2
	left		BONES0
	right		BONES0
	up		BONES8
	down		BONES9
	hp		35
	weight		3
	description	"You see some bones"
	short		"bones"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DIRT0
	left		DIRT0
	right		DIRT1
	up		DIRT2
	down		DIRT3
	hp		100
	weight		-1
	description	"You see some dirt."
	short		"dirt"
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DIRT1
	left		DIRT4
	right		DIRT5
	up		DIRT4
	down		DIRT5
	hp		100
	weight		-1
	description	"You see some dirt."
	short		"dirt"
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name COBWEB0
	left		COBWEB0
	right		COBWEB1
	up		COBWEB2
	down		COBWEB0
	hp		10
	weight		-1
	description	"You see some cobwebs"
	short		"cobwebs"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FENCE
	left		FENCE_L
	right		FENCE_LIGHT
	up		FENCE_T
	down		FENCE_LIGHT2
	hp		20000000
	weight		-1
	description	"You see a wire fence."
	short		"fence"
	solid
	IfKilled	RESPAWN

	name FENCE_GATE_L_OPEN
	left		FENCEGATE_L_OPEN
	right		FENCEGATE_L_OPEN
	up		FENCEGATE_L_OPEN
	down		FENCEGATE_L_OPEN
	hp		20000000
	weight		-1
	description	"You see a sturdy gate made from steel."
	short		"gate"
	solid
	ifwielded	close_lgate
	IfKilled	RESPAWN
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1

	name FENCE_GATE_L_CLOSED
	left		FENCEGATE_CLOSED
	right		FENCEGATE_CLOSED
	up		FENCEGATE_CLOSED
	down		FENCEGATE_CLOSED
	hp		20000000
	weight		-1
	description	"You see a sturdy gate made from steel."
	short		"gate"
	solid
	ifwielded	open_lgate
	IfKilled	RESPAWN

	name FENCE_GATE_R_OPEN
	left		FENCEGATE_R_OPEN
	right		FENCEGATE_R_OPEN
	up		FENCEGATE_R_OPEN
	down		FENCEGATE_R_OPEN
	hp		20000000
	weight		-1
	description	"You see a sturdy gate made from steel."
	short		"gate"
	solid
	ifwielded	close_rgate
	IfKilled	RESPAWN
	setsolid	V 2 0 1 1
	setsolid	H 2 0 1 1

	name FENCE_GATE_R_CLOSED
	left		FENCEGATE_CLOSED
	right		FENCEGATE_CLOSED
	up		FENCEGATE_CLOSED
	down		FENCEGATE_CLOSED
	hp		20000000
	weight		-1
	description	"You see a sturdy gate made from steel."
	short		"gate"
	solid
	ifwielded	open_rgate
	IfKilled	RESPAWN


	name HANGAR_DOOR_L_OPEN
	left		HANGARDOOR_L_OPEN
	right		HANGARDOOR_L_OPEN
	up		HANGARDOOR_L_OPEN
	down		HANGARDOOR_L_OPEN
	hp		20000000
	weight		-1
	description	"You see a hangar door."
	short		"door"
	solid
	ifwielded	close_ldoor
	IfKilled	RESPAWN
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1

	name HANGAR_DOOR_L_CLOSED
	left		HANGARDOOR_L_CLOSED
	right		HANGARDOOR_L_CLOSED
	up		HANGARDOOR_L_CLOSED
	down		HANGARDOOR_L_CLOSED
	hp		20000000
	weight		-1
	description	"You see a hangar door."
	short		"door"
	solid
	ifwielded	open_ldoor
	IfKilled	RESPAWN
	blockslight

	name HANGAR_DOOR_R_OPEN
	left		HANGARDOOR_R_OPEN
	right		HANGARDOOR_R_OPEN
	up		HANGARDOOR_R_OPEN
	down		HANGARDOOR_R_OPEN
	hp		20000000
	weight		-1
	description	"You see a hangar door."
	short		"door"
	solid
	ifwielded	close_rdoor
	IfKilled	RESPAWN
	setsolid	V 4 0 1 1
	setsolid	H 4 0 1 1

	name HANGAR_DOOR_R_CLOSED
	left		HANGARDOOR_R_CLOSED
	right		HANGARDOOR_R_CLOSED
	up		HANGARDOOR_R_CLOSED
	down		HANGARDOOR_R_CLOSED
	hp		20000000
	weight		-1
	description	"You see a hangar door."
	short		"door"
	solid
	ifwielded	open_rdoor
	IfKilled	RESPAWN
	blockslight


	name FENCE_CORNER
	left		FENCE_TL
	right		FENCE_TR
	up		FENCE_BL
	down		FENCE_BR
	hp		20000000
	weight		-1
	description	"You see a wire fence."
	short		"fence"
	solid
	IfKilled	RESPAWN

	name SECURITY_LIGHT
	left		SECURITY_LIGHT_H
	right		SECURITY_LIGHT_H
	up		SECURITY_LIGHT_V
	down		SECURITY_LIGHT_V
	hp		20000000
	weight		-1
	description	"You see a security light."
	short		"light"
	solid
	light
	IfKilled	RESPAWN

	name FENCE2
	left		FENCE2_V
	right		FENCE2_V2
	up		FENCE2_H
	down		FENCE2_H2
	hp		100
	weight		-1
	description	"You see a wooden fence."
	short		"fence"
	IfKilled	break_fence
	solid

	name FENCE2_BROKEN
	left		FENCE2_VB
	right		FENCE2_VB
	up		FENCE2_HB
	down		FENCE2_HB
	hp		10000
	weight		-1
	description	"You see a wooden fence."
	short		"fence"
	IfKilled	RESPAWN

	name FENCE2_END
	left		FENCE2_L
	right		FENCE2_R
	up		FENCE2_T
	down		FENCE2_B
	hp		1000
	weight		-1
	description	"You see a wooden fence."
	short		"fence"
	IfKilled	RESPAWN
	solid

	name FENCE2_CORNER
	left		FENCE2_BL
	right		FENCE2_TR
	up		FENCE2_TL
	down		FENCE2_BR
	hp		10000
	weight		-1
	description	"You see a wooden fence."
	short		"fence"
	IfKilled	RESPAWN
	solid

	name F16-GREY
	left		F16GRAY-L
	right		F16GRAY-R
	up		F16GRAY-U
	down		F16GRAY-D
	hp		5000
	max_hp		6000
	strength	100
	intelligence	300
	weight		5000000
	damage		100
	description	"You see an F-16 fighting falcon."
	short		"fighter"
	solid
	person
	shadow
	male
	cant_eat
	race		cyber
	rank		guard
	setsolid	V 2 0 3 10
	setsolid	H 0 2 10 3
	setActiveArea	V 0 0 7 10
	setActiveArea	H 0 0 10 7

	name F16-BLACK
	left		F16BLACK-L
	right		F16BLACK-R
	up		F16BLACK-U
	down		F16BLACK-D
	hp		60000
	max_hp		60000
	strength	100
	intelligence	300
	weight		5000000
	damage		100
	description	"You see a black F-16 fighting falcon."
	short		"fighter"
	solid
	person
	shadow
	male
	cant_eat
	race		cyber
	rank		guard
	ifkilled	f16v_regen
	IfHurt		start_attack
	attack 		attack_laser
	user1		fx_laserbeam_red
	range		8
	setsolid	V 2 0 3 10
	setsolid	H 0 2 10 3
	setActiveArea	V 0 0 7 10
	setActiveArea	H 0 0 10 7

	name SU27-GREY-F
	left		SU27GRAY-L
	right		SU27GRAY-R
	up		SU27GRAY-U
	down		SU27GRAY-D
	hp		5000
	max_hp		6000
	strength	100
	intelligence	300
	weight		5000000
	damage		100
	description	"You see a Sukhoi fighter of some kind."
	short		"fighter"
	solid
	person
	shadow
	female
	cant_eat
	race		cyber
	rank		guard
	setsolid	V 3 1 1 7
	setsolid	H 1 3 7 1
	setActiveArea	V 1 1 5 7
	setActiveArea	H 1 1 7 5

	name SU27-GREY-M
	left		SU27GRAY-L
	right		SU27GRAY-R
	up		SU27GRAY-U
	down		SU27GRAY-D
	hp		5000
	max_hp		6000
	strength	100
	intelligence	300
	weight		5000000
	damage		100
	description	"You see a Sukhoi fighter of some kind."
	short		"fighter"
	solid
	person
	shadow
	male
	cant_eat
	race		cyber
	rank		guard
	setsolid	V 3 1 1 7
	setsolid	H 1 3 7 1
	setActiveArea	V 1 1 5 7
	setActiveArea	H 1 1 7 5

	name GR1-GREEN
	left		GR1GREEN-L
	right		GR1GREEN-R
	up		GR1GREEN-U
	down		GR1GREEN-D
	hp		5000
	max_hp		6000
	strength	100
	intelligence	300
	weight		4000000
	damage		100
	description	"You see a Tornado fighter-bomber."
	short		"fighter"
	solid
	person
	shadow
	male
	cant_eat
	race		cyber
	rank		guard
	setsolid	V 1 0 3 8
	setsolid	H 0 1 8 3
	setActiveArea	V 0 0 5 8
	setActiveArea	H 0 0 8 5

	name GR1-BLUE
	left		GR1BLUE-L
	right		GR1BLUE-R
	up		GR1BLUE-U
	down		GR1BLUE-D
	hp		5000
	max_hp		6000
	strength	100
	intelligence	300
	weight		4000000
	damage		100
	description	"You see a Tornado fighter-bomber."
	short		"fighter"
	solid
	person
	shadow
	male
	cant_eat
	race		cyber
	rank		guard
	setsolid	V 1 0 3 8
	setsolid	H 0 1 8 3
	setActiveArea	V 0 0 5 8
	setActiveArea	H 0 0 8 5

	name TREE00
	left		TREE00
	right		TREE00
	up		TREE00
	down		TREE00
	hp		250
	weight		-1
	description	"You see a tree."
	short		"tree"
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 1 1 1 1
	setsolid	H 1 1 1 1
	setActiveArea	V 0 0 2 2
	setActiveArea	H 0 0 2 2

	name TREE01
	left		TREE01
	right		TREE01
	up		TREE01
	down		TREE01
	hp		250
	weight		-1
	description	"You see a tree."
	short		"tree"
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 2 1 1 2
	setsolid	H 2 1 1 2
	setActiveArea	V 2 1 1 2
	setActiveArea	H 2 1 1 2

	name TREE01_REAL
	left		TREE01
	right		TREE01
	up		TREE01
	down		TREE01
	hp		250
	weight		-1
	description	"You see a tree."
	short		"tree"
	solid
	fixed
	setsolid	V 2 1 1 2
	setsolid	H 2 1 1 2
	setActiveArea	V 2 1 1 2
	setActiveArea	H 2 1 1 2

	name TREE01_STUMP
	left		TREE01ST
	right		TREE01ST
	up		TREE01ST
	down		TREE01ST
	hp		250000
	weight		-1
	description	"You see a tree stump."
	short		"tree stump"
	solid
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 2 1

	name TREE02
	left		TREE02
	right		TREE02
	up		TREE02
	down		TREE02
	hp		250
	weight		-1
	description	"You see a tree."
	short		"tree"
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 2 1 1 2
	setsolid	H 2 1 1 2
	setActiveArea	V 0 0 3 2
	setActiveArea	H 0 0 3 2

	name TREE02_REAL
	left		TREE02
	right		TREE02
	up		TREE02
	down		TREE02
	hp		250
	weight		-1
	description	"You see a tree."
	short		"tree"
	solid
	fixed
	setsolid	V 2 1 1 2
	setsolid	H 2 1 1 2
	setActiveArea	V 0 0 3 2
	setActiveArea	H 0 0 3 2

	name TREE03
	left		TREE03
	right		TREE03
	up		TREE03
	down		TREE03
	hp		250
	weight		-1
	description	"You see a tree."
	short		"tree"
	solid
	fixed
	decorative
	spikeproof
	setsolid	V 2 1 1 2
	setsolid	H 2 1 1 2
	setActiveArea	V 0 0 3 2
	setActiveArea	H 0 0 3 2

	name TREE04
	left		TREE04
	right		TREE04
	up		TREE04
	down		TREE04
	hp		250
	weight		-1
	description	"You see a dead tree."
	short		"dead tree"
	solid
	fixed
	decorative
	spikeproof
	setsolid	V 2 1 1 2
	setsolid	H 2 1 1 2
	setActiveArea	V 0 0 3 2
	setActiveArea	H 0 0 3 2

	name TREE05
	left		TREE05
	right		TREE05
	up		TREE05
	down		TREE05
	hp		250
	weight		-1
	description	"You see a dead tree."
	short		"dead tree"
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 2 1 1 2
	setsolid	H 2 1 1 2
	setActiveArea	V 0 0 3 2
	setActiveArea	H 0 0 3 2

	name TREE06
	left		TREE06
	right		TREE06
	up		TREE06
	down		TREE06
	hp		250
	weight		-1
	description	"You see a dead tree."
	short		"dead tree"
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 2 1 1 2
	setsolid	H 2 1 1 2
	setActiveArea	V 0 0 3 2
	setActiveArea	H 0 0 3 2

	name TREE07
	left		TREE07
	right		TREE07
	up		TREE07
	down		TREE07
	hp		250
	weight		-1
	description	"You see an apple tree."
	short		"tree"
	solid
	fixed
	spikeproof
	karma		6
	ifused		appletree
	setsolid	V 1 1 1 1
	setsolid	H 1 1 1 1
	setActiveArea	V 0 0 2 2
	setActiveArea	H 0 0 2 2

	name TREE08
	left		TREE08
	right		TREE08
	up		TREE08
	down		TREE08
	hp		250
	karma		6
	weight		-1
	description	"You see an apple tree."
	short		"tree"
	solid
	fixed
	spikeproof
	ifused		appletree
	setsolid	V 2 1 1 2
	setsolid	H 2 1 1 2
	setActiveArea	V 0 0 3 2
	setActiveArea	H 0 0 3 2

	name STAKE
	left		STAKE3
	right		STAKE1
	up		STAKE1
	down		STAKE2
	hp		10000
	weight		-1
	description	"You see a stake."
	short		"stake"
	solid
	fixed
	spikeproof
	setsolid	V 1 0 2 3
	setsolid	H 1 0 2 3
	setActiveArea	V 1 0 2 3
	setActiveArea	H 1 0 2 3

	name COW_THECOW
	left		COW_THECOW_L
	right		COW_THECOW_R
	up		COW_THECOW_U
	down		COW_THECOW_D
	hp		500
	dexterity	50
	strength	1000
	intelligence	40
	weight		5000000
	damage		100
	speed		80
	description	"You see a cow 25 foot high."
	short		"Cow"
	solid
	person
	female
	Attack		trample_attack
	ifkilled	thecow_dies
	wont_shut_doors
	wont_open_doors
	setsolid	H 1 1 3 2
	setsolid	V 1 1 2 3
	setActiveArea	H 0 1 5 2
	setActiveArea	V 1 0 2 5

	name COW_THECOW_DEAD
	left		COW_THECOW_DEAD
	right		COW_THECOW_DEAD
	up		COW_THECOW_DEAD
	down		COW_THECOW_DEAD
	hp		600
	strength	100
	weight		1000000
	description	"You see a dead cow 25 foot long."
	short		"gigantic carcass"
	solid

	name COW
	left		COW_NORMAL_L
	right		COW_NORMAL_R
	up		COW_NORMAL_U
	down		COW_NORMAL_D
	hp		60
	dexterity	50
	strength	100
	intelligence	40
	weight		1000000
	damage		15
	speed		20
	description	"You see a fresian cow."
	short		"cow"
	behaviour	graze
	Attack		close_attack
	IfKilled	cow_dies
	IfHurt		hurt_wild
	ifhorrified	cow_horror
	solid
	person
	female
	biological
	wont_shut_doors
	wont_open_doors
	contains	food05
	contains	food05

	name COW_DEAD
	left		COW_DEAD
	right		COW_DEAD
	up		COW_DEAD
	down		COW_DEAD
	hp		600
	strength	100
	weight		1000000
	speed 20
	description	"You see a dead cow."
	short		"body"
	solid
	iflookedat	spill
	horrific

	name KID_PAPER
	left		KIDDIE-DRAWING-1L
	right		KIDDIE-DRAWING-1R
	up		KIDDIE-DRAWING-1
	down		KIDDIE-DRAWING-1
	hp		15
	weight		5
	description	"You see a child's drawings."
	short		"faded paper"
	IfLookedAt	kidpaper
	spikeproof

	name KID_PAPER2
	left		KIDDIE-DRAWING-2L
	right		KIDDIE-DRAWING-2R
	up		KIDDIE-DRAWING-2
	down		KIDDIE-DRAWING-2
	hp		15
	weight		5
	description	"You see a child's drawings."
	short		"faded paper"
	IfLookedAt	kidpaper
	spikeproof

	name KID_PAPER_BLANK
	left		KIDDIE-DRAWING-3L
	right		KIDDIE-DRAWING-3R
	up		KIDDIE-DRAWING-3
	down		KIDDIE-DRAWING-3
	hp		15
	weight		5
	description	"You see a piece of blank paper."
	short		"faded paper"
	spikeproof

	name PAPER
	left		KIDDIE-DRAWING-1L
	right		KIDDIE-DRAWING-1R
	up		KIDDIE-DRAWING-1
	down		KIDDIE-DRAWING-1
	hp		15
	weight		5
	description	"You see a parchment with writing on it."
	short		"paper"
	IfUsed		BOOK_USE
	spikeproof

	name PAPER_BLANK
	left		KIDDIE-DRAWING-3L
	right		KIDDIE-DRAWING-3R
	up		KIDDIE-DRAWING-3
	down		KIDDIE-DRAWING-3
	hp		15
	weight		5
	description	"You see a piece of blank parchment."
	short		"paper"
	spikeproof

	name W_PAPER
	left		KIDDIE-DRAWING-1L
	right		KIDDIE-DRAWING-1R
	up		KIDDIE-DRAWING-1
	down		KIDDIE-DRAWING-1
	hp		20
	weight		5
	description	"You see something written in a strange, printed text."
	short		"paper"

	name PLAQUE_STONE
	left		PLAQUE_STONE_H
	right		PLAQUE_STONE_H
	up		PLAQUE_STONE_V
	down		PLAQUE_STONE_V
	hp		10000
	weight		-1
	description	"You see a stone plaque."
	short		"plaque"
	IfLookedAt	door_sign
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLAQUE_BRASS
	left		PLAQUE_BRASS_H
	right		PLAQUE_BRASS_H
	up		PLAQUE_BRASS_V
	down		PLAQUE_BRASS_V
	hp		10000
	weight		-1
	description	"You see a brass plaque."
	short		"plaque"
	IfLookedAt	door_sign
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name RUBBLE_00
	left		RUBBLE00
	right		RUBBLE00
	up		RUBBLE00
	down		RUBBLE00
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative

	name RUBBLE_01
	left		RUBBLE01
	right		RUBBLE01
	up		RUBBLE01
	down		RUBBLE01
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative

	name RUBBLE_02
	left		RUBBLE02
	right		RUBBLE02
	up		RUBBLE02
	down		RUBBLE02
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative

	name RUBBLE_03
	left		RUBBLE03
	right		RUBBLE03
	up		RUBBLE03
	down		RUBBLE03
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative

	name RUBBLE_04
	left		RUBBLE04
	right		RUBBLE04
	up		RUBBLE04
	down		RUBBLE04
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative

	name RUBBLE_05060717
	left		RUBBLE17
	right		RUBBLE07
	up		RUBBLE05
	down		RUBBLE06
	hp		2000000000
	weight		-1
	description	"You see some pieces of rubble."
	short		"rubble"
	IfKilled	RESPAWN
	spikeproof

	name RUBBLE_080910
	left		RUBBLE08
	right		RUBBLE08
	up		RUBBLE09
	down		RUBBLE10
	hp		2000000000
	weight		2000
	damage		50
	armour		50
	description	"You see a chunk of brickwork."
	short		"brickwork"
	IfKilled	RESPAWN
	spikeproof

	name RUBBLE_11
	left		RUBBLE11
	right		RUBBLE11
	up		RUBBLE11
	down		RUBBLE11
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 2 1

	name RUBBLE_12
	left		RUBBLE12
	right		RUBBLE12
	up		RUBBLE12
	down		RUBBLE12
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_13
	left		RUBBLE13
	right		RUBBLE13
	up		RUBBLE13
	down		RUBBLE13
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_14
	left		RUBBLE14
	right		RUBBLE14
	up		RUBBLE14
	down		RUBBLE14
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_15
	left		RUBBLE15
	right		RUBBLE15
	up		RUBBLE15
	down		RUBBLE15
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_16
	left		RUBBLE16
	right		RUBBLE16
	up		RUBBLE16
	down		RUBBLE16
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_18
	left		RUBBLE18
	right		RUBBLE18
	up		RUBBLE18
	down		RUBBLE18
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 1 2
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 1 2

	name RUBBLE_19
	left		RUBBLE19
	right		RUBBLE19
	up		RUBBLE19
	down		RUBBLE19
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_20
	left		RUBBLE20
	right		RUBBLE20
	up		RUBBLE20
	down		RUBBLE20
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_21
	left		RUBBLE21
	right		RUBBLE21
	up		RUBBLE21
	down		RUBBLE21
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_22
	left		RUBBLE22
	right		RUBBLE22
	up		RUBBLE22
	down		RUBBLE22
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_23
	left		RUBBLE23
	right		RUBBLE23
	up		RUBBLE23
	down		RUBBLE23
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_24
	left		RUBBLE24
	right		RUBBLE24
	up		RUBBLE24
	down		RUBBLE24
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name RUBBLE_25
	left		RUBBLE25
	right		RUBBLE25
	up		RUBBLE25
	down		RUBBLE25
	hp		2000000000
	weight		-1
	description	"You see some demolished walls."
	short		"rubble"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof
	decorative
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name PLANKS_00
	left		PLANKS02
	right		PLANKS03
	up		PLANKS00
	down		PLANKS01
	hp		2000000000
	weight		2000
	damage		25
	description	"You see a plank of wood."
	short		"wood"
	IfKilled	RESPAWN
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLANKS_01
	left		PLANKS06
	right		PLANKS07
	up		PLANKS04
	down		PLANKS05
	hp		2000000000
	weight		2000
	damage		25
	description	"You see a plank of wood."
	short		"wood"
	IfKilled	RESPAWN
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PEW_MIDDLE
	left		PEW5
	right		PEW5
	up		PEW2
	down		PEW2
	hp		2000
	weight		-1
	description	"You see some crude wooden pews."
	short		"pews"
	IfTriggered	SIT_DOWN_human
	fixed
	no_resurrect
	setsolid	V 0 1 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 1 2

	name PEW_RIGHT
	left		PEW4
	right		PEW4
	up		PEW1
	down		PEW1
	hp		2000
	weight		-1
	description	"You see some crude wooden pews."
	short		"pews"
	IfTriggered	SIT_DOWN_human
	fixed
	no_resurrect
	setsolid	V 0 1 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 1 2

	name SIGN01
	left		SIGN01L
	right		SIGN01R
	up		SIGN01U
	down		SIGN01D
	hp		2000000
	max_hp		2000000
	weight		-1
	description	"You see a signpost."
	short		"signpost"
	IfKilled	RESPAWN
	IfLookedAt	GENERIC_SIGN
	solid
	fixed
	spikeproof

	name SIGN02
	left		SIGN02LR
	right		SIGN02LR
	up		SIGN02UD
	down		SIGN02UD
	hp		2000000
	max_hp		2000000
	weight		-1
	description	"You see a signpost."
	short		"signpost"
	IfKilled	RESPAWN
	IfLookedAt	GENERIC_SIGN
	solid
	fixed
	spikeproof

	name SIGN03
	left		SIGN03
	right		SIGN03
	up		SIGN03
	down		SIGN03
	hp		2000000
	max_hp		2000000
	weight		-1
	description	"You see a shop sign."
	short		"sign"
	IfKilled	RESPAWN
	IfLookedAt	GENERIC_SIGN
	solid
	fixed
	spikeproof

	name SIGN04
	left		SIGN04
	right		SIGN04
	up		SIGN04
	down		SIGN04
	hp		2000000
	max_hp		2000000
	weight		-1
	description	"You see a fletcher's sign."
	short		"sign"
	IfKilled	RESPAWN
	IfLookedAt	GENERIC_SIGN
	solid
	fixed
	spikeproof

	name LEVER
	left		LEVER02
	right		LEVER02
	up		LEVER01
	down		LEVER01
	hp		2000000
	max_hp		2000000
	weight		-1
	description	"You see a lever."
	short		"lever"
	IfKilled	RESPAWN
	fixed
	spikeproof

	name FIRE-A
	left		FIRE-A2
	right		FIRE-A3
	up		FIRE-A
	down		FIRE-A2
	hp		2000000000
	weight		-1
	damage		10
	light		1
	description	"You see fire"
	short		"fire"
	IfTriggered	spikes
	IfKilled	respawn

	name LOOM
	left		LOOM00
	right		LOOM00
	up		LOOM00
	down		LOOM00
	hp		100
	weight		100000
	description	"You see a loom"
	short		"loom"
	IfKilled	loom_break
	solid
	fixed
	spikeproof
	no_resurrect
	setsolid	V 0 0 2 2
	setsolid	H 0 0 2 2
	setActiveArea	V 0 0 2 2
	setActiveArea	H 0 0 2 2

	name LOOM_BROKEN
	left		LOOM01
	right		LOOM01
	up		LOOM01
	down		LOOM01
	hp		10000
	weight		100000
	description	"You see a smashed loom"
	short		"broken loom"
	solid
	fixed
	spikeproof
	setsolid	V 0 0 2 2
	setsolid	H 0 0 2 2
	setActiveArea	V 0 0 2 2
	setActiveArea	H 0 0 2 2

	name W_BED
	left		WARG_BED
	right		WARG_BED
	up		WARG_BED2
	down		WARG_BED2
	hp		10000
	weight		120000
	description	"You see a curiously-shaped bed."
	short		"bed"
	IfTriggered	sit_down_warg
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD00
	left		FOOD00
	right		FOOD00
	up		FOOD00
	down		FOOD00
	hp		2
	weight		75
	description	"You see a bunch of carrots"
	short		"carrots"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD01
	left		FOOD01
	right		FOOD01
	up		FOOD01
	down		FOOD01
	hp		2
	weight		50
	description	"You see a loaf of bread."
	short		"bread"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD02
	left		FOOD02
	right		FOOD02
	up		FOOD02
	down		FOOD02
	hp		2
	weight		25
	description	"You see half a loaf of bread."
	short		"bread"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD03
	left		FOOD03
	right		FOOD03
	up		FOOD03
	down		FOOD03
	hp		4
	weight		100
	description	"You see a potato."
	short		"potato"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD04
	left		FOOD04A
	right		FOOD04
	up		FOOD04A
	down		FOOD04
	hp		2
	weight		100
	description	"You see some butter."
	short		"butter"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD05
	left		FOOD05
	right		FOOD05
	up		FOOD05
	down		FOOD05
	hp		2
	weight		500
	description	"You see a leg of meat."
	short		"meat"
	IfUsed		EAT_FOOD
	no_resurrect
	race cow
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD06
	left		FOOD06
	right		FOOD06
	up		FOOD06
	down		FOOD06
	hp		2
	weight		80
	description	"You see some ham."
	short		"ham"
	IfUsed		EAT_FOOD
	no_resurrect
	race pig
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD07
	left		FOOD07
	right		FOOD07
	up		FOOD07
	down		FOOD07
	hp		2
	weight		250
	description	"You see a cheese."
	short		"cheese"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD08
	left		FOOD08A
	right		FOOD08
	up		FOOD08
	down		FOOD08
	hp		2
	weight		500
	description	"You see a fish."
	short		"fish"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD09
	left		FOOD09
	right		FOOD09
	up		FOOD09
	down		FOOD09
	hp		2
	weight		100
	description	"You see some berries."
	short		"berries"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD10
	left		FOOD10
	right		FOOD10
	up		FOOD10
	down		FOOD10
	hp		2
	weight		100
	description	"You see an egg."
	short		"egg"
	IfUsed		EAT_FOOD
	ifkilled	erase_it
	fragile
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOOD11
	left		FOOD11
	right		FOOD11
	up		FOOD11
	down		FOOD11
	hp		2
	weight		600
	description	"You see a lettuce."
	short		"lettuce"
	IfUsed		EAT_FOOD
	no_resurrect

	name FOOD12
	left		FOOD12
	right		FOOD12
	up		FOOD12
	down		FOOD12
	hp		2
	weight		250
	description	"You see a pile of apples."
	short		"apples"
	IfUsed		EAT_FOOD
	no_resurrect

	name FOODP00
	left		FOODP02
	right		FOODP03
	up		FOODP00
	down		FOODP01
	hp		2
	weight		75
	description	"You see a portion of meat."
	short		"meat"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP01
	left		FOODP06
	right		FOODP07
	up		FOODP04
	down		FOODP05
	hp		2
	weight		75
	description	"You see a portion of grapes."
	short		"grapes"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP02
	left		FOODP10
	right		FOODP11
	up		FOODP08
	down		FOODP09
	hp		2
	weight		75
	description	"You see an egg."
	short		"egg"
	IfUsed		EAT_FOOD
	ifkilled	erase_it
	fragile
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP03
	left		FOODP14
	right		FOODP15
	up		FOODP12
	down		FOODP13
	hp		2
	weight		75
	description	"You see a slice of cheese."
	short		"cheese"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP04
	left		FOODP18
	right		FOODP19
	up		FOODP16
	down		FOODP17
	hp		2
	weight		75
	description	"You see a bread roll."
	short		"roll"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP04_honey
	left		FOODP18
	right		FOODP19
	up		FOODP16
	down		FOODP17
	hp		2
	weight		85
	description	"You see a bread roll covered in honey."
	short		"sticky roll"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP05
	left		FOODP22
	right		FOODP23
	up		FOODP20
	down		FOODP21
	hp		2
	weight		75
	description	"You see a portion of carrots."
	short		"carrots"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP06
	left		FOODP26
	right		FOODP27
	up		FOODP24
	down		FOODP25
	hp		2
	weight		75
	description	"You see a cake."
	short		"cake"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP07
	left		FOODP30
	right		FOODP31
	up		FOODP28
	down		FOODP29
	hp		2
	weight		75
	description	"You see a piece of fish."
	short		"fish"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP08
	left		FOODP34
	right		FOODP35
	up		FOODP32
	down		FOODP33
	hp		2
	weight		60
	description	"You see an apple."
	short		"apple"
	IfUsed		EAT_FOOD
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP08_honey
	left		FOODP34
	right		FOODP35
	up		FOODP32
	down		FOODP33
	hp		2
	weight		70
	description	"You see an apple covered in honey."
	short		"sticky apple"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP09
	left		FOODP38
	right		FOODP39
	up		FOODP36
	down		FOODP37
	hp		2
	weight		60
	description	"You see a pepper."
	short		"pepper"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FOODP10
	left		FOODP42
	right		FOODP43
	up		FOODP40
	down		FOODP41
	hp		2
	weight		100
	description	"You see a lettuce leaf."
	short		"lettuce"
	IfUsed		EAT_FOOD
	no_resurrect
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FISHROD
	left		FISHROD
	right		FISHROD
	up		FISHROD
	down		FISHROD
	hp		25
	weight		10
	description	"You see a fishing rod."
	short		"fishing rod"
	IfUsed		FISH4U
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TOOLS00
	left		TOOLS00
	right		TOOLS00
	up		TOOLS00
	down		TOOLS00
	hp		400
	weight		1000
	damage		4
	description	"You see a hoe."
	short		"hoe"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TOOLS01
	left		TOOLS01
	right		TOOLS01
	up		TOOLS01
	down		TOOLS01
	hp		400
	weight		1000
	damage		8
	description	"You see a pitchfork."
	short		"pitchfork"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TOOLS02
	left		TOOLS02
	right		TOOLS02
	up		TOOLS02
	down		TOOLS02
	hp		400
	weight		1000
	damage		4
	description	"You see a rake."
	short		"rake"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TOOLS03
	left		TOOLS03
	right		TOOLS03
	up		TOOLS03
	down		TOOLS03
	hp		400
	weight		750
	damage		15
	description	"You see a sharp hatchet"
	short		"hatchet"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TOOLS04
	left		TOOLS04
	right		TOOLS04
	up		TOOLS04
	down		TOOLS04
	hp		400
	weight		1000
	damage		3
	description	"You see a pair of tongs."
	short		"tongs"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TOOLS05
	left		TOOLS05
	right		TOOLS05
	up		TOOLS05
	down		TOOLS05
	hp		400
	weight		2000
	damage		20
	description	"You see a hammer."
	short		"hammer"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TOOLS06
	left		TOOLS06
	right		TOOLS06
	up		TOOLS06
	down		TOOLS06
	hp		400
	weight		600
	damage		8
	description	"You see a spanner."
	short		"spanner"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded

	name TOOLS07
	left		TOOLS07
	right		TOOLS07
	up		TOOLS07
	down		TOOLS07
	hp		400
	weight		200
	description	"You see a screwdriver."
	short		"screwdriver"

	name CLOTH00
	left		CLOTH00
	right		CLOTH01
	up		CLOTH02
	down		CLOTH03
	hp		100
	weight		250
	description	"You see some cloth."
	short		"cloth"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CLOTH01
	left		CLOTH03
	right		CLOTH03
	up		CLOTH03
	down		CLOTH03
	hp		100
	weight		250
	description	"You see some rich green cloth."
	short		"cloth"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CLOTH02
	left		CLOTH04
	right		CLOTH04
	up		CLOTH04
	down		CLOTH04
	hp		100
	weight		250
	description	"You see some tough, coarse cloth."
	short		"cloth"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CLOTH_BROKEN
	left		CLOTH05
	right		CLOTH06
	up		CLOTH07
	down		CLOTH08
	hp		100
	weight		200
	description	"You see some torn cloth."
	short		"ruined cloth"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CLOTH_BROKEN2
	left		CLOTH09
	right		CLOTH09
	up		CLOTH09
	down		CLOTH09
	hp		100
	weight		200
	description	"You see some torn cloth."
	short		"ruined cloth"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name THREAD00
	left		THREAD00
	right		THREAD01
	up		THREAD02
	down		THREAD03
	hp		100
	weight		250
	description	"You see a reel of thread."
	short		"thread"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name THREAD01
	left		THREAD04
	right		THREAD04
	up		THREAD04
	down		THREAD04
	hp		100
	weight		250
	description	"You see a reel of coarse thread."
	short		"thread"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CLOTHING00
	left		CLOTHING00
	right		CLOTHING00
	up		CLOTHING00
	down		CLOTHING00
	hp		100
	weight		25
	armour		4
	description	"You see a shirt."
	short		"shirt"
	IfWielded	wield_armour
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CLOTHING01
	left		CLOTHING01
	right		CLOTHING01
	up		CLOTHING01
	down		CLOTHING01
	hp		100
	weight		25
	armour		5
	description	"You see a cloak."
	short		"cloak"
	IfWielded	wield_armour
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name COW_PRINT
	left		COW_PRINTS_3
	right		COW_PRINTS_3
	up		COW_PRINTS_3
	down		COW_PRINTS_3
	hp		2000000000
	weight		-1
	description	"You see a gigantic hoofprint"
	short		"hoofprint"
	translucent
	fixed
	spikeproof

	name TABLE6-BROKEN
	left		TABLE6-9
	right		TABLE6-9
	up		TABLE6-8
	down		TABLE6-8
	hp		2000000000
	weight		-1
	description	"You see a shattered table"
	short		"table"
	solid
	fixed
	tabletop
	spikeproof
	resurrect_as	TABLE6-H
	setsolid	V 0 0 2 1
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 2 1

	name MACHINERY_GRINDSTONE
	left		MACHINERY_GRINDSTONE_LEFT
	right		MACHINERY_GRINDSTONE_RIGHT
	up		MACHINERY_GRINDSTONE_STOPPED
	down		MACHINERY_GRINDSTONE_STOPPED
	hp		10000000
	weight		100000
	description	"You see a grindstone"
	short		"machinery"
	solid
	fixed
	spikeproof
	no_resurrect

	name WATERWHEEL_DRY_TURNING
	left		WATER_WHEEL_DRY_TURNING_LEFT
	right		WATER_WHEEL_DRY_TURNING_RIGHT
	up		WATER_WHEEL_DRY_TURNING_RIGHT
	down		WATER_WHEEL_DRY_TURNING_LEFT
	hp		10000000
	weight		100000
	description	"You see a waterwheel"
	short		"waterwheel"
	solid
	fixed
	spikeproof
	no_resurrect

	name WATERWHEEL_DRY_STOPPED
	left		WATER_WHEEL_DRY_STOPPED
	right		WATER_WHEEL_DRY_STOPPED
	up		WATER_WHEEL_DRY_STOPPED
	down		WATER_WHEEL_DRY_STOPPED
	hp		10000000
	weight		100000
	description	"You see a waterwheel"
	short		"waterwheel"
	solid
	fixed
	spikeproof
	no_resurrect

	name WATERWHEEL_WET_TURNING
	left		WATER_WHEEL_WET_TURNING_LEFT
	right		WATER_WHEEL_WET_TURNING_RIGHT
	up		WATER_WHEEL_WET_TURNING_RIGHT
	down		WATER_WHEEL_WET_TURNING_LEFT
	hp		10000000
	weight		100000
	description	"You see a waterwheel"
	short		"waterwheel"
	solid
	fixed
	spikeproof
	no_resurrect

	name WATERWHEEL_WET_STOPPED
	left		WATER_WHEEL_WET_STOPPED
	right		WATER_WHEEL_WET_STOPPED
	up		WATER_WHEEL_WET_STOPPED
	down		WATER_WHEEL_WET_STOPPED
	hp		10000000
	weight		100000
	description	"You see a waterwheel"
	short		"waterwheel"
	solid
	fixed
	spikeproof
	no_resurrect

	name MEMO
	left		PRINTOUT
	right		PRINTOUT
	up		PRINTOUT
	down		PRINTOUT
	hp		0
	weight		170
	description	"You see a memo left by the builders of this world"
	short		"memo"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LASER_SOURCE
	left		LASER1
	right		LASER1
	up		LASER1
	down		LASER1
	hp		10000000
	weight		-1
	description	"You see a lens."
	short		"shiny thing"
	behaviour	 laser_tripwire_source
	invisible
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LASER_TARGET
	left		LASER2
	right		LASER2
	up		LASER2
	down		LASER2
	hp		10000000
	weight		-1
	description	"mirror"
	short		"You see a mirror"
	invisible
	fixed
	solid
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ROCK00
	left		ROCK00
	right		ROCK00
	up		ROCK00
	down		ROCK00
	hp		2000000000
	weight		-1
	description	"You see a large boulder."
	short		"rock"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof

	name ROCK01
	left		ROCK01
	right		ROCK01
	up		ROCK01
	down		ROCK01
	hp		2000000000
	weight		-1
	description	"You see a standing stone."
	short		"stone"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof

	name ROCK02
	left		STONES00
	right		STONES01
	up		STONES02
	down		STONES00
	hp		100000
	weight		500
	description	"You see a pebble."
	short		"stone"
	IfUsed		eat_stones
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ROCK03
	left		STONES03
	right		STONES03
	up		STONES03
	down		STONES03
	hp		100000
	weight		500
	description	"You see a fake pebble."
	short		"fake rock"
	IfUsed		eat_food
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LOG00
	left		LOG00
	right		LOG01
	up		LOG00
	down		LOG01
	hp		2000000000
	weight		12000
	description	"You see a large log."
	short		"log"
	IfKilled	RESPAWN

	name LOG01
	left		LOG02
	right		LOG02
	up		LOG02
	down		LOG02
	hp		2000000000
	weight		5000
	description	"You see a small log."
	short		"log"
	IfKilled	RESPAWN

	name MOUNT00
	left		MNTS00
	right		MNTS00
	up		MNTS00
	down		MNTS00
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT01
	left		MNTS01
	right		MNTS01
	up		MNTS01
	down		MNTS01
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT02
	left		MNTS02
	right		MNTS02
	up		MNTS02
	down		MNTS02
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT03
	left		MNTS03
	right		MNTS03
	up		MNTS03
	down		MNTS03
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT04
	left		MNTS04
	right		MNTS04
	up		MNTS04
	down		MNTS04
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT05
	left		MNTS05
	right		MNTS05
	up		MNTS05
	down		MNTS05
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT06
	left		MNTS06
	right		MNTS06
	up		MNTS06
	down		MNTS06
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT07
	left		MNTS07
	right		MNTS07
	up		MNTS07
	down		MNTS07
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT08
	left		MNTS08
	right		MNTS08
	up		MNTS08
	down		MNTS08
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT09
	left		MNTS09
	right		MNTS09
	up		MNTS09
	down		MNTS09
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT10
	left		MNTS10
	right		MNTS10
	up		MNTS10
	down		MNTS10
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name MOUNT11
	left		MNTS11
	right		MNTS11
	up		MNTS11
	down		MNTS11
	hp		2000000000
	weight		-1
	description	"You see mountains."
	short		"mountains"
	IfKilled	RESPAWN
	solid
	fixed
	decorative

	name HUT00
	left		HUT00
	right		HUT00
	up		HUT00
	down		HUT00
	hp		2000000000
	weight		-1
	description	"You see a crude hut."
	short		"hut"
	solid
	fixed
	spikeproof
	decorative

	name HUT01
	left		HUT01
	right		HUT01
	up		HUT01
	down		HUT01
	hp		2000000000
	weight		-1
	description	"You see a crude hut."
	short		"hut"
	solid
	fixed
	spikeproof
	decorative

	name HUT02
	left		HUT02
	right		HUT02
	up		HUT02
	down		HUT02
	hp		2000000000
	weight		-1
	description	"You see a crude hut."
	short		"hut"
	solid
	fixed
	spikeproof
	decorative

	name HUT03
	left		HUT03
	right		HUT03
	up		HUT03
	down		HUT03
	hp		2000000000
	weight		-1
	description	"You see a crude hut."
	short		"hut"
	solid
	fixed
	spikeproof
	decorative

	name HUT04
	left		HUT04
	right		HUT04
	up		HUT04
	down		HUT04
	hp		2000000000
	weight		-1
	description	"You see a crude hut."
	short		"hut"
	solid
	fixed
	spikeproof
	decorative

	name HUT05
	left		HUT05
	right		HUT05
	up		HUT05
	down		HUT05
	hp		2000000000
	weight		-1
	description	"You see a crude hut."
	short		"hut"
	solid
	fixed
	spikeproof
	decorative

	name HUT06
	left		HUT06
	right		HUT06
	up		HUT06
	down		HUT06
	hp		2000000000
	weight		-1
	description	"You see a crude hut."
	short		"hut"
	solid
	fixed
	spikeproof
	decorative

	name HUT_DOORWAY
	left		HUTD03
	right		HUTD03
	up		HUTD00
	down		HUTD00
	hp		20000000
	weight		-1
	description	"You see the doorway of a hut."
	short		"doorway"
	solid
	fixed
	setsolid	V 0 1 1 1
	setsolid	H 1 0 1 1
	setActiveArea	V 0 1 2 1
	setActiveArea	H 1 0 1 2

	name HUT_DOOR_SHUT
	left		HUTD04
	right		HUTD04
	up		HUTD01
	down		HUTD01
	hp		80
	weight		-1
	description	"You see the door of a hut."
	short		"door"
	IfUsed		OpenDoorH1
	IfKilled	DoorwayH1
	solid
	will_open
	fixed
	setsolid	V 0 1 2 1
	setsolid	H 1 0 1 2
	setActiveArea	V 0 1 2 1
	setActiveArea	H 1 0 1 2

	name HUT_DOOR_OPEN
	left		HUTD05
	right		HUTD05
	up		HUTD02
	down		HUTD02
	hp		20000000
	weight		-1
	description	"You see the door of a hut."
	short		"door"
	IfUsed		CloseDoorH1
	IfKilled	DoorwayH1
	solid
	fixed
	setsolid	V 0 1 1 1
	setsolid	H 1 0 1 1
	setActiveArea	V 0 1 2 1
	setActiveArea	H 1 0 1 2

	name WARG_BRIDGE00
	left		WARG_BRIDGE00
	right		WARG_BRIDGE00
	up		WARG_BRIDGE00
	down		WARG_BRIDGE00
	hp		1000000
	weight		-1
	description	"You see a bridge made from logs."
	short		"bridge"
	IfKilled	respawn
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 3
	setActiveArea	H 0 0 1 3

	name WARG_XBOW
	left		WARG_XBOW
	right		WARG_XBOW
	up		WARG_XBOW
	down		WARG_XBOW
	hp		100
	max_strength	6
	weight		2500
	description	"You see a strangely-shaped crossbow on a harness."
	short		"crossbow"
	IfWielded	wield_wargweapon
	Attack		ammo_attack
	range		8
	wielded
	user1	warg_xbow_bolts
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name WARG_XBOW_BOLTS
	left		WARG_XBOW_BOLT_L
	right		WARG_XBOW_BOLT_R
	up		WARG_XBOW_BOLT_U
	down		WARG_XBOW_BOLT_D
	hp		100
	strength	60
	max_strength	12
	weight		1
	damage		10
	description	"You see a bundle of crossbow bolts."
	short		"bolts"
	IfLookedAt	CHECK_XBOW_AMMO
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1


	name WARG_TINES
	left		WARG_TINES
	right		WARG_TINES
	up		WARG_TINES
	down		WARG_TINES
	hp		100
	max_strength	6
	weight		2500
	damage		24
	description	"You see a pair of metal gloves with sharp claws, designed to fit a dog's|paws."
	short		"tines"
	IfWielded	wield_wargweapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name W_KNIFE
	left		W_KNIFE
	right		W_KNIFE
	up		W_KNIFE
	down		W_KNIFE
	hp		100
	weight		200
	damage		20
	description	"You see a sharp knife, not designed for a human hand."
	short		"knife"
	IfWielded	wield_wargweapon
	Attack		close_attack
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name W_INKBOWL
	left		W_INKBOWL
	right		W_INKBOWL
	up		W_INKBOWL
	down		W_INKBOWL
	hp		1
	weight		1000
	damage		1
	description	"You see a bowl full of ink."
	short		"ink bowl"
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name W_FAVOUR
	left		W_FAVOUR
	right		W_FAVOUR
	up		W_FAVOUR
	down		W_FAVOUR
	hp		100
	weight		100
	damage		1
	description	"You see the Favour of the Waarg."
	short		"collar"
	IfWielded	wield_neck
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name W_STAMP
	left		W_STAMP
	right		W_STAMP
	up		W_STAMP
	down		W_STAMP
	hp		100
	weight		1000
	description	"You see a rubber stamp, the handle covered in toothmarks."
	short		"stamp"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name INKWELL
	left		INKWELL
	right		INKWELL
	up		INKWELL
	down		INKWELL
	hp		25
	weight		250
	damage		1
	description	"You see an inkwell."
	short		"inkwell"
	IfKilled	smash_china
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BUCKET_WATER
	left		BUCKET_WATER
	right		BUCKET_WATER
	up		BUCKET_WATER
	down		BUCKET_WATER
	hp		100
	weight		3000
	description	"You see a bucket of water."
	short		"bucket"
	IfUsed		bucket
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BUCKET
	left		BUCKET_EMPTY
	right		BUCKET_EMPTY
	up		BUCKET_EMPTY
	down		BUCKET_EMPTY
	hp		100
	weight		3000
	description	"You see an empty bucket"
	short		"bucket"
	IfUsed		bucket
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BUCKET_MILK
	left		BUCKET_MILK
	right		BUCKET_MILK
	up		BUCKET_MILK
	down		BUCKET_MILK
	hp		100
	weight		3000
	description	"You see a bucket of milk."
	short		"bucket"
	IfUsed		bucket
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SNAKE
	left		SNAKE_L
	right		SNAKE_R
	up		SNAKE_U
	down		SNAKE_D
	hp		50
	intelligence	50
	max_intelligence	10
	weight		250
	damage		5
	description	"You see a snake."
	short		"snake"
	IfKilled	snake_dies
	IfHurt		start_attack
	Attack		close_attack
	user2		poison_enemy
	behaviour	 attack_party
	solid
	wont_shut_doors
	wont_open_doors
	biological
	person
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SNAKE_DEAD
	left		SNAKE_DEAD
	right		SNAKE_DEAD
	up		SNAKE_DEAD
	down		SNAKE_DEAD
	hp		100
	intelligence	10
	max_intelligence	10
	weight		125
	damage		5
	description	"You see a dead snake."
	short		"dead snake"
	IfLookedAt	SPILL
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PIG
	left		PIG_L
	right		PIG_R
	up		PIG_U
	down		PIG_D
	hp		50
	intelligence	50
	weight		5000
	damage		15
	description	"You see a wild pig."
	short		"pig"
	IfKilled	pig_dies
	IfHurt		start_attack
	behaviour	attack_party
	Attack		close_attack
	solid
	speed		80
	contains	food06
	wont_shut_doors
	wont_open_doors
	biological
	person
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PIG_DEAD
	left		PIG_DEAD
	right		PIG_DEAD
	up		PIG_DEAD
	down		PIG_DEAD
	hp		100
	intelligence	30
	max_intelligence	30
	weight		5000
	damage		5
	description	"You see a dead pig."
	short		"dead pig"
	IfLookedAt	SPILL
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GOLEM
	left		GOLEM_L
	right		GOLEM_R
	up		GOLEM_U
	down		GOLEM_D
	hp		75
	intelligence	50
	weight		2500
	damage		15
	description	"You see a golem."
	short		"golem"
	IfKilled	golem_dies
	IfHurt		start_attack
	behaviour	 attack_party
	Attack		close_attack
	solid
	wont_shut_doors
	wont_open_doors
	Conversation	PEOPLE/CREATURE/GOLEM.TXT
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GOLEM_DEAD
	left		GOLEM_DEAD
	right		GOLEM_DEAD
	up		GOLEM_DEAD
	down		GOLEM_DEAD
	hp		100
	intelligence	30
	max_intelligence	30
	weight		2500
	damage		5
	description	"You see a dead golem."
	short		"dead golem"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SPOOK
	left		SPOOK
	right		SPOOK
	up		SPOOK
	down		SPOOK
	hp		52
	intelligence	50
	weight		-1
	damage		2
	description	"You see a spook."
	short		"spectre"
	IfKilled	spook_dies
	IfHurt		start_attack
	behaviour	 attack_party
	Attack		close_attack
	translucent
	wont_shut_doors
	wont_open_doors

	name BLACKCOCK
	left		BLACKCOCK_L
	right		BLACKCOCK_R
	up		BLACKCOCK_U
	down		BLACKCOCK_D
	hp		80
	intelligence	80
	weight		1500
	damage		5
	description	"You see a black grouse."
	short		"blackcock"
	IfKilled	blackcock_dies
	IfHurt		blackcock_hurt
	behaviour	 bird_wander
	Attack		close_attack
	solid
	wont_shut_doors
	wont_open_doors
	biological
	person
	race		bird

	name BLACKCOCK_DEAD
	left		BLACKCOCK_DEAD
	right		BLACKCOCK_DEAD
	up		BLACKCOCK_DEAD
	down		BLACKCOCK_DEAD
	hp		80
	weight		1500
	description	"You see a dead grouse."
	short		"dead bird"
	IfLookedAt	SPILL


	name HAWK
	left		HAWK_L
	right		HAWK_R
	up		HAWK_U
	down		HAWK_D
	hp		120
	intelligence	70
	weight		700
	damage		15
	description	"You see a brown hawk."
	short		"hawk"
	IfKilled	hawk_dies
	IfHurt		enemy_flee
	ifused		hawk_tame
	behaviour	 bird_wander
	Attack		close_attack
	solid
	wont_shut_doors
	wont_open_doors
	biological
	person
	race		bird
	rank		peasant
	Conversation	PEOPLE/CREATURE/HAWKS.TXT


	name HAWK_TAME
	left		HAWK_L
	right		HAWK_R
	up		HAWK_U
	down		HAWK_D
	hp		120
	intelligence	70
	weight		700
	damage		15
	description	"You see a brown hawk."
	short		"hawk"
	IfKilled	hawk_dies
	IfHurt		enemy_flee
	ifused		hawk_tame
	behaviour	 bird_wander
	Attack		close_attack
	solid
	wont_shut_doors
	wont_open_doors
	biological
	person
	race		bird
	rank		follower
	party		SFRANCIS
	Conversation	PEOPLE/CREATURE/HAWKS.TXT


	name WHAWK
	left		HAWK_L
	right		HAWK_R
	up		HAWK_U
	down		HAWK_D
	hp		120
	intelligence	70
	weight		700
	damage		15
	description	"You see a brown hawk."
	short		"hawk"
	IfKilled	whawk_dies
	IfHurt		enemy_flee
	ifused		hawk_tame
	behaviour	bird_wander
	Attack		close_attack
	solid
	wont_shut_doors
	wont_open_doors
	biological
	person
	race		bird
	rank		peasant
	Conversation	PEOPLE/CREATURE/HAWKS.TXT

	name HAWK_FLYING
	left		HAWKF_L
	right		HAWKF_R
	up		HAWKF_U
	down		HAWKF_D
	hp		120000
	intelligence	70
	weight		-1
	damage		15
	description	"You see a hawk in flight."
	short		"hawk"
	IfKilled	hawk_dies
	IfHurt		hawk_stopflying
#	behaviour	bird_soar
	wont_shut_doors
	wont_open_doors
	spikeproof
	biological
	person
	race		bird
	rank		peasant

	name WHAWK_FLYING
	left		HAWKF_L
	right		HAWKF_R
	up		HAWKF_U
	down		HAWKF_D
	hp		120000
	intelligence	120
	weight		-1
	damage		15
	description	"You see a hawk in flight."
	short		"hawk"
	IfKilled	benji_dies
	IfHurt		hawk_stopflying
#	behaviour	bird_soar
	wont_shut_doors
	wont_open_doors
	spikeproof
	biological
	person
	race		bird
	rank		peasant

	name HAWK_DEAD
	left		HAWK_DEAD
	right		HAWK_DEAD
	up		HAWK_DEAD
	down		HAWK_DEAD
	hp		80
	weight		1000
	description	"You see a dead hawk."
	short		"dead hawk"
	IfLookedAt	SPILL


	name TODE
	left		TODE_L
	right		TODE_R
	up		TODE_U
	down		TODE_D
	hp		70
	intelligence	50
	weight		500
	damage		5
	description	"You see a large toad."
	short		"tode"
	IfKilled	tode_dies
	IfHurt		start_attack
	behaviour	attack_party
	attack		range_attack
	user2		attack_firebolt
	solid
	contains	toadstone
	wont_shut_doors
	wont_open_doors
	biological
	range		8
	person


	name TODE_DEAD
	left		TODE_DEAD
	right		TODE_DEAD
	up		TODE_DEAD
	down		TODE_DEAD
	hp		100
	intelligence	30
	max_intelligence	30
	weight		500
	damage		5
	description	"You see a dead toad."
	short		"dead tode"
	IfLookedAt	SPILL


	name DECOR00
	left		DECOR01
	right		DECOR01
	up		DECOR00
	down		DECOR00
	hp		100
	weight		3000
	description	"You see a pastoral scene."
	short		"painting"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DECOR01
	left		DECOR03
	right		DECOR03
	up		DECOR02
	down		DECOR02
	hp		100
	weight		3000
	description	"You see a tapestry of a mountain range."
	short		"painting"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name DECOR02
	left		DECOR05
	right		DECOR05
	up		DECOR04
	down		DECOR04
	hp		100
	weight		3000
	description	"You see pair of decorative swords."
	short		"swords"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DECOR03
	left		DECOR06
	right		DECOR13
	up		DECOR07
	down		DECOR12
	hp		100
	weight		3000
	description	"You see a decorative banner."
	short		"banner"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DECOR04
	left		DECOR08
	right		DECOR11
	up		DECOR09
	down		DECOR10
	hp		100
	weight		3000
	description	"You see a decorative banner."
	short		"banner"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DECOR05
	left		DECOR15
	right		DECOR20
	up		DECOR14
	down		DECOR21
	hp		100
	weight		3000
	description	"You see a decorative banner."
	short		"banner"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DECOR06
	left		DECOR16
	right		DECOR17
	up		DECOR18
	down		DECOR19
	hp		100
	weight		3000
	description	"You see a decorative banner."
	short		"banner"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DECOR07
	left		DECOR23
	right		DECOR23
	up		DECOR22
	down		DECOR22
	hp		100
	weight		3000
	description	"You see a pentagram."
	short		"painting"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name DECOR08
	left		PENTAGRAM_FADED
	right		PENTAGRAM_FADEOUT0
	up		DECOR24
	down		DECOR24
	hp		1000000
	weight		-1
	description	"You see a huge pentagram."
	short		"pentagram"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 2 2
	setActiveArea	H 0 0 2 2

	name DECOR08_FADER
	left		PENTAGRAM_FADED
	right		DECOR24
	up		DECOR24
	down		DECOR24
	hp		1000000
	weight		-1
	description	"You see a huge pentagram."
	short		"pentagram"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 2 2
	setActiveArea	H 0 0 2 2

	name PAINTING00
	left		PAINTING00
	right		PAINTING01
	up		PAINTING02
	down		PAINTING03
	hp		100000
	weight		-1
	description	"You see 'The Creation' by Giotto Francini."
	short		"painting"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PAINTING01
	left		PAINTING04
	right		PAINTING05
	up		PAINTING06
	down		PAINTING06
	hp		100000
	weight		-1
	description	"You see 'The Creation' by Giotto Francini."
	short		"painting"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1


	name CROP-1-0
	left		CROP1-03
	right		CROP1-05
	up		CROP1-01
	down		CROP1-07
	hp		10000
	weight		-1
	description	"You see a plantation of small trees."
	short		"crops"
	solid
#	decorative
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CROP-1-1
	left		CROP1-06
	right		CROP1-02
	up		CROP1-00
	down		CROP1-07
	hp		10000
	weight		-1
	description	"You see a plantation of small trees."
	short		"crops"
	solid
	fixed
#	decorative
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CROP-1-2
	left		CROP1-04
	right		CROP1-04
	up		CROP1-04
	down		CROP1-04
	hp		100
	weight		-1
	description	"You see a plantation of small trees."
	short		"crops"
	solid
	decorative
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CROP-2-0
	left		CROP2-02
	right		CROP2-02
	up		CROP2-02
	down		CROP2-00
	hp		100000
	weight		-1
	description	"You see a plantation of some kind of corn."
	short		"crops"
	solid

	name CROP-2-1
	left		CROP2-01
	right		CROP2-01
	up		CROP2-01
	down		CROP2-01
	hp		100000
	weight		-1
	description	"You see a plantation of some kind of corn."
	short		"crops"
	solid
	decorative

	name CROP-2-2
	left		CROP2-03
	right		CROP2-03
	up		CROP2-03
	down		CROP2-03
	hp		100000
	weight		-1
	description	"You see a plantation of some kind of corn."
	short		"crops"
	solid
	decorative

	name swamp
	left		swamp04
	right		swamp05
	up		swamp06
	down		swamp07
	hp		10000
	weight		-1
	description	"You see a swamp."
	short		"swamp"
	fixed
	IfKilled	RESPAWN

	name swamp_mud
	left		swamp00
	right		swamp01
	up		swamp02
	down		swamp03
	hp		10000
	weight		-1
	description	"You see a swamp."
	short		"swamp"
	fixed
	IfKilled	RESPAWN

	name swamp_corner
	left		swamp10
	right		swamp09
	up		swamp08
	down		swamp11
	hp		10000
	weight		-1
	description	"You see the shore of a swamp."
	short		"swamp"
	fixed
	boat
	IfKilled	RESPAWN

	name swamp_edge
	left		swamp12
	right		swamp13
	up		swamp14
	down		swamp15
	hp		10000
	weight		-1
	description	"You see the shore of a swamp."
	short		"swamp"
	fixed
	boat
	IfKilled	RESPAWN

	name swamp_inside
	left		swamp18
	right		swamp17
	up		swamp16
	down		swamp19
	hp		10000
	weight		-1
	description	"You see the shore of a swamp."
	short		"swamp"
	fixed
	boat
	IfKilled	RESPAWN


	name CRYSTAL_BLUE
	left		CRYSTAL_BLUE
	right		CRYSTAL_BLUE
	up		CRYSTAL_BLUE
	down		CRYSTAL_BLUE
	hp		100
	weight		170
	damage		100
	description	"You see a blue crystal."
	short		"crystal"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CRYSTAL_RED
	left		CRYSTAL_RED
	right		CRYSTAL_RED
	up		CRYSTAL_RED
	down		CRYSTAL_RED
	hp		100
	weight		170
	damage		100
	description	"You see a red crystal."
	short		"crystal"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CRYSTAL_WHITE
	left		CRYSTAL_WHITE
	right		CRYSTAL_WHITE
	up		CRYSTAL_WHITE
	down		CRYSTAL_WHITE
	hp		100
	weight		170
	damage		100
	description	"You see a colourless crystal."
	short		"crystal"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name W_STATUE
	left		W_STATUE
	right		W_STATUE
	up		W_STATUE
	down		W_STATUE
	hp		10000
	weight		-1
	damage		1000
	description	"You see a statue of a wolf-creature."
	short		"statue"
	solid
	fixed

	name ROCK_MAGICAL
	left		ROCK00-BLOOD
	right		ROCK00-BLOOD
	up		ROCK00-BLOOD
	down		ROCK00-BLOOD
	hp		2000000000
	weight		-1
	description	"You see a large boulder, covered in blood."
	short		"altar"
	IfKilled	RESPAWN
	solid
	fixed
	spikeproof

	name TRAY_FOOD
	left		TRAY01
	right		TRAY01
	up		TRAY00
	down		TRAY00
	hp		100
	weight		170
	damage		100
	description	"You see a metal food tray."
	short		"tray"

	name ROLLINGPIN
	left		ROLLINGPIN
	right		ROLLINGPIN
	up		ROLLINGPIN
	down		ROLLINGPIN
	hp		100
	weight		300
	damage		15
	description	"You see a rolling pin."
	short		"rolling pin"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded

	name CLEAVER
	left		CLEAVER
	right		CLEAVER
	up		CLEAVER
	down		CLEAVER
	hp		100
	weight		200
	damage		20
	description	"You see a sharp meat cleaver."
	short		"cleaver"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded

	name LADLE
	left		LADLE
	right		LADLE
	up		LADLE
	down		LADLE
	hp		100
	weight		100
	damage		2
	description	"You see a ladel."
	short		"ladel"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded

	name SPATULA
	left		SPATULA
	right		SPATULA
	up		SPATULA
	down		SPATULA
	hp		100
	weight		100
	damage		2
	description	"You see a wooden spatula."
	short		"spatula"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded
	

	name LADDER
	left		LADDER01
	right		LADDER01
	up		LADDER00
	down		LADDER00
	hp		200
	weight		-1
	description	"You see a small ladder."
	short		"ladder"
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FORGE
	left		FORGE0
	right		FORGE0
	up		FORGE0
	down		FORGE0
	hp		2000000000
	weight		-1
	description	"You see a hot forge."
	short		"forge"
	solid
	fixed
	light
	tabletop
	spikeproof

	name FORGE_COLD
	left		FORGE2
	right		FORGE2
	up		FORGE2
	down		FORGE2
	hp		2000000000
	weight		-1
	description	"You see a cold forge."
	short		"forge"
	solid
	fixed
	tabletop
	spikeproof

	name METAL00
	left		METAL00
	right		METAL00
	up		METAL00
	down		METAL00
	hp		2000000000
	weight		3000
	description	"You see a sheet of beaten metal."
	short		"metal"

	name METAL01
	left		METAL01
	right		METAL01
	up		METAL01
	down		METAL01
	hp		2000000000
	weight		2500
	description	"You see a lump of raw steel."
	short		"metal"

	name METAL02
	left		METAL02
	right		METAL02
	up		METAL02
	down		METAL02
	hp		2000000000
	weight		3000
	damage		3
	description	"You see a lump of metal in the rough shape of a blade."
	short		"metal"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded

	name METAL03
	left		METAL03
	right		METAL03
	up		METAL03
	down		METAL03
	hp		2000000000
	weight		5000
	description	"You see a metal object vaguely resembling armour."
	short		"metal"

	name METAL04
	left		METAL04
	right		METAL04
	up		METAL04
	down		METAL04
	hp		2000000000
	weight		4500
	armour		3
	description	"You see some unfinished armour."
	short		"rough armour"
	IfWielded	wield_armour
	wielded

	name WELL
	left		WELL
	right		WELL
	up		WELL
	down		WELL
	hp		2000000000
	weight		-1
	description	"You see a well."
	short		"well"
	solid
	fixed
	tabletop
	spikeproof
	boat
	race		water

	name WELL2
	left		WELL2
	right		WELL2
	up		WELL2
	down		WELL2
	hp		2000000000
	weight		-1
	description	"You see a well."
	short		"well"
	solid
	fixed
	tabletop
	spikeproof
	boat
	race		water

	name BELLOWS0
	left		BELLOWS0
	right		BELLOWS0
	up		BELLOWS0
	down		BELLOWS0
	hp		2000000000
	weight		5500
	description	"You see a large pair of bellows."
	short		"bellows"
	IfUsed		use_bellows
	solid
	tabletop
	spikeproof

	name BELLOWS1
	left		BELLOWS2
	right		BELLOWS2
	up		BELLOWS2
	down		BELLOWS2
	hp		2000000000
	weight		6000
	description	"You see a large pair of bellows."
	short		"bellows"
	IfUsed		use_bellows
	solid
	tabletop
	spikeproof

	name ANVIL
	left		ANVIL
	right		ANVIL
	up		ANVIL
	down		ANVIL
	hp		2000000000
	weight		-1
	description	"You see an anvil."
	short		"anvil"
	solid
	tabletop
	spikeproof

	name GOLD_BAR
	left		GOLD0
	right		GOLD0
	up		GOLD0
	down		GOLD0
	hp		100000
	weight		10000
	description	"You see a gold ingot."
	short		"gold bar"
	OnInit		gold_bar_count

	name TREASURE_00
	left		TREASURE00
	right		TREASURE01
	up		TREASURE11
	down		TREASURE12
	hp		10000
	weight		125
	description	"You see some jewellery."
	short		"jewellery"

	name TREASURE_01
	left		TREASURE02
	right		TREASURE02
	up		TREASURE02
	down		TREASURE02
	hp		10000
	weight		125
	damage		15
	IfWielded	wield_weapon
	Attack		close_attack
	wielded
	description	"You see an ornate dagger, with a polished silver blade."
	short		"silver dagger"

	name TREASURE_02
	left		TREASURE03
	right		TREASURE04
	up		TREASURE05
	down		TREASURE06
	hp		10000
	weight		200
	description	"You see a red gemstone."
	short		"gem"

	name TREASURE_03
	left		TREASURE07
	right		TREASURE08
	up		TREASURE09
	down		TREASURE10
	hp		10000
	weight		200
	description	"You see a blue gemstone."
	short		"gem"

	name TREASURE_04
	left		TREASURE13
	right		TREASURE13
	up		TREASURE13
	down		TREASURE13
	hp		10000
	weight		3000
	description	"You see a red crystal ball."
	short		"crystal ball"

	name TREASURE_05
	left		TREASURE14
	right		TREASURE14
	up		TREASURE14
	down		TREASURE14
	hp		10000
	weight		3000
	description	"You see a blue crystal ball."
	short		"crystal ball"

	name TOADSTONE
	left		TREASURE15
	right		TREASURE15
	up		TREASURE15
	down		TREASURE15
	hp		10000
	weight		3000
	description	"You see a small white crystal."
	short		"todestone"

	name SKINS00
	left		SKIN01
	right		SKIN01
	up		SKIN00
	down		SKIN00
	hp		100000
	weight		700
	description	"You see the hide of a small grey animal."
	short		"hide"

	name SKINS01
	left		SKIN03
	right		SKIN03
	up		SKIN02
	down		SKIN02
	hp		100000
	weight		1000
	description	"You see an animal's fur pelt."
	short		"fur"

	name SKINS02
	left		SKIN04
	right		SKIN04
	up		SKIN04
	down		SKIN04
	hp		100000
	weight		1200
	description	"You see a large animal's pelt."
	short		"fur"

	name SKINS03
	left		SKIN05
	right		SKIN05
	up		SKIN05
	down		SKIN05
	hp		100000
	weight		200
	description	"You see a snake's hide."
	short		"snakeskin"

	name BARREL01
	left		BARREL01
	right		BARREL02
	up		BARREL01
	down		BARREL02
	hp		30
	weight		30000
	description	"You see a drum of some kind of fuel."
	short		"fuel drum"
	solid

	name CHURN
	left		CHURN
	right		CHURN
	up		CHURN
	down		CHURN
	hp		90
	weight		10000
	description	"You see a milk churn."
	short		"churn"
	solid

	name BOOKSHELF00
	left		BOOKSHELF04
	right		BOOKSHELF05
	up		BOOKSHELF00
	down		BOOKSHELF01
	hp		1000000
	weight		-1
	description	"You see a shelf full of ancient books."
	short		"bookshelf"
	solid
	setsolid	V 0 0 3 1
	setsolid	H 0 0 1 3
	setActiveArea	V 0 0 3 1
	setActiveArea	H 0 0 1 3

	name BOOKSHELF01
	left		BOOKSHELF06
	right		BOOKSHELF07
	up		BOOKSHELF02
	down		BOOKSHELF03
	hp		1000000
	weight		-1
	description	"You see a shelf full of ancient books."
	short		"bookshelf"
	solid
	setsolid	V 0 0 3 1
	setsolid	H 0 0 1 3
	setActiveArea	V 0 0 3 1
	setActiveArea	H 0 0 1 3

	name CAULDRON_EMPTY
	left		CAULDRON_EMPTY
	right		CAULDRON_EMPTY
	up		CAULDRON_EMPTY
	down		CAULDRON_EMPTY
	hp		9000
	weight		20000
	description	"You see a large iron cauldron."
	short		"cauldron"
	solid

	name CAULDRON_BROTH
	left		CAULDRON_BROTH
	right		CAULDRON_BROTH
	up		CAULDRON_BROTH
	down		CAULDRON_BROTH
	hp		900
	weight		80000
	description	"You see a large cauldron of broth."
	short		"broth"
	solid

	name BRAZIER
	left		CAULDRON_BRAZIER
	right		CAULDRON_BRAZIER
	up		CAULDRON_BRAZIER
	down		CAULDRON_BRAZIER
	hp		900
	weight		-1
	description	"You see a flaming brazier."
	short		"brazier"
	IfUsed		slap_person
	solid
	light 1

	name TELESCOPE
	left		TELESCOPE
	right		TELESCOPE
	up		TELESCOPE
	down		TELESCOPE
	hp		1000000
	weight		-1
	description	"You see a telescope."
	short		"telescope"
	solid
	fixed
	ifused		use_telescope

	name FIREBOLT
	left		FBOLT_L
	right		FBOLT_R
	up		FBOLT_U
	down		FBOLT_D
	hp		1
	weight		0
	damage		10
	description	"You're not supposed to see this."
	short		"bolt of flame"
	ifkilled	firebolt_attack

	name MAGICBOLT
	left		MBOLT
	right		MBOLT
	up		MBOLT
	down		MBOLT
	hp		1
	weight		0
	damage		10
	description	"You're not supposed to see this."
	short		"bolt of magic"
	ifkilled	firebolt_attack

	name POISONBOLT
	left		PBOLT_L
	right		PBOLT_R
	up		PBOLT_U
	down		PBOLT_D
	hp		100
	weight		0
	damage		0
	description	"You're not supposed to see this either."
	short		"blob of poison"
	ifkilled	poisonbolt_attack

	name XBOW
	left		XBOW
	right		XBOW
	up		XBOW
	down		XBOW
	hp		100
	max_strength	6
	weight		2500
	description	"You see a hefty crossbow."
	short		"crossbow"
	IfWielded	wield_weapon
	Attack		ammo_attack
	wielded
	range		8
	user1		xbow_bolts
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name XBOW_BOLTS
	left		XBOW_BOLT_L
	right		XBOW_BOLT_R
	up		XBOW_BOLT_U
	down		XBOW_BOLT_D
	hp		100
	strength	60
	max_strength	12
	weight		2
	damage		20
	description	"You see a bundle of crossbow bolts."
	short		"bolts"
	IfLookedAt	CHECK_XBOW_AMMO
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name WINEGLASS
	left		GLASS02
	right		GLASS03
	up		GLASS01
	down		GLASS00
	hp		10
	weight		100
	description	"You see a wineglass."
	short		"wineglass"
	fragile
	translucent
	IfKilled	smash_china

	name WINEGLASS_BROKEN
	left		GLASS04
	right		GLASS04
	up		GLASS04
	down		GLASS04
	hp		100
	weight		60
	description	"You see a broken wineglass."
	translucent
	short		"bits"

	name GLASS_LENS
	left		GLASS05
	right		GLASS05
	up		GLASS05
	down		GLASS05
	hp		10
	weight		1000
	description	"You see a glass lens."
	short		"lens"
	fragile
	translucent
	IfKilled	smash_china

	name DATAPANEL
	up		data00
	down		data03
	left		data01
	right		data02
	hp 1000
	weight -1
	description	"You see a wall-mounted data display."
	short		"display"
	fixed
	IfUsed		BOOK_USE

	name LP_DECK
	up		lp_deck1
	down		lp_deck1
	left		lp_deck0
	right		lp_deck0
	hp 100
	weight -1
	description	"You see some kind of large music player."
	short		"music device"
	fixed

	name OSCOPE
	up		OSCOPE_V
	down		OSCOPE_V
	left		OSCOPE_H
	right		OSCOPE_H
	hp 100
	weight -1
	description	"You see an oscilloscope."
	short		"oscilloscope"
	fixed

	name cage1
	up		cage00
	right		cage01
	left		cage02
	down		cage03
	hp 1000000
	weight -1
	description	"You see a cage."
	short		"cage"
	fixed
	solid

	name cage2
	up		cage04
	right		cage07
	left		cage06
	down		cage05
	hp 1000000
	weight -1
	description	"You see a cage."
	short		"cage"
	fixed
	solid

	name cagedoorway
	up		cage08
	down		cage08
	left		cage11
	right		cage11
	hp 60
	weight -1
	description	"You see a cage doorway."
	short		"doorway"
	fixed
	solid
	setsolid	H 1 0 1 1
	setsolid	V 0 1 1 1
	setActiveArea	V 0 1 2 1
	setActiveArea	H 1 0 1 2

	name cagedoor_shut
	up		cage09
	down		cage09
	left		cage12
	right		cage12
	hp 60
	weight -1
	description	"You see a cage door."
	short		"door"
	fixed
	ifused		opendoorC1
	IfKilled	DoorwayC1
	solid
	setsolid	H 1 0 1 2
	setsolid	V 0 1 2 1
	setActiveArea	V 0 1 2 1
	setActiveArea	H 1 0 1 2

	name cagedoor_open
	up		cage10
	down		cage10
	left		cage13
	right		cage13
	hp 60
	weight -1
	description	"You see a cage door."
	short		"door"
	fixed
	ifused		closedoorC1
	IfKilled	DoorwayC1
	solid
	setsolid	H 1 0 1 1
	setsolid	V 0 1 1 1
	setActiveArea	V 0 1 2 1
	setActiveArea	H 1 0 1 2

	name hawking_kit0
	left		hawking_kit0
	right		hawking_kit0
	up		hawking_kit0
	down		hawking_kit0
	hp		1000
	weight		330
	description	"You see a leather falconry gauntlet."
	short		"glove"
	ifwielded	wield_lglove
	wielded

	name hawking_kit1
	left		hawking_kit1
	right		hawking_kit1
	up		hawking_kit1
	down		hawking_kit1
	hp		1000
	weight		253
	description	"You see a pair of jesses."
	short		"jesses"

	name hawking_kit2
	left		hawking_kit2
	right		hawking_kit2
	up		hawking_kit2
	down		hawking_kit2
	hp		1000
	weight		208
	description	"You see some tiny bells."
	short		"bells"

	name hawking_kit3
	left		hawking_kit3
	right		hawking_kit3
	up		hawking_kit3
	down		hawking_kit3
	hp		1000
	weight		210
	description	"You see a small cloth hood."
	short		"hood"

	name hawking_kit4
	left		hawking_kit4
	right		hawking_kit4
	up		hawking_kit4
	down		hawking_kit4
	hp		1000
	weight		162
	description	"You see a strong leash made from leather."
	short		"leash"

	name PATHMARKER
	left		ARROW_LEFT
	right		ARROW_RIGHT
	up		ARROW_UP
	down		ARROW_DOWN
	hp		10000
	weight		-1
	description	"Path marker"
	short		"path marker"
	system
	invisible
	fixed

	name DRAWBRIDGE_DOWN
	left		DRAWBRIDGE_DOWN
	right		DRAWBRIDGE_DOWN
	up		DRAWBRIDGE_DOWN
	down		DRAWBRIDGE_DOWN
	hp		1000000
	weight		-1
	description	"You see a drawbridge."
	short		"drawbridge"
	fixed
	boat

	name DRAWBRIDGE_UP
	left		DRAWBRIDGE_UP
	right		DRAWBRIDGE_UP
	up		DRAWBRIDGE_UP
	down		DRAWBRIDGE_UP
	hp		1000000
	weight		-1
	description	"You see a raised drawbridge."
	short		"drawbridge"
	solid
	fixed
	setsolid	H 2 2 4 1
	setactivearea	H 1 1 5 2
	setsolid	V 2 2 4 1
	setactivearea	V 1 1 5 2

	name POSTER
	up		poster_v
	down		poster_v
	left		poster_h
	right		poster_h
	hp 100
	weight -1
	description	"You see a poster."
	short		"poster"
	fixed
	IfLookedAt	GENERIC_SIGN
	IfUsed		BOOK_USE

	name POSTER2
	up		poster2_v
	down		poster2_v
	left		poster2_h
	right		poster2_h
	hp 100
	weight -1
	description	"You see a poster."
	short		"poster"
	fixed
	IfLookedAt	GENERIC_SIGN
	IfUsed		BOOK_USE


	name WARRANT
	up		scroll00
	down		scroll00
	left		scroll00
	right		scroll00
	hp 100
	weight 100
	description	"You see a royal warrant."
	short		"warrant"
	IfLookedAt	GENERIC_SIGN

	name WARRANT_FLOUR
	up		scroll00
	down		scroll00
	left		scroll00
	right		scroll00
	hp 100
	weight 100
	description	"You see a royal warrant for some flour."
	short		"warrant"

	name POSTER_WANTED
	up		poster_v
	down		poster_v
	left		poster_h
	right		poster_h
	hp 100
	weight -1
	description	"You see a wanted poster."
	short		"royal poster"
	fixed
	IfUsed		BOOK_USE
	conversation	books/misc/wanted.txt	

	name TROUGH
	up		trough_v
	down		trough_v
	left		trough_h
	right		trough_h
	hp 100000
	weight -1
	description	"You see a water trough."
	short		"trough"
	fixed
	solid

	name SCEPTRE
	left		SCEPTRE
	right		SCEPTRE
	up		SCEPTRE
	down		SCEPTRE
	hp		100
	weight		1000
	damage		9
	description	"You see a golden sceptre."
	short		"sceptre"
	IfWielded	wield_weapon
	Attack		CLOSE_ATTACK
	wielded

	name DOORBELL
	left		LGT_SW1
	right		LGT_SW1
	up		LGT_SW2
	down		LGT_SW2
	hp		200000
	weight		-1
	description	"You see a doorbell."
	short		"doorbell"
	IfUsed		DOORBELL
	fixed

	name SPARK_START
	left		POWERPLANT_SPARK1
	right		POWERPLANT_SPARK1
	up		POWERPLANT_SPARK1
	down		POWERPLANT_SPARK1
	hp		100000
	weight		-1
	damage		200
	light		1
	description	"You see power equipment."
	short		"power equipment"
	oninit		spark_start_dangerous
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SPARK_END
	left		POWERPLANT_SPARK2
	right		POWERPLANT_SPARK2
	up		POWERPLANT_SPARK2
	down		POWERPLANT_SPARK2
	hp		100000
	weight		-1
	light		1
	description	"You see power equipment."
	short		"power equipment"
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name kfs_sign
	left		kfs_sign
	right		kfs_sign
	up		kfs_sign
	down		kfs_sign
	hp		10000
	weight -1
	description	"You see a shop sign."
	short		"sign"
	fixed
	invisible

	name kfs_window
	left		kfs_window
	right		kfs_window
	up		kfs_window
	down		kfs_window
	hp		10
	weight -1
	description	"You see a shop window."
	short		"window"
	fixed
	IfKilled	kfswindow_break
	fragile
	spikeproof
	solid
	translucent

	name kfs_window_broken
	left		kfs_window_broken
	right		kfs_window_broken
	up		kfs_window_broken
	down		kfs_window_broken
	hp		100000
	weight -1
	description	"You see a vandalised shop window."
	short		"window"
	fixed
	IfKilled	respawn
	spikeproof
	solid
	translucent

	name kfs_wallfacade
	left		kfs_wall1
	up		kfs_wall2
	down		kfs_wall2
	right		kfs_wall3
	hp		100000
	weight -1
	description	"You see a shop facade."
	short		"wall"
	fixed
	IfKilled	respawn
	spikeproof
	solid

	name KFS_BURGER
	left		kfs_takeaway1
	right		kfs_takeaway1
	up		kfs_takeaway1
	down		kfs_takeaway1
	hp		50
	weight		300
	description	"You see a Burgoo Burger(tm)."
	short		"takeaway"
	IfUsed		EAT_FOOD
	user2		KFS_LITTER
	no_resurrect

	name KFS_SANDWICH
	left		kfs_takeaway1
	right		kfs_takeaway1
	up		kfs_takeaway1
	down		kfs_takeaway1
	hp		50
	weight		320
	description	"You see a Squirrel Sandwich(tm)."
	short		"takeaway"
	IfUsed		EAT_FOOD
	user2		KFS_LITTER
	no_resurrect

	name KFS_LITTER
	left		kfs_takeaway2
	right		kfs_takeaway2
	up		kfs_takeaway2
	down		kfs_takeaway2
	hp		50
	weight		60
	description	"You see an empty takeaway box."
	short		"litter"
	no_resurrect

	name KFS_KEBAB
	left		kfs_kebab1
	right		kfs_kebab1
	up		kfs_kebab1
	down		kfs_kebab1
	hp		50
	weight		60
	description	"You see a squirrel kebab."
	short		"kebab"
	IfUsed		EAT_FOOD
	user2		KFS_KEBABSTICK
	no_resurrect

	name KFS_KEBABSTICK
	left		kfs_kebab2
	right		kfs_kebab2
	up		kfs_kebab2
	down		kfs_kebab2
	hp		50
	weight		60
	description	"You see a greasy stick."
	short		"skewer"
	no_resurrect

	name who_accel
	left		who_01
	right		who_01
	up		who_01
	down		who_01
	hp		50
	weight		600
	description	"You see an ultrabeam accelerator."
	short		"accelerator"
	no_resurrect

	name who_analyser
	left		who_02a
	right		who_02b
	up		who_02c
	down		who_02c
	hp		5000000
	weight		-1
	description	"You see a bioanalyser."
	short		"device"
	no_resurrect
	fixed

	name who_comm
	left		who_03
	right		who_03
	up		who_03
	down		who_03
	hp		50
	weight		60
	description	"You see an interspace communicator."
	short		"communicator"
	no_resurrect

	name who_tape
	left		who_04
	right		who_04
	up		who_04
	down		who_04
	hp		50
	weight		200
	description	"You see a reel of videotape."
	short		"spool"
	no_resurrect
	IfLookedAt	GENERIC_SIGN

	name who_jar
	left		who_05
	right		who_05
	up		who_05
	down		who_05
	hp		10
	weight		500
	description	"You see a large jar."
	short		"jar"
	no_resurrect
	fragile
	ifkilled		smash

	name who_cylinder
	left		who_06
	right		who_06
	up		who_06
	down		who_06
	hp		10
	weight		700
	description	"You see a glass measuring cylinder."
	short		"cylinder"
	no_resurrect
	fragile
	ifkilled	smash

	name who_lamp
	left		who_07
	right		who_07
	up		who_07
	down		who_07
	hp		50
	weight		100
	description	"You see a small flashlight."
	short		"lamp"
	no_resurrect

	name who_spool
	left		who_08
	right		who_08
	up		who_08
	down		who_08
	hp		50
	weight		60
	description	"You see an empty spool of videotape."
	short		"spool"
	no_resurrect

	name scully
	left		scully
	right		scully
	up		scully
	down		scully
	hp		50
	weight		200
	description	"You see a 16-track Scully tape machine."
	short		"tape deck"
	solid
	fixed
	setsolid 	H 1 1 1 1
	setsolid 	V 1 1 1 1
	setactivearea 	H 1 1 1 1
	setactivearea 	V 1 1 1 1

	name mastertape
	left		who_08
	right		who_08
	up		who_08
	down		who_08
	hp		50
	weight		200
	description	"You see a reel of two-inch studio tape."
	short		"tape"
	no_resurrect
	IfLookedAt	GENERIC_SIGN

	name LUTE
	left		LUTE
	right		LUTE
	up		LUTE
	down		LUTE
	hp		200
	weight		1600
	description	"You see a lute."
	short		"lute"

	name PERCH
	left		PERCH_BAD
	right		PERCH_R
	up		PERCH_U
	down		PERCH_BAD
	hp		3000
	weight		12000
	damage		10
	description	"You see a perch for a large bird."
	short		"perch"
	ifused		sit_down_bird
	solid

	name WINECASK0
	left		winecask0
	right		winecask0
	up		winecask0
	down		winecask0
	hp		4000
	weight		-1
	description	"You see a large wine cask."
	short		"wine cask"
	solid
	fixed

	name BOWL_EMPTY
	left		salt_empty
	right		salt_empty
	up		salt_empty
	down		salt_empty
	hp		50
	weight		200
	description	"You see a wooden bowl."
	short		"bowl"

	name BOWL_SALT
	left		salt_00
	right		salt_01
	up		salt_02
	down		salt_00
	hp		50
	weight		700
	description	"You see a large bowl of salt."
	short		"salt"

	name BOWL_PEPPER
	left		pepper_00
	right		pepper_01
	up		pepper_00
	down		pepper_01
	hp		50
	weight		700
	description	"You see a large bowl of pepper."
	short		"pepper"

	name meat00
	left		meat00
	right		meat00
	up		meat00
	down		meat00
	hp		50
	weight		7000
	description	"You see a cow's leg."
	short		"meat"
	race		cow

	name meat01
	left		meat01
	right		meat01
	up		meat01
	down		meat01
	hp		50
	weight		2000
	description	"You see a cow's head."
	short		"meat"
	race		cow

	name meat02
	left		meat02
	right		meat02
	up		meat02
	down		meat02
	hp		50
	weight		10000
	description	"You see one end of a cow."
	short		"meat"
	race		cow

	name meat03
	left		meat03
	right		meat03
	up		meat03
	down		meat03
	hp		50
	weight		1000
	description	"You see some beef."
	short		"meat"
	race		cow

	name meat04
	left		meat04
	right		meat04
	up		meat04
	down		meat04
	hp		50
	weight		1300
	description	"You see some beef."
	short		"meat"
	race		cow

	name meat05
	left		meat05
	right		meat05
	up		meat05
	down		meat05
	hp		50
	weight		-1
	fixed
	description	"You see some bits of cow."
	short		"mess"
	race		cow

	name JAR_EMPTY
	left		JAR00
	right		JAR00
	up		JAR00
	down		JAR00
	hp		1
	weight		600
	description	"You see an empty jar."
	short		"jar"
	IfUsed		use_jar
	IfKilled	smashjar
	fragile

	name JAR_BROKEN
	left		JAR01
	right		JAR01
	up		JAR01
	down		JAR01
	hp		1000
	weight		600
	damage		3
	description	"You see a smashed jar."
	short		"glass"
	IfUsed		use_jar
	IfKilled	smashjar
	iftriggered	spikes

	name JAR_HONEY
	left		JAR02
	right		JAR02
	up		JAR02
	down		JAR02
	hp		1
	weight		800
	description	"You see a jar of honey."
	short		"honey jar"
	IfUsed		eat_food
	IfKilled	smashjar
	fragile

	name TELEPORTER0
	left		TELEPORTER0
	right		TELEPORTER0
	up		TELEPORTER0
	down		TELEPORTER0
	hp		1000
	weight		-1
	fixed
	description	"You see a teleportation pad."
	short		"teleporter"
	Iftriggered	teleport_single_stand

	name TELEPORTER0_OFF
	left		TELEPORTER1
	right		TELEPORTER1
	up		TELEPORTER1
	down		TELEPORTER1
	hp		1000
	weight		-1
	fixed
	description	"You see a teleportation pad."
	short		"teleporter"

section: tiles

	name GRASS00
	sequence	GRASS00
	description	"You see some grass."
	cost 4

	name GRASS01
	sequence	grass01
	description	"You see some grass."
	cost 4

	name GRASS02
	sequence	GRASS02
	description	"You see some grass."
	cost 4

	name GRASS03
	sequence	GRASS03
	description	"You see some grass."
	cost 4

	name GRASS04
	sequence	GRASS04
	description	"You see some grass."
	cost 4

	name GRASS05
	sequence	GRASS05
	description	"You see some grass."
	cost 4

	name GRASS06
	sequence	GRASS06
	description	"You see some grass."
	cost 4

	name GRASS07
	sequence	GRASS07
	description	"You see some grass."
	cost 4

	name STONEFLOOR2
	sequence	STONEFLOOR2
	description	"You see a thick stone wall."
	solid
	blockslight
	blank D BLACK_WALL_BL
	blank LD BLACK_WALL_BL

	name STONEFLOOR3
	sequence	STONEFLOOR3
	description	"You see a thick stone wall."
	solid
	blockslight
	blank R BLACK_WALL_TR
	blank U BLACK_WALL_TR
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_TR

	name WOOD00
	sequence	WOOD00
	description	"You see some parquet floor."

	name WALL_STONE_H
	sequence	WALL_STONE_H
	description	"You see a thick stone wall."
	solid
	blockslight
	blank LU WALL_STONE_TL
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_BL
	blank RD WALL_STONE_BR

	name WALL_STONE_V
	sequence	WALL_STONE_V
	description	"You see a thick stone wall."
	solid
	blockslight
	blank LU WALL_STONE_TL
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_BL
	blank RD WALL_STONE_BR

	name WALL_STONE_BR
	sequence	WALL_STONE_BR
	description	"You see a thick stone wall."
	solid
	blockslight
	blank L WALL_STONE_V

	name WALL_STONE_TL
	sequence	WALL_STONE_TL
	description	"You see a thick stone wall."
	solid
	blockslight
	blank R WALL_STONE_V
	blank RU BLACK_WALL_TR
	blank D WALL_STONE_H
	blank LD BLACK_WALL_BL
	blank RD WALL_STONE_BR

	name WALL_STONE_BL0
	sequence	WALL_STONE_BL0
	description	"You see a thick stone wall."
	solid
	blockslight
	blank D BLACK_WALL_BL
	blank LD BLACK_WALL_BL

	name WALL_STONE_TR0
	sequence	WALL_STONE_TR0
	description	"You see a thick stone wall."
	solid
	blockslight
	blank R BLACK_WALL_TR
	blank U BLACK_WALL_TR
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_TR

	name WALL_STONE_BL1
	sequence	WALL_STONE_BL1
	description	"You see a thick stone wall."
	solid
	blockslight
	blank D BLACK_WALL_BL
	blank LD BLACK_WALL_BL

	name WALL_STONE_TR1
	sequence	WALL_STONE_TR1
	description	"You see a thick stone wall."
	solid
	blockslight
	blank R BLACK_WALL_TR
	blank U BLACK_WALL_TR
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_TR

	name TILE00
	sequence	stonefloor
	description	"You see ceramic tiles"

	name STONEFLOOR
	sequence	JUG_BROKEN
	description	"You see some stone floor"

	name MUD0
	sequence	MUD00
	description	"You see some mud."

	name MUD1
	sequence	MUD01
	description	"You see some mud."

	name MUD2
	sequence	MUD02
	description	"You see some mud."

	name MUD3
	sequence	MUD03
	description	"You see some mud."

	name MUD4
	sequence	MUD04
	description	"You see some mud."

	name MUD5
	sequence	MUD05
	description	"You see some mud."

	name MUD6
	sequence	MUD06
	description	"You see some mud."

	name MUD7
	sequence	MUD07
	description	"You see some mud."

	name MUD8
	sequence	MUD08
	description	"You see some mud."

	name MUD9
	sequence	MUD09
	description	"You see some mud."

	name MUD10
	sequence	MUD10
	description	"You see some mud."

	name MUD11
	sequence	MUD11
	description	"You see some mud."

	name MUD12
	sequence	MUD12
	description	"You see some mud."

	name MUD13
	sequence	MUD13
	description	"You see some mud."

	name MUD14
	sequence	MUD14
	description	"You see some mud."

	name MUD15
	sequence	MUD15
	description	"You see some mud."

	name MUD16
	sequence	MUD16
	description	"You see some mud."

	name MUD17
	sequence	MUD17
	description	"You see some mud."

	name MUD18
	sequence	MUD18
	description	"You see some mud."

	name MUD19
	sequence	MUD19
	description	"You see some mud."

	name MUD20
	sequence	MUD20
	description	"You see some mud."

	name MUD21
	sequence	MUD21
	description	"You see some mud."

	name MUD22
	sequence	MUD22
	description	"You see some mud."

	name MUD23
	sequence	MUD23
	description	"You see some mud."

	name MUD24
	sequence	MUD24
	description	"You see some mud."

	name MUD25
	sequence	MUD25
	description	"You see some mud."

	name MUD26
	sequence	MUD26
	description	"You see some mud."

	name MUD27
	sequence	MUD27
	description	"You see some mud."

	name MUD28
	sequence	MUD28
	description	"You see some mud."

	name MUD29
	sequence	MUD29
	description	"You see some mud."

	name MUD30
	sequence	MUD30
	description	"You see some mud."

	name MUD31
	sequence	MUD31
	description	"You see some mud."

	name MUD32
	sequence	MUD32
	description	"You see some mud."

	name MUD33
	sequence	MUD33
	description	"You see some mud."

	name MUD34
	sequence	MUD34
	description	"You see some mud."

	name MUD35
	sequence	MUD35
	description	"You see some mud."

	name MUD36
	sequence	MUD36
	description	"You see some mud."

	name MUD37
	sequence	MUD37
	description	"You see some mud."

	name MUD38
	sequence	MUD38
	description	"You see some mud."

	name MUD39
	sequence	MUD39
	description	"You see some mud."

	name MUD40
	sequence	MUD40
	description	"You see some mud."

	name MUD41
	sequence	MUD41
	description	"You see some mud."

	name MUD42
	sequence	MUD42
	description	"You see some mud."

	name MUD43
	sequence	MUD43
	description	"You see some mud."

	name MUD44
	sequence	MUD44
	description	"You see some mud."

	name MUD45
	sequence	MUD45
	description	"You see some mud."

	name MUD46
	sequence	MUD46
	description	"You see some mud."

	name MUD47
	sequence	MUD47
	description	"You see some mud."

	name MUD48
	sequence	MUD48
	description	"You see some mud."

	name MUD49
	sequence	MUD49
	description	"You see some mud."

	name MUD50
	sequence	MUD50
	description	"You see some mud."

	name MUD51
	sequence	MUD51
	description	"You see some mud."

	name MUD52
	sequence	MUD52
	description	"You see some mud."

	name MUD53
	sequence	MUD53
	description	"You see some mud."

	name MUD54
	sequence	MUD54
	description	"You see some mud."

	name MUD55
	sequence	MUD55
	description	"You see some mud."

	name MUD56
	sequence	MUD56
	description	"You see some mud."

	name MUD57
	sequence	MUD57
	description	"You see some mud."

	name MUD58
	sequence	MUD58
	description	"You see some mud."

	name MUD59
	sequence	MUD59
	description	"You see some mud."

	name MUD60
	sequence	MUD60
	description	"You see some mud."

	name MUD61
	sequence	MUD61
	description	"You see some mud."

	name MUD62
	sequence	MUD62
	description	"You see some mud."

	name MUD63
	sequence	MUD63
	description	"You see some mud."

	name WALLHOLE_1
	sequence	WALLHOLE1
	description	"You see a thick stone wall."
	solid
	blockslight
	blank LU WALL_STONE_TL
	blank RU BLACK_WALL_TR
	blank D WALL_STONE_H
	blank LD BLACK_WALL_BL
	blank RD WALL_STONE_BR

	name SAND00
	sequence	SAND00
	description	"You see some sand."

	name SAND01
	sequence	SAND01
	description	"You see some sand."

	name SAND02
	sequence	SAND02
	description	"You see some sand."

	name SAND03
	sequence	SAND03
	description	"You see some sand."

	name SAND04
	sequence	SAND04
	description	"You see some sand."

	name SAND05
	sequence	SAND05
	description	"You see some sand."

	name SAND06
	sequence	SAND06
	description	"You see some sand."

	name SAND07
	sequence	SAND07
	description	"You see some sand."

	name SAND08
	sequence	SAND08
	description	"You see some sand."

	name SAND09
	sequence	SAND09
	description	"You see some sand."

	name SAND10
	sequence	SAND10
	description	"You see some sand."

	name SAND11
	sequence	SAND11
	description	"You see some sand."

	name SAND12
	sequence	SAND12
	description	"You see some sand."

	name SAND13
	sequence	SAND13
	description	"You see some sand."

	name SAND14
	sequence	SAND14
	description	"You see some sand."

	name SAND15
	sequence	SAND15
	description	"You see some sand."

	name SAND16
	sequence	SAND16
	description	"You see some sand."

	name SAND17
	sequence	SAND17
	description	"You see some sand."

	name SAND18
	sequence	SAND18
	description	"You see some sand."

	name SAND19
	sequence	SAND19
	description	"You see some sand."

	name SAND20
	sequence	sand20
	description	"You see some sand."

	name SAND21
	sequence	sand21
	description	"You see some sand."

	name WATER_N
	sequence	WATER_North
	description	"You see some water."
	solid
	water

	name WATER_NE
	sequence	WATER_NorthEast
	description	"You see some water."
	solid
	water

	name WATER_E
	sequence	WATER_East
	description	"You see some water."
	solid
	water

	name WATER_SE
	sequence	WATER_SouthEast
	description	"You see some water."
	solid
	water

	name WATER_S
	sequence	WATER_South
	description	"You see some water."
	solid
	water

	name WATER_SW
	sequence	WATER_SouthWest
	description	"You see some water."
	solid
	water

	name WATER_W
	sequence	WATER_West
	description	"You see some water."
	solid
	water

	name WATER_NW
	sequence	WATER_NorthWest
	description	"You see some water."
	solid
	water

	name WATER_S1
	sequence	WATER_South
	description	"You see some water."
	solid
	water

	name WATER_S2
	sequence	WATER_South2
	description	"You see some water."
	solid
	water

	name WATER_S3
	sequence	WATER_South3
	description	"You see some water."
	solid
	water

	name WATER_S4
	sequence	WATER_South4
	description	"You see some water."
	solid
	water

	name SPARE00
	sequence	WATER_South4
	description	"You see some water."
	solid
	water

	name SPARE01
	sequence	WATER_South4
	description	"You see some water."
	solid
	water

	name SPARE02
	sequence	WATER_South4
	description	"You see some water."
	solid
	water

	name SPARE03
	sequence	WATER_South4
	description	"You see some water."
	solid
	water

	name SPARE04
	sequence	WATER_South4
	description	"You see some water."
	solid
	water

	name SPARE05
	sequence	WATER_South4
	description	"You see some water."
	solid
	water

	name MNT00
	sequence	MNT00
	description	"You see mountains."
	solid

	name MNT01
	sequence	MNT01
	description	"You see mountains."
	solid

	name MNT02
	sequence	MNT02
	description	"You see mountains."
	solid

	name MNT03
	sequence	MNT03
	description	"You see mountains."
	solid

	name MNT04
	sequence	MNT04
	description	"You see mountains."
	solid

	name MNT05
	sequence	MNT05
	description	"You see mountains."
	solid

	name MNT06
	sequence	MNT06
	description	"You see mountains."
	solid

	name MNT07
	sequence	MNT07
	description	"You see mountains."
	solid

	name MNT08
	sequence	MNT08
	description	"You see mountains."
	solid

	name MNT09
	sequence	MNT09
	description	"You see mountains."
	solid

	name MNT10
	sequence	MNT10
	description	"You see mountains."
	solid

	name MNT11
	sequence	MNT11
	description	"You see mountains."
	solid

	name MNT12
	sequence	MNT12
	description	"You see mountains."
	solid

	name MNT13
	sequence	MNT13
	description	"You see mountains."
	solid

	name MNT14
	sequence	MNT14
	description	"You see mountains."
	solid

	name MNT15
	sequence	MNT15
	description	"You see mountains."
	solid

	name MNT16
	sequence	MNT16
	description	"You see mountains."
	solid

	name MNT17
	sequence	MNT17
	description	"You see mountains."
	solid

	name MNT18
	sequence	MNT18
	description	"You see mountains."
	solid

	name MNT19
	sequence	MNT19
	description	"You see mountains."
	solid

	name MNT20
	sequence	MNT20
	description	"You see mountains."
	solid

	name MNT21
	sequence	MNT21
	description	"You see mountains."
	solid

	name MNT22
	sequence	MNT22
	description	"You see mountains."
	solid

	name MNT23
	sequence	MNT23
	description	"You see mountains."
	solid

	name MNT24
	sequence	MNT24
	description	"You see mountains."
	solid

	name MNT25
	sequence	MNT25
	description	"You see mountains."
	solid

	name MNT26
	sequence	MNT26
	description	"You see mountains."
	solid

	name MNT27
	sequence	MNT27
	description	"You see mountains."
	solid

	name NOTWATER
	sequence	WATER_NORTH
	description	"You see some water."
	scroll 0 -1

	name CARPET00
	sequence	CARPET00
	description	"You see a rich carpet."

	name CARPET01
	sequence	CARPET01
	description	"You see a rich carpet."

	name CARPET02
	sequence	CARPET02
	description	"You see a rich carpet."

	name CARPET03
	sequence	CARPET03
	description	"You see a rich carpet."

	name CARPET04
	sequence	CARPET04
	description	"You see a rich carpet."

	name CARPET05
	sequence	CARPET05
	description	"You see a rich carpet."

	name CARPET06
	sequence	CARPET06
	description	"You see a rich carpet."

	name CARPET07
	sequence	CARPET07
	description	"You see a rich carpet."

	name CARPET08
	sequence	CARPET08
	description	"You see a rich carpet."

	name CARPET09
	sequence	CARPET09
	description	"You see the symbol of the Holy Cross."

	name CARPET10
	sequence	CARPET10
	description	"You see some steps."

	name TILE01
	sequence	tile01
	description	"You see some tiles."

	name TILE02
	sequence	tile02
	description	"You see some tiles."

	name ROAD_00
	sequence	ROAD_00
	description	"You see some tarmac."

	name ROAD_01
	sequence	ROAD_01
	description	"You see some tarmac."

	name ROAD_02
	sequence	ROAD_02
	description	"You see some tarmac."

	name ROAD_03
	sequence	ROAD_03
	description	"You see some tarmac."

	name ROAD_04
	sequence	ROAD_04
	description	"You see some tarmac."

	name ROAD_05
	sequence	ROAD_05
	description	"You see some tarmac."

	name ROAD_06
	sequence	ROAD_06
	description	"You see some tarmac."

	name ROAD_07
	sequence	ROAD_07
	description	"You see some tarmac."

	name ROAD_08
	sequence	ROAD_08
	description	"You see some tarmac."

	name ROAD_09
	sequence	ROAD_09
	description	"You see some tarmac."

	name ROAD_10
	sequence	ROAD_10
	description	"You see some tarmac."

	name ROAD_11
	sequence	ROAD_11
	description	"You see some tarmac."

	name ROAD_12
	sequence	ROAD_12
	description	"You see some tarmac."

	name ROAD_13
	sequence	ROAD_13
	description	"You see some tarmac."

	name ROAD_14
	sequence	ROAD_14
	description	"You see some tarmac."

	name ROAD_15
	sequence	ROAD_15
	description	"You see some tarmac."

	name ROAD_16
	sequence	ROAD_16
	description	"You see some tarmac."

	name ROAD_17
	sequence	ROAD_17
	description	"You see some tarmac."

	name ROAD_18
	sequence	ROAD_18
	description	"You see some tarmac."

	name ROAD_19
	sequence	ROAD_19
	description	"You see some tarmac."

	name ROAD_20
	sequence	ROAD_20
	description	"You see some tarmac."

	name ROAD_21
	sequence	ROAD_21
	description	"You see some tarmac."

	name ROAD_22
	sequence	ROAD_22
	description	"You see some tarmac."

	name ROAD_23
	sequence	ROAD_23
	description	"You see some tarmac."

	name ROAD_24
	sequence	ROAD_24
	description	"You see some tarmac."

	name ROAD_25
	sequence	ROAD_25
	description	"You see some tarmac."

	name ROAD_26
	sequence	ROAD_26
	description	"You see some tarmac."

	name ROAD_27
	sequence	ROAD_27
	description	"You see some tarmac."

	name ROAD_28
	sequence	ROAD_28
	description	"You see some tarmac."

	name ROAD_29
	sequence	ROAD_29
	description	"You see some tarmac."

	name ROAD_30
	sequence	ROAD_30
	description	"You see some tarmac."

	name ROAD_31
	sequence	ROAD_31
	description	"You see some tarmac."

	name ROAD_32
	sequence	ROAD_32
	description	"You see some tarmac."

	name ROAD_33
	sequence	ROAD_33
	description	"You see some tarmac."

	name ROAD_34
	sequence	ROAD_34
	description	"You see some tarmac."

	name ROAD_35
	sequence	ROAD_35
	description	"You see some tarmac."

	name ROAD_36
	sequence	ROAD_36
	description	"You see some tarmac."

	name ROAD_37
	sequence	ROAD_37
	description	"You see some tarmac."

	name ROAD_38
	sequence	ROAD_38
	description	"You see some tarmac."

	name ROAD_39
	sequence	ROAD_39
	description	"You see some tarmac."

	name ROAD_40
	sequence	ROAD_40
	description	"You see some tarmac."

	name STONEFLOOR4
	sequence	STONEFLOOR4
	description	"You see some stone floor."

	name STONEFLOOR5
	sequence	STONEFLOOR5
	description	"You see some stone floor."

	name STONEFLOOR6
	sequence	STONEFLOOR6
	description	"You see some stone floor."

	name WALL_STONE_BL3
	sequence	WALL_STONE_BL3
	description	"You see a thick stone wall."
	solid
	blockslight
	blank D BLACK_WALL_BL
	blank LD BLACK_WALL_BL

	name WALL_STONE_TR3
	sequence	WALL_STONE_TR3
	description	"You see a thick stone wall."
	solid
	blockslight
	blank R BLACK_WALL_TR
	blank U BLACK_WALL_TR
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_TR

	name COW_PRINTS1
	sequence	COW_PRINTS_1
	description	"You see a gigantic hoofprint"

	name COW_PRINTS2
	sequence	COW_PRINTS_2
	description	"You see a gigantic hoofprint"

	name SHORE_NORTH_W
	sequence	SHORE_NORTH_W
	description	"You see the shore."

	name SHORE_NORTH_E
	sequence	SHORE_NORTH_E
	description	"You see the shore."

	name SHORE_NORTH_N
	sequence	SHORE_NORTH_N
	description	"You see the shore."

	name SHORE_NORTH_S
	sequence	SHORE_NORTH_S
	description	"You see the shore."

	name SHORE_NORTH_NW
	sequence	SHORE_NORTH_NW
	description	"You see the shore."

	name SHORE_NORTH_NE
	sequence	SHORE_NORTH_NE
	description	"You see the shore."

	name SHORE_NORTH_SW
	sequence	SHORE_NORTH_SW
	description	"You see the shore."

	name SHORE_NORTH_SE
	sequence	SHORE_NORTH_SE
	description	"You see the shore."

	name SHORE_NORTH_NW2
	sequence	SHORE_NORTH_NW2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTH_NE2
	sequence	SHORE_NORTH_NE2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTH_SW2
	sequence	SHORE_NORTH_SW2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTH_SE2
	sequence	SHORE_NORTH_SE2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTH_W
	sequence	SHORE_SOUTH_W
	description	"You see the shore."

	name SHORE_SOUTH_E
	sequence	SHORE_SOUTH_E
	description	"You see the shore."

	name SHORE_SOUTH_N
	sequence	SHORE_SOUTH_N
	description	"You see the shore."

	name SHORE_SOUTH_S
	sequence	SHORE_SOUTH_S
	description	"You see the shore."

	name SHORE_SOUTH_NW
	sequence	SHORE_SOUTH_NW
	description	"You see the shore."

	name SHORE_SOUTH_NE
	sequence	SHORE_SOUTH_NE
	description	"You see the shore."

	name SHORE_SOUTH_SW
	sequence	SHORE_SOUTH_SW
	description	"You see the shore."

	name SHORE_SOUTH_SE
	sequence	SHORE_SOUTH_SE
	description	"You see the shore."

	name SHORE_SOUTH_NW2
	sequence	SHORE_SOUTH_NW2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTH_NE2
	sequence	SHORE_SOUTH_NE2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTH_SW2
	sequence	SHORE_SOUTH_SW2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTH_SE2
	sequence	SHORE_SOUTH_SE2
	description	"You see the shore."
	solid
	water

	name SHORE_EAST_W
	sequence	SHORE_EAST_W
	description	"You see the shore."

	name SHORE_EAST_E
	sequence	SHORE_EAST_E
	description	"You see the shore."

	name SHORE_EAST_N
	sequence	SHORE_EAST_N
	description	"You see the shore."

	name SHORE_EAST_S
	sequence	SHORE_EAST_S
	description	"You see the shore."

	name SHORE_EAST_NW
	sequence	SHORE_EAST_NW
	description	"You see the shore."

	name SHORE_EAST_NE
	sequence	SHORE_EAST_NE
	description	"You see the shore."

	name SHORE_EAST_SW
	sequence	SHORE_EAST_SW
	description	"You see the shore."

	name SHORE_EAST_SE
	sequence	SHORE_EAST_SE
	description	"You see the shore."

	name SHORE_EAST_NW2
	sequence	SHORE_EAST_NW2
	description	"You see the shore."
	solid
	water

	name SHORE_EAST_NE2
	sequence	SHORE_EAST_NE2
	description	"You see the shore."
	solid
	water

	name SHORE_EAST_SW2
	sequence	SHORE_EAST_SW2
	description	"You see the shore."
	solid
	water

	name SHORE_EAST_SE2
	sequence	SHORE_EAST_SE2
	description	"You see the shore."
	solid
	water

	name SHORE_WEST_W
	sequence	SHORE_WEST_W
	description	"You see the shore."

	name SHORE_WEST_E
	sequence	SHORE_WEST_E
	description	"You see the shore."

	name SHORE_WEST_N
	sequence	SHORE_WEST_N
	description	"You see the shore."

	name SHORE_WEST_S
	sequence	SHORE_WEST_S
	description	"You see the shore."

	name SHORE_WEST_NW
	sequence	SHORE_WEST_NW
	description	"You see the shore."

	name SHORE_WEST_NE
	sequence	SHORE_WEST_NE
	description	"You see the shore."

	name SHORE_WEST_SW
	sequence	SHORE_WEST_SW
	description	"You see the shore."

	name SHORE_WEST_SE
	sequence	SHORE_WEST_SE
	description	"You see the shore."

	name SHORE_WEST_NW2
	sequence	SHORE_WEST_NW2
	description	"You see the shore."
	solid
	water

	name SHORE_WEST_NE2
	sequence	SHORE_WEST_NE2
	description	"You see the shore."
	solid
	water

	name SHORE_WEST_SW2
	sequence	SHORE_WEST_SW2
	description	"You see the shore."
	solid
	water

	name SHORE_WEST_SE2
	sequence	SHORE_WEST_SE2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTHEAST_W
	sequence	SHORE_NORTHEAST_W
	description	"You see the shore."

	name SHORE_NORTHEAST_E
	sequence	SHORE_NORTHEAST_E
	description	"You see the shore."

	name SHORE_NORTHEAST_N
	sequence	SHORE_NORTHEAST_N
	description	"You see the shore."

	name SHORE_NORTHEAST_S
	sequence	SHORE_NORTHEAST_S
	description	"You see the shore."

	name SHORE_NORTHEAST_NW
	sequence	SHORE_NORTHEAST_NW
	description	"You see the shore."

	name SHORE_NORTHEAST_NE
	sequence	SHORE_NORTHEAST_NE
	description	"You see the shore."

	name SHORE_NORTHEAST_SW
	sequence	SHORE_NORTHEAST_SW
	description	"You see the shore."

	name SHORE_NORTHEAST_SE
	sequence	SHORE_NORTHEAST_SE
	description	"You see the shore."

	name SHORE_NORTHEAST_NW2
	sequence	SHORE_NORTHEAST_NW2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTHEAST_NE2
	sequence	SHORE_NORTHEAST_NE2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTHEAST_SW2
	sequence	SHORE_NORTHEAST_SW2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTHEAST_SE2
	sequence	SHORE_NORTHEAST_SE2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTHWEST_W
	sequence	SHORE_SOUTHWEST_W
	description	"You see the shore."

	name SHORE_SOUTHWEST_E
	sequence	SHORE_SOUTHWEST_E
	description	"You see the shore."

	name SHORE_SOUTHWEST_N
	sequence	SHORE_SOUTHWEST_N
	description	"You see the shore."

	name SHORE_SOUTHWEST_S
	sequence	SHORE_SOUTHWEST_S
	description	"You see the shore."

	name SHORE_SOUTHWEST_NW
	sequence	SHORE_SOUTHWEST_NW
	description	"You see the shore."

	name SHORE_SOUTHWEST_NE
	sequence	SHORE_SOUTHWEST_NE
	description	"You see the shore."

	name SHORE_SOUTHWEST_SW
	sequence	SHORE_SOUTHWEST_SW
	description	"You see the shore."

	name SHORE_SOUTHWEST_SE
	sequence	SHORE_SOUTHWEST_SE
	description	"You see the shore."

	name SHORE_SOUTHWEST_NW2
	sequence	SHORE_SOUTHWEST_NW2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTHWEST_NE2
	sequence	SHORE_SOUTHWEST_NE2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTHWEST_SW2
	sequence	SHORE_SOUTHWEST_SW2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTHWEST_SE2
	sequence	SHORE_SOUTHWEST_SE2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTHWEST_W
	sequence	SHORE_NORTHWEST_W
	description	"You see the shore."

	name SHORE_NORTHWEST_E
	sequence	SHORE_NORTHWEST_E
	description	"You see the shore."

	name SHORE_NORTHWEST_N
	sequence	SHORE_NORTHWEST_N
	description	"You see the shore."

	name SHORE_NORTHWEST_S
	sequence	SHORE_NORTHWEST_S
	description	"You see the shore."

	name SHORE_NORTHWEST_NW
	sequence	SHORE_NORTHWEST_NW
	description	"You see the shore."

	name SHORE_NORTHWEST_NE
	sequence	SHORE_NORTHWEST_NE
	description	"You see the shore."

	name SHORE_NORTHWEST_SW
	sequence	SHORE_NORTHWEST_SW
	description	"You see the shore."

	name SHORE_NORTHWEST_SE
	sequence	SHORE_NORTHWEST_SE
	description	"You see the shore."

	name SHORE_NORTHWEST_NW2
	sequence	SHORE_NORTHWEST_NW2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTHWEST_NE2
	sequence	SHORE_NORTHWEST_NE2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTHWEST_SW2
	sequence	SHORE_NORTHWEST_SW2
	description	"You see the shore."
	solid
	water

	name SHORE_NORTHWEST_SE2
	sequence	SHORE_NORTHWEST_SE2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTHEAST_W
	sequence	SHORE_SOUTHEAST_W
	description	"You see the shore."

	name SHORE_SOUTHEAST_E
	sequence	SHORE_SOUTHEAST_E
	description	"You see the shore."

	name SHORE_SOUTHEAST_N
	sequence	SHORE_SOUTHEAST_N
	description	"You see the shore."

	name SHORE_SOUTHEAST_S
	sequence	SHORE_SOUTHEAST_S
	description	"You see the shore."

	name SHORE_SOUTHEAST_NW
	sequence	SHORE_SOUTHEAST_NW
	description	"You see the shore."

	name SHORE_SOUTHEAST_NE
	sequence	SHORE_SOUTHEAST_NE
	description	"You see the shore."

	name SHORE_SOUTHEAST_SW
	sequence	SHORE_SOUTHEAST_SW
	description	"You see the shore."

	name SHORE_SOUTHEAST_SE
	sequence	SHORE_SOUTHEAST_SE
	description	"You see the shore."

	name SHORE_SOUTHEAST_NW2
	sequence	SHORE_SOUTHEAST_NW2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTHEAST_NE2
	sequence	SHORE_SOUTHEAST_NE2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTHEAST_SW2
	sequence	SHORE_SOUTHEAST_SW2
	description	"You see the shore."
	solid
	water

	name SHORE_SOUTHEAST_SE2
	sequence	SHORE_SOUTHEAST_SE2
	description	"You see the shore."
	solid
	water

	name BRIDGE_H0
	sequence	BRIDGE_H_0
	description	"You see a wooden walkway."

	name BRIDGE_H1
	sequence	BRIDGE_H_1
	description	"You see a wooden walkway."

	name BRIDGE_H2
	sequence	BRIDGE_H_2
	description	"You see a wooden walkway."

	name BRIDGE_H3
	sequence	BRIDGE_H_3
	description	"You see a wooden walkway."

	name BRIDGE_V0
	sequence	BRIDGE_V_0
	description	"You see a wooden walkway."

	name BRIDGE_V1
	sequence	BRIDGE_V_1
	description	"You see a wooden walkway."

	name BRIDGE_V2
	sequence	BRIDGE_V_2
	description	"You see a wooden walkway."

	name BRIDGE_V3
	sequence	BRIDGE_V_3
	description	"You see a wooden walkway."

	name STONEFLOOR7
	sequence	STONEFLOOR7
	description	"You see rock floor."

	name GRASS08
	sequence	GRASS08
	description	"You see some grass."

	name GRASS09
	sequence	GRASS09
	description	"You see some grass."

	name CONCRETE00
	sequence	WALL_CONCRETE1_H
	description	"You see a concrete wall."
	solid
	blockslight

	name CONCRETE01
	sequence	WALL_CONCRETE2_H
	description	"You see a concrete wall."
	solid
	blockslight

	name CONCRETE02
	sequence	WALL_CONCRETE3_H
	description	"You see a concrete wall."
	solid
	blockslight

	name CONCRETE03
	sequence	WALL_CONCRETE1_V
	description	"You see a concrete wall."
	solid
	blockslight

	name CONCRETE04
	sequence	WALL_CONCRETE2_V
	description	"You see a concrete wall."
	solid
	blockslight

	name CONCRETE05
	sequence	WALL_CONCRETE3_V
	description	"You see a concrete wall."
	solid
	blockslight

	name CONCRETE06
	sequence	WALL_CONCRETE_BR
	description	"You see a concrete wall."
	solid
	blockslight

	name CONCRETE07
	sequence	WALL_CONCRETE_TL
	description	"You see a concrete wall."
	solid
	blockslight

	name CONCRETE08
	sequence	WALL_CONCRETE_BL
	description	"You see a concrete wall."
	solid
	blockslight

	name CONCRETE09
	sequence	WALL_CONCRETE_TR
	description	"You see a concrete wall."
	solid
	blockslight

	name GRASS10
	sequence	GRASS10
	description	"You see some grass."

	name GRASS11
	sequence	GRASS11
	description	"You see some grass."

	name GRASS12
	sequence	GRASS12
	description	"You see some grass."

	name GRASS13
	sequence	GRASS13
	description	"You see some grass."

	name GRASS14
	sequence	GRASS14
	description	"You see some grass."

	name GRASS15
	sequence	GRASS15
	description	"You see some grass."

	name GRASS16
	sequence	GRASS16
	description	"You see some grass."

	name GRASS17
	sequence	GRASS17
	description	"You see some grass."

	name GRASS18
	sequence	GRASS18
	description	"You see some grass."

	name GRASS19
	sequence	GRASS19
	description	"You see some grass."

	name GRASS20
	sequence	GRASS20
	description	"You see some grass."

	name GRASS21
	sequence	GRASS21
	description	"You see some grass."

	name SWAMP_N
	sequence	SWAMP_N
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMP_NE
	sequence	SWAMP_NE
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMP_E
	sequence	SWAMP_E
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMP_SE
	sequence	SWAMP_SE
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMP_S
	sequence	SWAMP_S
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMP_SW
	sequence	SWAMP_SW
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMP_W
	sequence	SWAMP_W
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMP_NW
	sequence	SWAMP_NW
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMPSHORE2_NW
	sequence	SWAMPSHORE2_NW
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMPSHORE2_NE
	sequence	SWAMPSHORE2_NE
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMPSHORE2_SW
	sequence	SWAMPSHORE2_SW
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name SWAMPSHORE2_SE
	sequence	SWAMPSHORE2_SE
	description	"You see some evil-looking swampland."
	cost 32
	function swamp_poison

	name HONEYCOMB0
	sequence	HONEYCOMB_V1
	description	"You see a giant honeycomb."
	solid

	name HONEYCOMB1
	sequence	HONEYCOMB_V2
	description	"You see a giant honeycomb."
	solid

	name HONEYCOMB2
	sequence	HONEYCOMB_V3
	description	"You see a giant honeycomb."
	solid

	name HONEYCOMB3
	sequence	HONEYCOMB_H1
	description	"You see a giant honeycomb."
	solid

	name HONEYCOMB4
	sequence	HONEYCOMB_H2
	description	"You see a giant honeycomb."
	solid

	name HONEYCOMB5
	sequence	HONEYCOMB_H3
	description	"You see a giant honeycomb."
	solid

section: sounds

	OPEN_DOOR		SOUND/OPENDOOR.WAV
	UH!			SOUND/UH!.WAV
	R_UH!			SOUND/R_UH!.WAV
	MAN_DYING		SOUND/URGH.WAV
	ROBOT_DYING		SOUND/R_BRK.WAV
	CHAIRBREAKING		SOUND/CHAIRBRK.WAV
	DOORBREAKING		SOUND/DOORBRK.WAV
	SMASH_LITTLE1		SOUND/SMASH1.WAV
	SMASH_BIG1		SOUND/SMASH3.WAV
	SMASH_LITTLE2		SOUND/SMASH2.WAV
	SMASH_LITTLE3		SOUND/SMASH4.WAV
	SMASH_PLANT		SOUND/PLANTBRK.WAV
	SMASH_BIG2		SOUND/SMASH5.WAV
	SMASH_LITTLE4		SOUND/SMASH6.WAV
	SMASH_LITTLE5		SOUND/SMASH7.WAV
	NOT_PERMITTED		SOUND/NOTPERMT.WAV
	POP			SOUND/POP.WAV
	KEY_FITS		SOUND/GOODKEY.WAV
	KEY_DOESN'T_FIT		SOUND/BADKEY.WAV
	RESURRECTION		SOUND/RESURREC.WAV
	BOOM			SOUND/BOMB.WAV
	PLOP			SOUND/PLOP2.WAV
	BOGFLUSH		SOUND/BOG.WAV
	AIRGUN			SOUND/AIRGUN.WAV
	PLASTIC_BREAKING	SOUND/PLASTIC.WAV
	GULP			SOUND/SWALLOW.WAV
	POP_DINGHY		SOUND/POPDINGY.WAV
	THUNDER			SOUND/THUNDER.WAV
	BEER			SOUND/CAN_BRK2.WAV
	BEER_BRK		SOUND/CANBRK.WAV
	TOAST			SOUND/TOAST.WAV
	BRK_MVAX		SOUND/BRKMVAX.WAV
	PORTCULLIS_OPEN		SOUND/SI89.WAV
	PORTCULLIS_CLOSE	SOUND/SI88.WAV
	PORTCULLIS_CLUNK	SOUND/SI45.WAV
	CLICK			SOUND/CLICK.WAV
	POURING			SOUND/POURING.WAV
	PIANO			SOUND/PIANO.WAV	nodrift
	DOORBELL		SOUND/DOORBELL.WAV nodrift
	SPELLSOUND1		SOUND/SPELL1.WAV
	SPELLSOUND2		SOUND/SPELL2.WAV
	SPELLFAILED		SOUND/SPELLF.WAV
	WOOD_BRK		SOUND/HITWOOD.WAV


section: music

	CLOUDS			music/clouds.ogg
	COWDANCE		music/cowdance.ogg
	PROGTRO			music/progtro.ogg
	menu			music/menu.ogg


section: rooftiles

	ROOF/ROOF00.CEL
	ROOF/ROOF01.CEL
	ROOF/ROOF02.CEL
	ROOF/ROOF03.CEL
	ROOF/ROOF04.CEL
	ROOF/ROOF05.CEL
	ROOF/ROOF06.CEL
	ROOF/ROOF07.CEL
	ROOF/ROOF08.CEL
	ROOF/ROOF09.CEL
	ROOF/ROOF10.CEL
	ROOF/ROOF11.CEL	stand_under
	ROOF/ROOF12.CEL	stand_under
	ROOF/ROOF13.CEL	stand_under
	ROOF/ROOF14.CEL	stand_under
	ROOF/ROOF15.CEL	stand_under
	ROOF/ROOF16.CEL
	ROOF/ROOF17.CEL	stand_under
	ROOF/ROOF18.CEL
	ROOF/ROOF19.CEL	stand_under
	ROOF/ROOF20.CEL
	ROOF/ROOF21.CEL	stand_under
	ROOF/ROOF22.CEL
	ROOF/ROOF23.CEL
	ROOF/ROOF24.CEL
	ROOF/ROOF25.CEL
	ROOF/ROOF26.CEL
	ROOF/ROOF27.CEL
	ROOF/ROOF28.CEL
	ROOF/ROOF29.CEL
	ROOF/ROOF30.CEL
	ROOF/ROOF31.CEL
	ROOF/ROOF32.CEL
	ROOF/ROOF33.CEL
	ROOF/ROOF34.CEL
	ROOF/ROOF35.CEL
	ROOF/ROOF36.CEL
	backings/mnt27.cel	dark
	ROOF/METAL00.CEL
	ROOF/METAL01.CEL
	ROOF/METAL02.CEL stand_under
	ROOF/METAL03.CEL stand_under
	ROOF/METAL04.CEL
	ROOF/METAL05.CEL
	ROOF/METAL06.CEL stand_under
	ROOF/METAL07.CEL stand_under
	ROOF/METAL08.CEL stand_under
	ROOF/METAL09.CEL stand_under
	ROOF/METAL10.CEL stand_under
	ROOF/METAL11.CEL stand_under
	ROOF/METAL12.CEL
	ROOF/METAL13.CEL
	ROOF/METAL14.CEL
	ROOF/METAL15.CEL
	ROOF/METAL16.CEL
	ROOF/METAL17.CEL
	backings/wallh01a.cel
	backings/wallh01b.cel
	backings/wallh01c.cel
	roof/cage.cel
	roof/invis.cel
	ROOF/TILE00.CEL
	ROOF/TILE01.CEL
	ROOF/TILE02.CEL
	ROOF/TILE03.CEL
	ROOF/TILE04.CEL
	ROOF/TILE05.CEL
	ROOF/TILE06.CEL
	ROOF/TILE07.CEL
	ROOF/TILE08.CEL
	ROOF/TILE09.CEL
	ROOF/TILE10.CEL
	ROOF/TILE11.CEL
	ROOF/TILE12.CEL
	ROOF/TILE13.CEL
	ROOF/TILE14.CEL
	ROOF/TILE15.CEL
	ROOF/TILE16.CEL
	ROOF/TILE17.CEL
	ROOF/TILE18.CEL
	ROOF/TILE19.CEL
	ROOF/TILE20.CEL
	ROOF/TILE21.CEL
	ROOF/TILE22.CEL
	ROOF/TILE23.CEL
	ROOF/TILE24.CEL stand_under
	ROOF/TILE25.CEL stand_under
	ROOF/TILE26.CEL stand_under
	ROOF/TILE27.CEL stand_under
	ROOF/TILE28.CEL
	ROOF/TILE29.CEL
	ROOF/TILE30.CEL
	ROOF/TILE31.CEL
	ROOF/SNOW00.CEL
	ROOF/SNOW01.CEL
	ROOF/SNOW02.CEL
	ROOF/SNOW03.CEL
	ROOF/SNOW04.CEL
	ROOF/SNOW05.CEL
	ROOF/SNOW06.CEL
	ROOF/SNOW07.CEL


section: lightmaps

	SPRITES/LIGHT0.CEL
	SPRITES/LIGHT01.CEL
	SPRITES/LIGHT02.CEL
	SPRITES/LIGHT03.CEL
	SPRITES/LIGHT04.CEL
	SPRITES/LIGHT05.CEL
	SPRITES/LIGHT06.CEL
	SPRITES/LIGHT07.CEL
	SPRITES/LIGHT08.CEL
	SPRITES/LIGHT09.CEL
	SPRITES/LIGHT10.CEL
	SPRITES/LIGHT11.CEL
	SPRITES/LIGHT12.CEL


section: scripts

	CODE/SYSTEM/COMPAT.PE
	CODE/SYSTEM/DAYNIGHT.PE
	CODE/SYSTEM/DATA.PE
	CODE/SYSTEM/STARTUP.PE
	CODE/SYSTEM/SYSFUNCS.PE
	CODE/SYSTEM/UTILS.PE
	CODE/SYSTEM/UI/STATUS.PE
	CODE/SYSTEM/UI/GET.PE
	CODE/SYSTEM/UI/INPUT.PE
	CODE/SYSTEM/UI/WIELD.PE
	CODE/SYSTEM/UI/DROP.PE
	CODE/ACTIVITY/BEASTS.PE
	CODE/ACTIVITY/BLKMASS.PE
	CODE/ACTIVITY/CROPS.PE
	CODE/ACTIVITY/GATHER.PE
	CODE/ACTIVITY/MARKET/DAIRY.PE
	CODE/ACTIVITY/EATING.PE
	CODE/ACTIVITY/LOCATION.PE
	CODE/ACTIVITY/LOITER.PE
	CODE/ACTIVITY/SEEK.PE
	CODE/ACTIVITY/SMITH.PE
	CODE/COMBAT/ATTACK.PE
	CODE/COMBAT/LOADWEAP.PE
	CODE/COMBAT/MISC.PE
	CODE/COMBAT/NPC.PE
	CODE/COMBAT/SPLAT.PE
	CODE/COMBAT/WEAPONS.PE
	CODE/CREATURE/BEASTS.PE
	CODE/CREATURE/DEMONS.PE
	CODE/CREATURE/FOLLOWER.PE
	CODE/CREATURE/FRAME.PE
	CODE/CREATURE/GOD.PE
	CODE/CREATURE/GUARD.PE
	CODE/CREATURE/hawk.PE
	CODE/CREATURE/king.PE
	CODE/CREATURE/MONK.PE
	CODE/CREATURE/OLD_MAN.PE
	CODE/CREATURE/PLAYER.PE
	CODE/CREATURE/RESURREC.PE
	CODE/CREATURE/UNDEAD.PE
	CODE/CREATURE/WAARG.PE
	CODE/EVENTS/CHURCH.PE
	CODE/EVENTS/EVENTS.PE
	CODE/JUSTICE/JUSTICE.PE
	CODE/MESSAGES.PE
	CODE/MISC/BED.PE
	CODE/MISC/CHEAT.PE
	CODE/MISC/DRUGS.PE
	CODE/MISC/effects.pe
	CODE/MISC/PARTY.PE
	CODE/MISC/SPELBOOK.PE
	CODE/MISC/SPELLS.PE
	CODE/MISC/MAGIC.PE
	CODE/OBJECT/GOLD.PE
	CODE/OBJECT/ARKOHPOO.PE
	CODE/OBJECT/BAG.PE
	CODE/OBJECT/BELLOWS.PE
	CODE/OBJECT/BOTTLE.PE
	CODE/OBJECT/BUCKET.PE
	CODE/OBJECT/C_SWORD.PE
	CODE/OBJECT/CHAIR.PE
	CODE/OBJECT/BOMBS.PE
	CODE/OBJECT/BREAKING.PE
	CODE/OBJECT/DOORS.PE
	CODE/OBJECT/EGGS.PE
	CODE/OBJECT/FISHROD.PE
	CODE/OBJECT/FOOD.PE
	CODE/OBJECT/GATES.PE
	CODE/OBJECT/KEY.PE
	CODE/OBJECT/LASER.PE
	CODE/OBJECT/LEVERS.PE
	CODE/OBJECT/MILL.PE
	CODE/OBJECT/MIRROR.PE
	CODE/OBJECT/MOVE.PE
	CODE/OBJECT/MUSIC.PE
	CODE/OBJECT/POORBOX.PE
	CODE/OBJECT/SPARKS.PE
	CODE/OBJECT/TELEPORT.PE
	CODE/OBJECT/TELESCOP.PE
	CODE/OBJECT/TORCH.PE
	CODE/OBJECT/TRAPS.PE
	CODE/OBJECT/VEHICLE.PE
	CODE/SPEECH/EVICT.PE
	CODE/SPEECH/GUARD.PE
	CODE/SPEECH/MISC.PE
	CODE/SPEECH/OPENDOOR.PE
	CODE/UPDATE.PE


section: tables

	name MaleWords
	key=string
	data=string
	list:
		SIR Sir
		Sir Sir
		sir sir
		He He
		he he
		HE HE
		him him
		Him Him
		HIM HIM
		LORD Lord
		MILORD Milord
		Lord Lord
		Milord Milord
		MR Mr.
		master master
		Master Master
		son son
		Son Son
	end

	name FemaleWords
	key=string
	data=string
	list:
		SIR Madam
		Sir Madam
		sir madam
		He She
		he she
		HE SHE
		him her
		Him Her
		HIM HER
		LORD Lady
		Lord Lady
		MILORD Milady
		Milord Milady
		MR Miss
		master mistress
		Master Mistress
		son daughter
		Son Daughter
	end

	name chair_up
	key=string
	data=string
	list:
		man_fence avsit_u 
		man_generic flsit_u 
		man_old oldmansit_u 
		player avsit_u 
		woman_generic flsit_u 
		king kingsit_u
		man_priest flsit_u
		man_monk flsit_u
		man_monk_sfrancis flsit_u
	end

	name chair_down
	key=string
	data=string
	list:
		man_fence avsit_d2 
		man_generic flsit_d 
		man_old oldmansit_d 
		player avsit_d 
		woman_generic flsit_d 
		king kingsit_d
		man_priest flsit_d
		man_monk flsit_d
		man_monk_sfrancis flsit_d
	end

	name chair_left
	key=string
	data=string
	list:
		man_fence avsit_l 
		man_generic flsit_l 
		man_old oldmansit_l 
		player avsit_l 
		woman_generic flsit_l 
		king kingsit_l
		man_priest flsit_l
		man_monk flsit_l
		man_monk_sfrancis flsit_l
	end

	name chair_right
	key=string
	data=string
	list:
		man_fence avsit_r2 
		man_generic flsit_r 
		man_old oldmansit_r 
		player avsit_r 
		woman_generic flsit_r 
		king kingsit_r
		man_priest flsit_r
		man_monk flsit_r
		man_monk_sfrancis flsit_r
	end

	name wargbed_up
	key=string
	data=string
	list:
		waarg_king wolfa_king_rest_up 
		waarg_male wolfa_rest_up 
		waarg_soldier wolfa_soldier_rest_up 
	end

	name wargbed_down
	key=string
	data=string
	list:
		waarg_king wolfa_king_rest_down 
		waarg_male wolfa_rest_down 
		waarg_soldier wolfa_soldier_rest_down 
	end

	name wargbed_left
	key=string
	data=string
	list:
		waarg_king wolfa_king_rest_left 
		waarg_male wolfa_rest_left 
		waarg_soldier wolfa_soldier_rest_left 
	end

	name wargbed_right
	key=string
	data=string
	list:
		waarg_king wolfa_king_rest_right 
		waarg_male wolfa_rest_right 
		waarg_soldier wolfa_soldier_rest_right 
	end

	name attack_up
	key=string
	data=string
	list:
		tode todeatk_u 
	end

	name attack_down
	key=string
	data=string
	list:
		tode todeatk_d
	end

	name attack_left
	key=string
	data=string
	list:
		tode todeatk_l
	end

	name attack_right
	key=string
	data=string
	list:
		tode todeatk_r
	end

	name wield_x
	key=integer
	data=integer
	list:
		0 2 
		1 39 
		2 76 
		3 2 
		4 39 
		5 76 
		6 2 
		7 39 
		8 76 
	end

	name wield_y
	key=integer
	data=integer
	list:
		0 12 
		1 12 
		2 12 
		3 49 
		4 49 
		5 49 
		6 86 
		7 86 
		8 86 
	end

	name openbag
	key=string
	data=string
	list:
		chest chestopen 
	end

	name closebag
	key=string
	data=string
	list:
		chestopen chest 
	end

	name smashed_china
	key=string
	data=string
	list:
		broken_bottle glass_shards 
		cod_liver_oil cod_liver_oil_broken 
		herbal_extract herbal_extract_broken 
		jug jug_broken 
		mug mug_broken 
		plate plate_broken 
		table_lamp table_lamp_broken 
		table_lamp_pluggedin table_lamp_broken 
		table_lamp_switchedon table_lamp_broken 
		W_inkbowl plate_broken 
		wineglass wineglass_broken
	end

	name goldbar_frame
	key=integer
	data=string
	list:
		1 gold0
		2 gold1
		3 gold2
		4 gold3
		5 gold4
		6 gold5
	end

	name dance_animation
	key=string
	data=string
	list:
		blackcock blackcock_dance 
		player p_dance 
	end

	name createfood
	key=integer
	data=string
	list:
		0 foodp00
		1 foodp01
		2 foodp02
		3 foodp03
		4 foodp04
		5 foodp05
		6 foodp06
		7 foodp07
		8 foodp08
		9 foodp09
	end
	
	name graze_up
	key=string
	data=string
	list:
		cow cow_grazing_u
	end

	name graze_left
	key=string
	data=string
	list:
		cow cow_grazing_l
	end

	name graze_right
	key=string
	data=string
	list:
		cow cow_grazing_r
	end

	name graze_down
	key=string
	data=string
	list:
		cow cow_grazing_d
	end
