; *************************************************************************************************************************
; PARTE DE DATOS ENVIADA A LA PARTE ALTA DE RAM: $E000-$FEFF
; *************************************************************************************************************************
	ORG $E000
; (#D45#) Comandos programados (scripts) directorios y entradas							
NastyHidGoblin_Dir						; Directorio de NASTY GOBLIN y de HIDEOUS GOBLIN
       	fcb $00   			; C82D 00		; accin 1
	fdb NastyHidGoblin_E01		; C82E 42 C8		; apunta a NastyHidGoblin_E01
	fcb $0F   			; C830 0F		; accin 2
	fdb NastyHidGoblin_E02		; C831 9E C8		; apunta a NastyHidGoblin_E02
	fcb $FF   			; C833 FF		; fin de directorio

ViciousGoblin_Dir						; Directorio de VOCIOUS GOBLIN
        fcb $00	 			; C834 00		; accin 1
	fdb ViciousGoblin_E01		; C835 71 C8		; apunta a ViciousGoblin_E01
	fcb $0F	 			; C837 0F		; accin 2
	fdb ViciousGoblin_E02		; C838 9E C8		; apunta a ViciousGoblin_E02
	fcb $FF	 			; C83A FF		; fin de directorio

HorrMeanDisGoblin_Dir						; Directorio de HORRIBLE GOBLIN, MEAN GOBLIN y DISGUSTING GOBLIN
        fcb $00	 			; C83B 00		; accin 1
        fdb HorrMeanDisGob_E01		; C83C 95 C8		; apunta a HorrMeanDisGob_E01
	fcb $0F        			; C83E 0F		; accin 2
	fdb HorrMeanDisGob_E02		; C83F 9E C8		; apunta a HorrMeanDisGob_E02
	fcb $FF	 			; C841 FF		; fin de directorio

NastyHidGoblin_E01						; ACCION(open, small insignificant crack, $FF)
        fcb $02	 			; C842 02		; comando $02 (Do_Action)
	fcb $10	 			; C843 10		; accin $10 = "open"
	fcb $06	 			; C844 06		; objeto principal $06 = "small insignificant crack"		
	fcb $FF	 			; C845 FF		; byte2

i_C846								; ACCION(capture, $FF, $FF)
	fcb $14	 			; C846 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30	 			; C847 30		; accin $30 = "capture"
	fdb i_C84D     			; C848 4D C8		; direccin para dir.Word1 = i_C84D

								; ACCION(JP i_C846)
	fcb $0E		 		; C84A 0E		; comando $0E (JP)		
	fdb i_C846	 		; C84B 46 C8		; direccin i_C846

i_C84D								; ACCION(go up, $FF, $FF)
	fcb $04	 			; C84D 04		; comando $04 (Do_Action)
	fcb $09	 			; C84E 09		; accin $09 = "go up"

i_C84F								; ACCION(capture, $FF, $FF)
	fcb $14	 			; C84F 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30 	 		; C850 30		; accin $30 = "capture"
	fdb i_C856     			; C851 56 C8		; direccin para dir.Word1 = i_C856

								; ACCION(JP i_C84F)
	fcb $0E	 			; C853 0E		; comando $0E (JP)
	fdb i_C84F	 		; C854 4F C8		; direccin i_C84F

i_C856								; ACCION(go down, $FF, $FF)
	fcb $04	 			; C856 04		; comando $04 (Do_Action)
	fcb $0A	 			; C857 0A		; accin $0A = "go down"

i_C858								; ACCION(capture, $FF, $FF)
	fcb $14	 			; C858 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30	 			; C859 30		; accin $30 = "capture" 
	fdb i_C85F	 		; C85A 5F C8		; direccin para dir.Word1 = i_C85F

								; ACCION(JP i_C858)
	fcb $0E	 			; C85C 0E		; comando $0E (JP)
	fdb i_C858	 		; C85D 58 C8		; direccin i_C858

i_C85F								; ACCION(close, small insignificant crack, $FF)
	fcb $02	 			; C85F 02		; comando $02 (Do_Action)
	fcb $0C	 			; C860 0C		; accin $0C = "close"
	fcb $06	 			; C861 06		; objeto principal $06 = "small insignificant crack"
	fcb $FF	 			; C862 FF		; byte2

								; ACCION(go south, $FF, $FF)
	fcb $04	 			; C863 04		; comando $04 (Do_Action)
	fcb $02	 			; C864 02		; accin $02 = "go south"

i_C865								; ACCION(capture, $FF, $FF)
	fcb $14	 			; C865 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30	 			; C866 30		; accin $30 = "capture" 
	fdb i_C86C	 		; C867 6C C8		; direccin para dir.Word1 = i_C86C

								; ACCION(JP i_C865)
	fcb $0E	 			; C869 0E		; comando $0E (JP)
	fdb i_C865	 		; C86A 65 C8		; direccin i_C865

i_C86C								; ACCION(go north, $FF, $FF)
	fcb $04	 			; C86C 04		; comando $04 (Do_Action)
	fcb $01	 			; C86D 01		; accin $01 = "go north"

								; ACCION(JP NastyHidGoblin_E01)
	fcb $0E		 		; C86E 0E		; comando $0E (JP)
	fdb NastyHidGoblin_E01 		; C86F 42 C8		; direccin NastyHidGoblin_E01

ViciousGoblin_E01						; ACCION(go northwest, $FF, $FF)
        fcb $04	 			; C871 04		; comando $04 (Do_Action)
	fcb $06	 			; C872 06		; accin $06 = "go northwest"

i_C873								; ACCION(capture, $FF, $FF)
	fcb $14     			; C873 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30				; C874 30		; accin $30 = "capture" 
	fdb i_C87A			; C875 7A C8		; direccin para dir.Word1 = i_C87A

								; ACCION(JP i_C873)
	fcb $0E	 			; C877 0E		; comando $0E (JP)
	fdb i_C873			; C878 73 C8		; direccin i_C873

i_C87A								; ACCION(go north, $FF, $FF)
	fcb $04	 			; C87A 04		; comando $04 (Do_Action)
	fcb $01	 			; C87B 01		; accin $01 = "go north"

i_C87C								; ACCION(capture, $FF, $FF)
	fcb $14     			; C87C 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30     			; C87D 30		; accin $30 = "capture" 
	fdb i_C883			; C87E 83 C8		; direccin para dir.Word1 = i_C883

								; ACCION(JP i_C87C)
	fcb $0E	 			; C880 0E		; comando $0E (JP)
	fdb i_C87C			; C881 7C C8		; direccin i_C87C

i_C883								; ACCION(go southwest, $FF, $FF)
	fcb $04	 			; C883 04		; comando $04 (Do_Action)
	fcb $08	 			; C884 08		; accin $08 = "go southwest"

i_C885								; ACCION(capture, $FF, $FF)
	fcb $14	 			; C885 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30				; C886 30		; accin $30 = "capture"
	fdb i_C88C			; C887 8C C8		; direccin para dir.Word1 = i_C88C

								; ACCION(JP i_C885)
	fcb $0E	 			; C889 0E		; comando $0E (JP)
	fdb i_C885			; C88A 85 C8		; direccin i_C885

i_C88C								; ACCION(go up, $FF, $FF)	
	fcb $04	 			; C88C 04		; comando $04 (Do_Action)
	fcb $09	 			; C88D 09		; accin $09 = "go up"

i_C88E								; ACCION(capture, $FF, $FF)	
	fcb $14	 			; C88E 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30	 			; C88F 30		; accin $30 = "capture"
	fdb ViciousGoblin_E01 		; C890 71 C8		; direccin para dir.Word1 = ViciousGoblin_E01 

								; ACCION(JP i_C88E)
	fcb $0E		 		; C892 0E		; comando $0E (JP)
	fdb i_C88E	 		; C893 8E C8		; direccin i_C88E

HorrMeanDisGob_E01						; ACCION(run, $FF, $FF)
        fcb $04	 			; C895 04		; comando $04 (Do_Action)
        fcb $24	 			; C896 24		; accin $24 = "run"

								; ACCION(attack with, $FF, $FF)
	fcb $04	 			; C897 04		; comando $04 (Do_Action)
	fcb $0F	 			; C898 0F		; accin $0F = "attack with"

								; ACCION(capture, $FF, $FF)
	fcb $04	 			; C899 04		; comando $04 (Do_Action)
	fcb $30	 			; C89A 30		; accin $30 = "capture"

								; ACCION(JP HorrMeanDisGob_E01)
	fcb $0E     			; C89B 0E		; comando $0E (JP)
	fdb HorrMeanDisGob_E01 		; C89C 95 C8		; direccin HorrMeanDisGob_E01

NastyHidGoblin_E02
ViciousGoblin_E02
HorrMeanDisGob_E02						; ACCION(capture, $FF, $FF)
       	fcb $04	 			; C89E 04		; comando $04 (Do_Action)
	fcb $30	 			; C89F 30		; accin $30 = "capture"

								; ACCION(JP initial)
	fcb $07     			; C8A0 07		; comando $07 - Reset Script

Gandalf_Dir							; Directorio de GANDALF
        fcb $00		 		; C8A1 00		; accin 1
	fdb Gandalf_E01	 		; C8A2 C2 C8 		; apunta a Gandalf_E01
	fcb $00		 		; C8A4 00		; accin 2
	fdb Gandalf_E02	 		; C8A5 D0 C8 		; apunta a Gandalf_E02
	fcb $00	 			; C8A7 00		; accin 3
        fdb Gandalf_E03	 		; C8A8 D4 C8  		; apunta a Gandalf_E03
        fcb $00		 		; C8AA 00		; accin 4
	fdb Gandalf_E04	 		; C8AB DA C8 		; apunta a Gandalf_E04
	fcb $00	 			; C8AD 00		; accin 5
	fdb Gandalf_E05	 		; C8AE DE C8 		; apunta a Gandalf_E05
	fcb $1D		 		; C8B0 1D		; accin 5
	fdb Gandalf_E06	 		; C8B1 7F CA 		; apunta a Gandalf_E06
	fcb $30	 			; C8B3 30		; accin 7
	fdb Gandalf_E07	 		; C8B4 73 CA  		; apunta a Gandalf_E07
	fcb $0F		 		; C8B6 0F		; accin 8
	fdb Gandalf_E08	 		; C8B7 5E CA 		; apunta a Gandalf_E08
	fcb $FF   	  		; C8B9 FF		; fin directorio

Gandalf_Initial							; ACCION(give to, curious map, Bilbo)
        fcb $02   			; C8BA 02		; comando $02 (Do_Action)
	fcb $1D	 			; C8BB 1D		; accin $1D = "give to"
	fcb $03	 			; C8BC 03		; objeto principal $03 = "curious map"		
	fcb $00	 			; C8BD 00		; objeto secundario $00 = "Bilbo"

								; ACCION(open, round green door, $FF)
	fcb $02	 			; C8BE 02		; comando $02 (Do_Action)
	fcb $10	 			; C8BF 10		; accin $10 = "open"
	fcb $05   			; C8C0 05		; objeto principal $05 = "round green door"
	fcb $FF	 			; C8C1 FF		; byte2

Gandalf_E01							; ACCION(run, $FF, $FF)
	fcb $04	 			; C8C2 04		; comando $04 (Do_Action)		
	fcb $24	 			; C8C3 24		; accin $24 = "run"

								; ACCION(take, $FF, $FF)	
	fcb $14	 			; C8C4 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $13	 			; C8C5 13		; accin $13 = "take"
        fdb Gandalf_E02 		; C8C6 D0 C8		; direccin para dir.Word1 = Gandalf_E02 

								; ACCION(call rutina)
	fcb $03		 		; C8C8 03		; comando $03 (call)		
	fdb L_A4F5			; C8C9 F5 A4		; rutina L_A4F5
	fcb $00	 			; C8CB 00		; byte1

								; ACCION(close, $FF, $FF)
	fcb $04	 			; C8CC 04		; comando $04 (Do_Action)
	fcb $0C	 			; C8CD 0C		; accion $0C = "close"

								; ACCION(give to, $FF, $FF)
	fcb $04	 			; C8CE 04		; comando $04 (Do_Action)
	fcb $1D	 			; C8CF 1D		; acin $1D = "give to"

Gandalf_E02							; ACCION(run, $FF, $FF)
	fcb $04	 			; C8D0 04		; comando $04 (Do_Action)
	fcb $24	 			; C8D1 24		; accin $24 = "run"

								; ACCION(drop, $FF, $FF)
	fcb $04	 			; C8D2 04		; comando $04 (Do_Action)
	fcb $0D	 			; C8D3 0D		; accin $0D = "drop"

Gandalf_E03							; ACCION(run, $FF, $FF)
        fcb $04	 			; C8D4 04		; comando $04 (Do_Action)
	fcb $24	 			; C8D5 24		; accin $24 = "run"

								; ACCION(call rutina)
	fcb $03		 		; C8D6 03		; comando $03 (call)
	fdb L_A4FE			; C8D7 FE A4		; rutina L_A4FE
	fcb $00		 		; C8D9 00		; byte1

Gandalf_E04							; ACCION(run, $FF, $FF)
	fcb $04	 			; C8DA 04		; comando $04 (Do_Action)
	fcb $24	 			; C8DB 24		; accin $24 = "run"

								; ACCION(give to, $FF, $FF)
	fcb $04	 			; C8DC 04		; comando $04 (Do_Action)
	fcb $1D	 			; C8DD 1D		; accin $1D = "give to"

Gandalf_E05							; ACCION(open, $FF, $FF)
	fcb $04	 			; C8DE 04		; comando $04 (Do_Action)
	fcb $10   			; C8DF 10		; accin $10 = "open"

								; ACCION (jump random & update dir.Word1)
	fcb $0F	 			; C8E0 0F		; comando $0F (JP random)
	fcb $04	 			; C8E1 04		; RandomMaximo = $04

Thorin_Dir							; Directorio de THORIN					
       	fcb $00		 		; C8E2 00		; accin 1
	fdb Thorin_E01	 		; C8E3 EC C8		; apunta a Thorin_E01
	fcb $1D	 			; C8E5 1D		; accin 2
	fdb Thorin_E02	 		; C8E6 7F CA		; apunta a Thorin_E02
	fcb $0F		 		; C8E8 0F		; accin 3	
	fdb Thorin_E03	 		; C8E9 5E CA		; apunta a Thorin_E03 
	fcb $FF     			; C8EB FF		; fin directorio

Thorin_E01							; ACCION(follow, Bilbo, $FF)
	fcb $12		 		; C8EC 12		; comando $12 (Do_Action & update dir.Word1)
	fcb $27	 			; C8ED 27		; accin $27 = "follow"
	fcb $00	 			; C8EE 00		; object1 $00 = "Bilbo"
	fcb $FF	 			; C8EF FF		; byte2
        fdb i_C8F5	 		; C8F0 F5 C8		; direccin para dir.Word1 = i_C8F5

								; ACCION(JP Thorin_E01)
	fcb $0E	 			; C8F2 0E		; comando $0E (JP)
	fdb Thorin_E01	 		; C8F3 EC C8		; direccin Thorin_E01

								; ACCION(take, small curious key, $FF)
i_C8F5	fcb $12	 			; C8F5 12		; comando $12 (Do_Action & update dir.Word1)
	fcb $13	 			; C8F6 13		; accin $13 = "take"
	fcb $02	 			; C8F7 02		; objeto principal $02 = "small curious key"
	fcb $FF		 		; C8F8 FF		; byte2
	fdb i_C8FF	 		; C8F9 FF C8		; direccin para dir.Word1 = i_C8FF

								; ACCION(call rutina)
	fcb $23		 		; C8FB 23		; comando $23 (call)
	fdb L_A51C			; C8FC 1C A5		; rutina L_A51C
	fcb $00		 		; C8FE 00		; byte1

i_C8FF								; ACCION(call rutina & update dir.Word1)
	fcb $13		 		; C8FF 13		; comando $13 (call)
	fdb L_A640	 		; C900 40 A6		; rutina L_A640
        fcb $00		 		; C902 00		; byte1
	fdb i_C90C	 		; C903 0C C9		; direccin para dir.Word1 = i_C90C

								; ACCION(???, $FF, $FF)
	fcb $04	 			; C905 04		; comando $04 (Do_Action)
	fcb $FF	 			; C906 FF		; accin $FF = "NO EXISTE", posiblemente = Ninguna

								; ACCION(run, $FF, $FF)
	fcb $04	 			; C907 04		; comando $04 (Do_Action)
	fcb $24	 			; C908 24		; accin $24 = "run"

								; ACCION(JP Thorin_E01)
	fcb $0E     			; C909 0E		; comando $0E (JP)
	fdb Thorin_E01	 		; C90A EC C8		; direccin Thorin_E01

i_C90C								; ACCION(call rutina)
	fcb $03	 			; C90C 03		; comando $03 (call)
	fdb L_A657	 		; C90D 57 A6		; rutina L_A657
	fcb $00	 			; C90F 00		; byte1

								; ACCION(JP Thorin_E01)
	fcb $0E	 			; C910 0E		; comando $0E (JP)
	fdb Thorin_E01	 		; C911 EC C8		; direccin Thorin_E01

WoodElf_Dir							; Directorio de ELF WOOD				
	fcb $00	 			; C913 00		; accin 1
	fdb WoodElf_E01	 		; C914 1D C9		; apunta a WoodElf_E01
	fcb $0F	 			; C916 0F		; accin 2
	fdb WoodElf_E02	 		; C917 1D C9		; apunta a WoodElf_E02
	fcb $1D	 			; C919 1D		; accin 3
	fdb WoodElf_E03	 		; C91A 7F CA		; apunta a WoodElf_E03
	fcb $FF     			; C91C FF		; fin directorio

WoodElf_E01
WoodElf_E02							; ACCION(capture, $FF, $FF)
	fcb $04   			; C91D 04		; comando $04 (Do_Action)
	fcb $30	 			; C91E 30		; accin $30 = "capture"

								; ACCION(run, $FF, $FF)
	fcb $04   			; C91F 04		; comando $04 (Do_Action)
	fcb $24	 			; C920 24		; accin $24 = "run"

								; ACCION(JP WoodElf_E01)
	fcb $0E     			; C921 0E		; comando $0E (JP)
	fdb WoodElf_E01	 		; C922 1D C9		; direccin WoodElf_E01

ViciousWarg_Dir							; Directorio de VICIOUS WARG
        fcb $00		 		; C924 00		; accin 1
	fdb ViciousWarg_E01 		; C925 28 C9		; apunta a ViciousWarg_E01
	fcb $FF	 			; C927 FF		; fin directorio

ViciousWarg_E01							; ACCION(attack with, $FF, $FF)	
      	fcb $14		 		; C928 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $0F	 			; C929 0F		; accin $0F = "attack with"
	fdb i_C92F	 		; C92A 2F C9		; direccin para dir.Word1 = i_C92F 

								; ACCION(JP ViciousWarg_E01)
	fcb $0E 	 		; C92C 0E		; comando $0E (JP)
	fdb ViciousWarg_E01 		; C92D 28 C9		; direccin ViciousWarg_E01

i_C92F								; ACCION(follow, $FF, $FF)	
	fcb $14	 			; C92F 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $27	 			; C930 27		; accin $27 = "follow"
	fdb i_C93A	 		; C931 3A C9 		; direccin para dir.Word1 = i_C93A 

								; ACCION(JP L_A5D1)
	fcb $03	 			; C933 03		; comando $0E (JP)
	fdb L_A5D1	 		; C934 D1 A5		; rutina L_A5D1
	fcb $00	 			; C936 00		; byte1

								; ACCION(JP ViciousWarg_E01)
	fcb $0E	 			; C937 0E		; comando $0E (JP)
	fdb ViciousWarg_E01 		; C938 28 C9		; direccin ViciousWarg_E01

i_C93A								; ACCION(run, $FF, $FF)	
	fcb $14		 		; C93A 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $24	 			; C93B 24		; accin $24 = "run"
	fdb i_C941	 		; C93C 41 C9		; direccin para dir.Word1 = i_C941

								; ACCION(JP ViciousWarg_E01)
	fcb $0E 	 		; C93E 0E		; comando $0E (JP)
	fdb ViciousWarg_E01 		; C93F 28 C9		; direccin ViciousWarg_E01

i_C941								; ACCION(???, $FF, $FF)
	fcb $04	 			; C941 04		; comando $04 (Do_Action)
	fcb $FF	 			; C942 FF		; accin $FF = NO EXISTE, posiblemente = Ninguna

								; ACCION(JP ViciousWarg_E01)
	fcb $0E	 			; C943 0E		; comando $0E (JP)
	fdb ViciousWarg_E01 		; C944 28 C9		; direccin ViciousWarg_E01

Butler_Dir							; Directorio de BUTLER
       	fcb $00		 		; C946 00		; accin 1
	fdb Butler_E01	 		; C947 50 C9		; apunta a Butler_E01
	fcb $0F	 			; C949 0F		; accin 2
	fdb Butler_E02	 		; C94A 60 C9		; apunta a Butler_E02
	fcb $1D		 		; C94C 1D		; accin 3
	fdb Butler_E03	 		; C94D 7F CA		; apunta a Butler_E03
	fcb $FF	 			; C94F FF		; fin directorio

Butler_E01							; ACCION(unlock with, red door, $FF)
        fcb $02     			; C950 02		; comando $02 (Do_Action)
	fcb $26	 			; C951 26		; accin $26 = "unlock with"
	fcb $08	 			; C952 08		; objeto principal $08 = "red door"
	fcb $0F	 			; C953 0F		; byte2

								; ACCION(open, red door, $FF)
	fcb $02	 			; C954 02		; comando $02 (Do_Action)
	fcb $10	 			; C955 10		; accin $10 = "open"
	fcb $08     			; C956 08		; objeto principal $08 = "red door"
	fcb $FF	 			; C957 FF		; byte2

								; ACCION(close, red door, $FF)
	fcb $02	 			; C958 02		; comando $02 (Do_Action)
	fcb $0C	 			; C959 0C		; accin $0C = "close"
	fcb $08	 			; C95A 08		; objeto principal $08 = "red door"
	fcb $FF	 			; C95B FF		; byte2

								; ACCION(lock with, red door, $FF)
	fcb $02	 			; C95C 02		; comando $02 (Do_Action)
	fcb $25	 			; C95D 25		; accin $25 = "lock with"
	fcb $08	 			; C95E 08		; objeto principal $08 = "red door"
        fcb $0F	 			; C95F 0F		; byte2

Butler_E02							; ACCION(capture, $FF, $FF)	
	fcb $14	 			; C960 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30	 			; C961 30		; accin $30 = "capture"
	fdb i_C967	 		; C962 67 C9		; direccin para dir.Word1 = i_C967

								; ACCION(JP Butler_E02)
	fcb $0E	 			; C964 0E		; comando $0E (JP)
	fdb Butler_E02	 		; C965 60 C9		; direccin Butler_E02

i_C967								; ACCION(open, barrel $FF)
	fcb $02	 			; C967 02		; comando $02 (Do_Action)
	fcb $10	 			; C968 10		; accin $10 = "open"
	fcb $13	 			; C969 13		; objeto principal $13 = "barrel"
	fcb $FF	 			; C96A FF		; byte2

								; ACCION(drink, wine, $FF)
	fcb $02	 			; C96B 02		; comando $02 (Do_Action)
	fcb $21	 			; C96C 21		; accin $21 = "drink"
	fcb $14   			; C96D 14		; objeto principal $14 = "wine"
	fcb $FF   			; C96E FF		; byte2

								; ACCION(capture, $FF, $FF)
	fcb $04	 			; C96F 04		; comando $04 (Do_Action)
	fcb $30	 			; C970 30		; accin $30 = "capture"

								; ACCION(close, barrel, $FF)
	fcb $02   			; C971 02		; comando $02 (Do_Action)
	fcb $0C	 			; C972 0C		; accin $0C = "close"
	fcb $13	 			; C973 13		; objeto principal $13 = "barrel"
        fcb $FF	 			; C974 FF		; byte2

								; ACCION(open, large trap door, $FF)
	fcb $02	 			; C975 02		; comando $02 (Do_Action)
	fcb $10	 			; C976 10		; accin $10 = "open"
	fcb $0C   			; C977 0C		; objeto principal $0C = "large trap door"
	fcb $FF	 			; C978 FF		; byte2

								; ACCION(capture, $FF, $FF)
	fcb $04	 			; C979 04		; comando $04 (Do_Action)
	fcb $30	 			; C97A 30		; accin $30 = "capture"

								; ACCION(take, barrel, $FF)
	fcb $02   			; C97B 02		; comando $02 (Do_Action)
	fcb $13	 			; C97C 13		; accin $13 = "take"
        fcb $13	 			; C97D 13		; objeto principal $13 = "barrel"
        fcb $FF	 			; C97E FF		; byte2

								; ACCION(throw through, barrel, $FF)
	fcb $02	 			; C97F 02		; comando $02 (Do_Action)
	fcb $2C	 			; C980 2C		; accin $2C = "throw through"
	fcb $13	 			; C981 13		; objeto principal $13 = "barrel"
	fcb $0C	 			; C982 0C		; byte2

								; ACCION(capture, $FF, $FF)
	fcb $04	 			; C983 04		; comando $04 (Do_Action)
        fcb $30	 			; C984 30		; accin $30 = "capture"

        							; ACCION(close, large trap door, $FF)
        fcb $02   			; C985 02		; comando $02 (Do_Action)
	fcb $0C	 			; C986 0C		; accin $0C = "close"
	fcb $0C	 			; C987 0C		; objeto principal $0C = "large trap door"
        fcb $FF	 			; C988 FF		; byte2

								; ACCION(capture, $FF, $FF)	
	fcb $14	 			; C989 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $30	 			; C98A 30		; accin $30 = "capture"
	fdb Butler_E01	 		; C98B 50 C9		; direccin para dir.Word1 = Butler_E01

								; ACCION(JP Butler_E01)
	fcb $0E 	 		; C98D 0E		; comando $0E (JP)
	fdb Butler_E01	 		; C98E 50 C9		; direccin Butler_E01

Elrond_Dir							; Directorio de ELROND
       	fcb $00		 		; C990 00		; accin 1
	fdb Elrond_E01	 		; C991 A0 C9		; apunta a Elrond_E01
	fcb $0F	 			; C993 0F		; accin 2
	fdb Elrond_E02	 		; C994 AA C9		; apunta a Elrond_E02
	fcb $1D	 			; C996 1D		; accin 3
	fdb Elrond_E03	 		; C997 7F CA		; apunta a Elrond_E03
	fcb $FF	 			; C999 FF		; fin directorio

Elrond_Initial							; ACCION(call rutina & update dir.Word1)
      	fcb $13		 		; C99A 13		; comando $13 (call)
	fdb L_A525	 		; C99B 25 A5		; rutina L_A525
	fcb $00	 			; C99D 00		; byte1
	fdb i_C9A4	 		; C99E A4 C9		; direccin para dir.Word1 = i_C9A4

Elrond_E01							; ACCION(call rutina)
	fcb $03		 		; C9A0 03		; comando $03 (call)
	fdb L_A9E5	 		; C9A1 E5 A9		; rutina L_A9E5
	fcb $00	 			; C9A3 00		; byte1

i_C9A4								; ACCION(???, $FF, $FF)
	fcb $04	 			; C9A4 04		; comando $04 (Do_Action)
	fcb $FF	 			; C9A5 FF		; accin $FF = NO EXISTE, posiblemente = Ninguna

								; ACCION(???, $FF, $FF)	
	fcb $14		 		; C9A6 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $FF	 			; C9A7 FF		; accin $FF = NO EXISTE, posiblemente = Ninguna
	fdb Elrond_Initial 		; C9A8 9A C9		; direccin para dir.Word1 = Elrond_Initial

Elrond_E02							; ACCION(capture, $FF, $FF)	
	fcb $14	 			; C9AA 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $0F	 			; C9AB 0F		; accin $0F = "capture"
	fdb Elrond_Initial 		; C9AC 9A C9		; direccin para dir.Word1 = Elrond_Initial

								; ACCION(JP Elrond_E02)
	fcb $0E	 			; C9AE 0E		; comando $0E (JP)
	fdb Elrond_E02	 		; C9AF AA C9		; direccin Elrond_E02

Dragon_Dir	   						; Directorio de DRAGON
       	fcb $00	 			; C9B1 00		; accin 1
	fdb Dragon_E01 			; C9B2 B8 C9		; apunta a Dragon_E01
	fcb $0F	 			; C9B4 0F		; accin 2
	fdb Dragon_E02 			; C9B5 CD C9		; apunta a Dragon_E02
	fcb $FF   			; C9B7 FF		; fin directorio

Dragon_E01							; ACCION(call rutina & update dir.Word1)
        fcb $13		 		; C9B8 13		; comando $13 (call)			
	fdb L_A6DC	 		; C9B9 DC A6 		; rutina L_A6DC
	fcb $00	 			; C9BB 00		; byte1
	fdb i_C9C1	 		; C9BC C1 C9		; direccin para dir.Word1 = i_C9C1

								; ACCION(JP Dragon_E01)
	fcb $0E		 		; C9BE 0E		; comando $0E (JP)
	fdb Dragon_E01	 		; C9BF B8 C9		; direccin Dragon_E01

i_C9C1								; ACCION(call rutina & update dir.Word1)
	fcb $13	 			; C9C1 13		; comando $13 (call)
	fdb L_A698	 		; C9C2 98 A6		; rutina L_A698
	fcb $00		 		; C9C4 00		; byte1
	fdb i_C9D2	 		; C9C5 D2 C9		; direccin para dir.Word1 = i_C9D2

								; ACCION(call rutina & update dir.Word1)
	fcb $13     			; C9C7 13		; comando $13 (call)
	fdb L_A6C2	 		; C9C8 C2 A6		; rutina L_A6C2
	fcb $00		 		; C9CA 00		; byte1
	fdb i_C9D2	 		; C9CB D2 C9		; direccin para dir.Word1 = i_C9D2

Dragon_E02							; ACCION(burn, $FF, $FF)
       	fcb $04   			; C9CD 04		; comando $04 (Do_Action)
	fcb $2D	 			; C9CE 2D		; accin $2D = "burn"

								; ACCION(JP Dragon_E01)
	fcb $0E	 			; C9CF 0E		; comando $0E (JP)
	fdb Dragon_E01	 		; C9D0 B8 C9		; direccin Dragon_E01

i_C9D2								; ACCION(run, $FF, $FF)
	fcb $04	 			; C9D2 04		; comando $04 (Do_Action)
	fcb $24   			; C9D3 24		; accin $24 = "run"

								; ACCION(JP Dragon_E01)
	fcb $0E	 			; C9D4 0E		; comando $0E (JP)
	fdb Dragon_E01	 		; C9D5 B8 C9		; direccin Dragon_E01

Bard_Dir							; Directorio de BARD
       	fcb $00		 		; C9D7 00		; accin 1
	fdb Bard_E01	 		; C9D8 DE C9		; apunta a Bard_E01
	fcb $0F	 			; C9DA 0F		; accin 2
	fdb Bard_E02	 		; C9DB E9 C9		; apunta a Bard_E02
	fcb $FF	 			; C9DD FF		; fin directorio

Bard_E01							; ACCION(call rutina)
        fcb $43		 		; C9DE 43		; comando $43 (call)
	fdb L_A8AB	 		; C9DF AB A8		; rutina L_A8AB
	fcb $00	 			; C9E1 00		; byte1

								; ACCION(take, wooden chest, $FF)
D_C9E2  fcb $42		 		; C9E2 42		; comando $42 (Do_Action)
D_C9E3  fcb $13	 			; C9E3 13		; accin $13 = "take"
D_C9E4  fcb $25	 			; C9E4 25		; objeto principal $25 = "wooden chest"
	fcb $FF	 			; C9E5 FF		; byte2

								; ACCION(JP Bard_E01)
	fcb $0E	 			; C9E6 0E		; comando $0E (JP)
	fdb Bard_E01	 		; C9E7 DE C9		; direccin Bard_E01	

Bard_E02							; ACCION(shoot, $FF, $FF)	
       	fcb $54	 			; C9E9 54		; comando $54 (Do_Action & update dir.Word1)
	fcb $3A	 			; C9EA 3A		; accin $3A = "shoot"
	fdb Gandalf_E08 		; C9EB 5E CA		; direccin para dir.Word1 = Gandalf_E08

								; ACCION(JP Bard_E02)
	fcb $0E	 			; C9ED 0E		; comando $0E (JP)
	fdb Bard_E02	 		; C9EE E9 C9		; direccin Bard_E02	

Gollum_Dir							; Directorio de GOLLUM
      	fcb $00	 			; C9F0 00		; accin 1
	fdb Gollum_E01 			; C9F1 F7 C9		; apunta a Gollum_E01
	fcb $0F	 			; C9F3 0F		; accin 2
	fdb Gollum_E02 			; C9F4 2B CA		; apunta a Gollum_E02
	fcb $FF	 			; C9F6 FF		; fin de directorio

Gollum_E01							; ACCION(call rutina & update dir.Word1)
        fcb $13	     			; C9F7 13		; comando $13 (call)
	fdb L_A8D2			; C9F8 D2 A8		; rutina L_A8D2
	fcb $00 	 		; C9FA 00		; byte1
	fdb i_CA10	     		; C9FB 10 CA		; direccin para dir.Word1 = i_CA10

								; ACCION(call rutina)
	fcb $43	 			; C9FD 43		; comando $43 (call)
	fdb L_A8F6			; C9FE F6 A8		; rutina L_A8F6
	fcb $00		 		; CA00 00		; byte1

								; ACCION(drop, valuable golden ring, $FF)
	fcb $02	 			; CA01 02		; comando $02 (Do_Action)
	fcb $0D	 			; CA02 0D		; accin $0D = "drop"
	fcb $10	 			; CA03 10		; objeto principal $10 = "valuable golden ring"
	fcb $FF   			; CA04 FF		; byte2

								; ACCION(go north, $FF, $FF)	
	fcb $14	 			; CA05 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $01 	 		; CA06 01 		; accin $01 = "go north"
	fdb i_CA21	 		; CA07 21 CA		; direccin para dir.Word1 = i_CA21

i_CA09								; ACCION(take, valuable golden ring, $FF)
	fcb $02	 			; CA09 02		; comando $02 (Do_Action)
	fcb $13	 			; CA0A 13		; accin $13 = "take"
	fcb $10	 			; CA0B 10		; objeto principal $10 = "valuable golden ring"
	fcb $FF	 			; CA0C FF		; byte2

								; ACCION(JP Gollum_E01)
	fcb $0E     			; CA0D 0E		; comando $0E (JP)
	fdb Gollum_E01  		; CA0E F7 C9		; direccin Gollum_E01

i_CA10								; ACCION(go north, $FF, $FF)	
	fcb $14	 			; CA10 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $01	 			; CA11 01 		; accin $01 = "go north"
	fdb L_CA26	 		; CA12 26 CA		; direccin para dir.Word1 = L_CA26

i_CA14								; ACCION(call rutina & update dir.Word1)
	fcb $13	 			; CA14 13		; comando $13 (call)
	fdb L_A926	 		; CA15 26 A9		; rutina L_A926
	fcb $00	 			; CA17 00		; byte1
	fdb Gollum_E01	 		; CA18 F7 C9		; direccin para dir.Word1 = Gollum_E01

								; ACCION(take, valuable golden ring, $FF)
	fcb $02	 			; CA1A 02		; comando $02 (Do_Action)
	fcb $13	 			; CA1B 13		; accin $13 = "take"
	fcb $10	 			; CA1C 10		; objeto principal $10 = "valuable golden ring"
	fcb $FF   			; CA1D FF		; byte2

								; ACCION(JP Gollum_E01)
	fcb $0E	 			; CA1E 0E		; comando $0E (JP)
	fdb Gollum_E01	 		; CA1F F7 C9		; direccin Gollum_E01

i_CA21	 							; ACCION(go southwest, $FF, $FF)
	fcb $04	 			; CA21 04		; comando $04 (Do_Action)
	fcb $08	 			; CA22 08		; accin $08 = "go southwest"

								; ACCION(JP i_CA09)
	fcb $0E	 			; CA23 0E		; comando $0E (JP)
	fdb i_CA09	 		; CA24 09 CA		; direccin i_CA09

L_CA26								; ACCION(go southwest, $FF, $FF)
	fcb $04	 			; CA26 04		; comando $04 (Do_Action)
	fcb $08   			; CA27 08		; accin $08 = "go southwest"

								; ACCION(JP i_CA14)
	fcb $0E	 			; CA28 0E		; comando $0E (JP)
	fdb i_CA14	 		; CA29 14 CA 		; direccin i_CA14

Gollum_E02							; ACCION(wear, valuable golden ring, $FF)
        fcb $02	 			; CA2B 02		; comando $02 (Do_Action)
	fcb $28   			; CA2C 28		; accin $28 = "wear"
	fcb $10	 			; CA2D 10		; objeto principal $10 = "valuable golden ring"
	fcb $FF   			; CA2E FF		; byte2

								; ACCION(run, $FF, $FF)
	fcb $04	 			; CA2F 04		; comando $04 (Do_Action)
	fcb $24   			; CA30 24		; accin $24 = "run"	

								; ACCION(JP Gollum_E01)
	fcb $0E	 			; CA31 0E		; comando $0E (JP)
	fdb Gollum_E01	 		; CA32 F7 C9		; direccin Gollum_E01

HidVicTroll_Dir							; Directorio de HIDEOUS TROLL y de VICIOUS TROLL
        fcb $00		 		; CA34 00		; accin 1
	fdb HidVicTroll_E01		; CA35 41 CA		; apunta a HidVicTroll_E01
	fcb $0F	 			; CA37 0F		; accin 2
	fdb HidVicTroll_E02 		; CA38 5E CA 		; apunta a HidVicTroll_E02
	fcb $FF     			; CA3A FF		; fin de directorio

HidVicTroll_Initial						; ACCION(call rutina & update dir.Word1)
	fcb $13	     			; CA3B 13		; comando $13 (call)
	fdb L_A9BD	 		; CA3C BD A9		; rutina L_A9BD
	fcb $00	 			; CA3E 00		; byte1
	fdb HidVicTroll_Initial 	; CA3F 3B CA		; direccin para dir.Word1 = HidVicTroll_Initial

HidVicTroll_E01							; ACCION(call rutina)
        fcb $03	 			; CA41 03		; comando $03 (call)
	fdb L_A94E	 		; CA42 4E A9		; rutina L_A94E
	fcb $00	 			; CA44 00		; byte1

								; ACCION(???, $FF, $FF)
	fcb $04	 			; CA45 04		; comando $04 (Do_Action)
	fcb $FF	 			; CA46 FF		; accin $FF = NO EXISTE, posiblemente = Ninguna

								; ACCION(call rutina)
	fcb $03	 			; CA47 03		; comando $03 (call)
	fdb L_A94E	 		; CA48 4E A9		; rutina L_A94E
	fcb $00	 			; CA4A 00		; byte1

								; ACCION(???, $FF, $FF)
	fcb $04	 			; CA4B 04		; comando $04 (Do_Action)
	fcb $FF	 			; CA4C FF		; accin $FF = NO EXISTE, posiblemente = Ninguna

								; ACCION(call rutina)
	fcb $03	 			; CA4D 03		; comando $03 (call)
	fdb L_A94E	 		; CA4E 4E A9		; rutina L_A94E
	fcb $00	 			; CA50 00		; byte1

								; ACCION(???, $FF, $FF)
	fcb $04	 			; CA51 04		; comando $04 (Do_Action)
	fcb $FF	 			; CA52 FF		; accin $FF = NO EXISTE, posiblemente = Ninguna

								; ACCION(call rutina)
	fcb $03	 			; CA53 03		; comando $03 (call)
	fdb L_A94E	 		; CA54 4E A9		; rutina L_A94E
	fcb $00	 			; CA56 00		; byte1

								; ACCION(call rutina)
	fcb $03	 			; CA57 03		; comando $03 (call)
	fdb L_A971	 		; CA58 71 A9		; rutina L_A971
	fcb $00		 		; CA5A 00		; byte1

								; ACCION(JP HidVicTroll_E01)
	fcb $0E	 			; CA5B 0E		; comando $0E (JP)
	fdb HidVicTroll_E01 		; CA5C 41 CA		; direccin HidVicTroll_E01

Gandalf_E08
Thorin_E03
HidVicTroll_E02							; ACCION(attack with, $FF, $FF)	
	fcb $54     			; CA5E 54		; comando $54 (Do_Action & update dir.Word1)
	fcb $0F     			; CA5F 0F		; accin $0F = "attack with"
	fdb i_CA6B	 		; CA60 6B CA		; direccin para dir.Word1 = i_CA6B

								; ACCION(attack with, $FF, $FF)	
	fcb $54	 			; CA62 54		; comando $54 (Do_Action & update dir.Word1)
	fcb $0F     			; CA63 0F		; accin $0F = "attack with"
	fdb i_CA72	 		; CA64 72 CA		; direccin para dir.Word1 = i_CA72

								; ACCION(run, $FF, $FF)
	fcb $44 	 		; CA66 44		; comando $44 (Do_Action)
	fcb $24	     			; CA67 24		; accin $24 = "run"

								; ACCION(JP Gandalf_E08)
	fcb $0E 	 		; CA68 0E		; comando $0E (JP)
	fdb Gandalf_E08 		; CA69 5E CA		; direccin Gandalf_E08

i_CA6B								; ACCION(follow, $FF, $FF)	
	fcb $54	 			; CA6B 54		; comando $54 (Do_Action & update dir.Word1)
	fcb $27		 		; CA6C 27		; accin $27 = "follow"
	fdb i_CA72	 		; CA6D 72 CA		; direccin para dir.Word1 = i_CA72

								; ACCION(JP Gandalf_E08)
	fcb $0E     			; CA6F 0E		; comando $0E (JP)
	fdb Gandalf_E08	 		; CA70 5E CA		; direccin Gandalf_E08

								; ACCION(JP initial)
i_CA72	fcb $07	 			; CA72 07		; comando $07 (Reset script)

Gandalf_E07							; ACCION(go through, $FF, $FF)	
	fcb $14	     			; CA73 14		; comando $14 (Do_Action & update dir.Word1)
	fcb $1E	 			; CA74 1E		; accin $1E = "go through"
	fdb i_CA7A	 		; CA75 7A CA		; direccin para dir.Word1 = i_CA7A

								; ACCION(run, $FF, $FF)
	fcb $04   			; CA77 04		; comando $04 (Do_Action)
	fcb $24	 			; CA78 24		; accin $24 = "run"

								; ACCION(JP initial)
	fcb $07     			; CA79 07		; comando $07 (Reset script)

i_CA7A								; ACCION(capture, $FF, $FF)
	fcb $04	 			; CA7A 04		; comando $04 (Do_Action)
	fcb $FF	 			; CA7B FF		; accin $FF = NO EXISTE, posiblemente = Ninguna

								; ACCION(JP Gandalf_E07)
	fcb $0E	 			; CA7C 0E		; comando $0E (JP)
	fdb Gandalf_E07	 		; CA7D 73 CA		; direccin Gandalf_E07

Gandalf_E06
Thorin_E02
WoodElf_E03
Butler_E03
Elrond_E03							; ACCION(call rutina)
	fcb $03	 			; CA7F 03		; comando $03 (call)
        fdb L_A4DF 			; CA80 DF A4		; rutina L_A4DF
	fcb $00	 			; CA82 00		; byte1

								; ACCION(JP initial)
	fcb $07   	 		; CA83 07		; comando $07 (Reset script)
; ------------------------------------------------------------------------------------------------------------------------------------
; Bloque de datos que definen los caracteres en la ROM del Spectrum
; Posiciones ocupadas en el Spectrum 48K: $3D00-$3FFF
; En esta tabla los valores son DECIMALES no hexadecimales, son $300 (768) bytes
; ------------------------------------------------------------------------------------------------------------------------------------
ROMFONT fcb   0,0,0,0,0,0,0,0           	;  espacio en blanco 
        fcb   0,16,16,16,16,0,16,0      	;  !
        fcb   0,36,36,0,0,0,0,0         	;  "
        fcb   0,36,126,36,36,126,36,0   	;  #
        fcb   0,8,62,40,62,10,62,8      	;  $
        fcb   0,98,100,8,16,38,70,0     	;  %
        fcb   0,16,40,16,42,68,58,0     	;  &
        fcb   0,8,16,0,0,0,0,0          	;  '
        fcb   0,4,8,8,8,8,4,0           	;  (
        fcb   0,32,16,16,16,16,32,0     	;  )
        fcb   0,0,20,8,62,8,20,0        	;  *
        fcb   0,0,8,8,62,8,8,0          	;  +
        fcb   0,0,0,0,0,8,8,16          	;  ,
        fcb   0,0,0,0,62,0,0,0          	;  -
        fcb   0,0,0,0,0,24,24,0         	;  .
        fcb   0,0,2,4,8,16,32,0         	;  /
        fcb   0,60,70,74,82,98,60,0     	;  0
        fcb   0,24,40,8,8,8,62,0        	;  1
        fcb   0,60,66,2,60,64,126,0     	;  2
        fcb   0,60,66,12,2,66,60,0      	;  3
        fcb   0,8,24,40,72,126,8,0      	;  4
        fcb   0,126,64,124,2,66,60,0    	;  5
        fcb   0,60,64,124,66,66,60,0    	;  6
        fcb   0,126,2,4,8,16,16,0       	;  7
        fcb   0,60,66,60,66,66,60,0     	;  8
        fcb   0,60,66,66,62,2,60,0      	;  9
        fcb   0,0,0,16,0,0,16,0         	;  :
        fcb   0,0,16,0,0,16,16,32       	;  ;
        fcb   0,0,4,8,16,8,4,0          	;  <
        fcb   0,0,0,62,0,62,0,0         	;  =
        fcb   0,0,16,8,4,8,16,0         	;  >
        fcb   0,60,66,4,8,0,8,0         	;  ?
        fcb   0,60,74,86,94,64,60,0     	;  @
        fcb   0,60,66,66,126,66,66,0    	;  A
        fcb   0,124,66,124,66,66,124,0  	;  B
        fcb   0,60,66,64,64,66,60,0     	;  C
        fcb   0,120,68,66,66,68,120,0   	;  D
        fcb   0,126,64,124,64,64,126,0  	;  E
        fcb   0,126,64,124,64,64,64,0   	;  F
        fcb   0,60,66,64,78,66,60,0     	;  G
        fcb   0,66,66,126,66,66,66,0    	;  H
        fcb   0,62,8,8,8,8,62,0         	;  I
        fcb   0,2,2,2,66,66,60,0        	;  J
        fcb   0,68,72,112,72,68,66,0    	;  K
        fcb   0,64,64,64,64,64,126,0    	;  L
        fcb   0,66,102,90,66,66,66,0    	;  M
        fcb   0,66,98,82,74,70,66,0     	;  N
        fcb   0,60,66,66,66,66,60,0     	;  O
        fcb   0,124,66,66,124,64,64,0   	;  P
        fcb   0,60,66,66,82,74,60,0     	;  Q
        fcb   0,124,66,66,124,68,66,0   	;  R
        fcb   0,60,64,60,2,66,60,0      	;  S
        fcb   0,254,16,16,16,16,16,0    	;  T
        fcb   0,66,66,66,66,66,60,0     	;  U
        fcb   0,66,66,66,66,36,24,0     	;  V
        fcb   0,66,66,66,66,90,36,0     	;  W
        fcb   0,66,36,24,24,36,66,0     	;  X
        fcb   0,130,68,40,16,16,16,0    	;  Y
        fcb   0,126,4,8,16,32,126,0     	;  Z
        fcb   0,14,8,8,8,8,14,0         	;  [
        fcb   0,0,64,32,16,8,4,0        	;  \
        fcb   0,112,16,16,16,16,112,0   	;  ]
        fcb   0,16,56,84,16,16,16,0     	;  flecha arriba
        fcb   0,0,0,0,0,0,0,255         	;  _
        fcb   0,28,34,120,32,32,126,0   	;  smbolo de libra esterlina
        fcb   0,0,56,4,60,68,60,0       	;  a
        fcb   0,32,32,60,34,34,60,0     	;  b
        fcb   0,0,28,32,32,32,28,0      	;  c
        fcb   0,4,4,60,68,68,60,0       	;  d
        fcb   0,0,56,68,120,64,60,0     	;  e
        fcb   0,12,16,24,16,16,16,0     	;  f
        fcb   0,0,60,68,68,60,4,56      	;  g
        fcb   0,64,64,120,68,68,68,0    	;  h
        fcb   0,16,0,48,16,16,56,0      	;  i
        fcb   0,4,0,4,4,4,36,24         	;  j
        fcb   0,32,40,48,48,40,36,0     	;  k
        fcb   0,16,16,16,16,16,12,0     	;  l
        fcb   0,0,104,84,84,84,84,0     	;  m
        fcb   0,0,120,68,68,68,68,0     	;  n
        fcb   0,0,56,68,68,68,56,0      	;  o
        fcb   0,0,120,68,68,120,64,64   	;  p
        fcb   0,0,60,68,68,60,4,6       	;  q
        fcb   0,0,28,32,32,32,32,0      	;  r
        fcb   0,0,56,64,56,4,120,0      	;  s
        fcb   0,16,56,16,16,16,12,0     	;  t
        fcb   0,0,68,68,68,68,56,0      	;  u
        fcb   0,0,68,68,40,40,16,0      	;  v
        fcb   0,0,68,84,84,84,40,0      	;  w
        fcb   0,0,68,40,16,40,68,0      	;  x
        fcb   0,0,68,68,68,60,4,56      	;  y
        fcb   0,0,124,8,16,32,124,0     	;  z
        fcb   0,14,8,48,8,8,14,0        	;  {
        fcb   0,8,8,8,8,8,8,0           	;  |
        fcb   0,112,16,12,16,16,112,0   	;  }
        fcb   0,20,40,0,0,0,0,0         	;  ~
	fcb   60,66,153,161,161,153,66,60   	;  (C) = smbolo de Copyright 
; ------------------------------------------------------------------------------------------------------------------------------------
; Fuentes para escribir 42 caracteres en una lnea (#D16#) Son $300 (768) bytes
; ------------------------------------------------------------------------------------------------------------------------------------
MAINFONT						
	fcb $00,$00,$00,$00,$00,$00,$00,$00		; espacio			
	fcb $00,$10,$10,$10,$10,$00,$10,$00		; !				
	fcb $00,$28,$28,$00,$00,$00,$00,$00		; "				
	fcb $00,$28,$7C,$28,$7C,$28,$00,$00		; #				
	fcb $00,$10,$7C,$50,$7C,$14,$7C,$10		; $				
	fcb $00,$64,$48,$10,$24,$4C,$00,$00		; %				
	fcb $20,$50,$20,$54,$48,$74,$00,$00		; &				
	fcb $00,$08,$10,$00,$00,$00,$00,$00		; '				
	fcb $00,$08,$10,$10,$10,$10,$08,$00		; (				
	fcb $00,$10,$08,$08,$08,$08,$10,$00		; )				
	fcb $00,$28,$10,$7C,$10,$28,$00,$00		; *				
	fcb $00,$10,$10,$7C,$10,$10,$00,$00		; +				
	fcb $00,$00,$00,$00,$00,$10,$10,$20		; ,				
	fcb $00,$00,$00,$7C,$00,$00,$00,$00		; -				
	fcb $00,$00,$00,$00,$00,$30,$30,$00		; .				
	fcb $00,$04,$08,$10,$20,$40,$00,$00		; /				
	fcb $00,$38,$4C,$54,$54,$64,$38,$00		; 0				
	fcb $00,$30,$50,$10,$10,$10,$7C,$00		; 1				
	fcb $00,$38,$44,$04,$38,$40,$7C,$00		; 2				
	fcb $00,$38,$44,$18,$04,$44,$38,$00		; 3				
	fcb $00,$18,$28,$48,$7C,$08,$08,$00		; 4				
	fcb $00,$7C,$40,$78,$04,$44,$38,$00		; 5				
	fcb $00,$38,$40,$78,$44,$44,$38,$00		; 6				
	fcb $00,$7C,$04,$08,$10,$20,$20,$00		; 7				
	fcb $00,$38,$44,$38,$44,$44,$38,$00		; 8				
	fcb $00,$38,$44,$44,$3C,$04,$38,$00		; 9				
	fcb $00,$00,$10,$00,$00,$10,$00,$00		; :				
	fcb $00,$00,$10,$00,$00,$10,$10,$20		; ;				
	fcb $00,$00,$08,$10,$20,$10,$08,$00		; <				
	fcb $00,$00,$00,$3C,$00,$3C,$00,$00		; =				
	fcb $00,$00,$20,$10,$08,$10,$20,$00		; >				
	fcb $00,$38,$44,$08,$10,$00,$10,$00		; ?				
	fcb $00,$38,$54,$54,$58,$40,$38,$00		; @				
	fcb $00,$38,$44,$44,$7C,$44,$44,$00		; A				
	fcb $00,$78,$44,$78,$44,$44,$78,$00		; B				
	fcb $00,$38,$44,$40,$40,$44,$38,$00		; C				
	fcb $00,$70,$48,$44,$44,$48,$70,$00		; D				
	fcb $00,$7C,$40,$78,$40,$40,$7C,$00		; E				
	fcb $00,$7C,$40,$78,$40,$40,$40,$00		; F				
	fcb $00,$38,$44,$40,$5C,$44,$38,$00		; G				
	fcb $00,$44,$44,$7C,$44,$44,$44,$00		; H				
	fcb $00,$7C,$10,$10,$10,$10,$7C,$00		; I				
	fcb $00,$04,$04,$04,$44,$44,$38,$00		; J				
	fcb $00,$48,$50,$60,$50,$48,$44,$00		; K				
	fcb $00,$40,$40,$40,$40,$40,$7C,$00		; L				
	fcb $00,$44,$6C,$54,$44,$44,$44,$00		; M				
	fcb $00,$44,$64,$54,$54,$4C,$44,$00		; N				
	fcb $00,$38,$44,$44,$44,$44,$38,$00		; O				
	fcb $00,$78,$44,$44,$78,$40,$40,$00		; P				
	fcb $00,$38,$44,$44,$54,$48,$34,$00		; Q				
	fcb $00,$78,$44,$44,$78,$48,$44,$00		; R				
	fcb $00,$38,$40,$38,$04,$44,$38,$00		; S				
	fcb $00,$7C,$10,$10,$10,$10,$10,$00		; T				
	fcb $00,$44,$44,$44,$44,$44,$38,$00		; U				
	fcb $00,$44,$44,$44,$44,$28,$10,$00		; V				
	fcb $00,$44,$44,$44,$54,$6C,$44,$00		; W				
	fcb $00,$44,$28,$10,$10,$28,$44,$00		; X				
	fcb $00,$44,$44,$28,$10,$10,$10,$00		; Y				
	fcb $00,$7C,$04,$18,$20,$40,$7C,$00		; Z				
	fcb $00,$38,$20,$20,$20,$20,$38,$00		; [				
	fcb $00,$40,$20,$10,$08,$04,$00,$00		; \				
	fcb $00,$38,$08,$08,$08,$08,$38,$00		; ]				
	fcb $00,$10,$38,$54,$10,$10,$10,$00		; flecha arriba			
	fcb $00,$00,$00,$00,$00,$00,$00,$7C		; _				
	fcb $00,$18,$24,$70,$20,$20,$7C,$00		; smbolo de libra esterlina	
	fcb $00,$00,$38,$04,$3C,$44,$3C,$00		; a				
	fcb $00,$40,$40,$78,$44,$44,$78,$00		; b				
	fcb $00,$00,$38,$40,$40,$40,$38,$00		; c				
	fcb $00,$04,$04,$3C,$44,$44,$3C,$00		; d				
	fcb $00,$00,$38,$44,$78,$40,$3C,$00		; e				
	fcb $00,$18,$20,$30,$20,$20,$20,$00		; f				
	fcb $00,$00,$3C,$44,$44,$3C,$04,$38		; g				
	fcb $00,$40,$40,$78,$44,$44,$44,$00		; h				
	fcb $00,$10,$00,$30,$10,$10,$38,$00		; i				
	fcb $00,$08,$00,$08,$08,$08,$48,$30		; j				
	fcb $00,$20,$28,$30,$30,$28,$24,$00		; k				
	fcb $00,$20,$20,$20,$20,$20,$18,$00		; l				
	fcb $00,$00,$68,$54,$54,$54,$54,$00		; m				
	fcb $00,$00,$78,$44,$44,$44,$44,$00		; n				
	fcb $00,$00,$38,$44,$44,$44,$38,$00		; o				
	fcb $00,$00,$78,$44,$44,$78,$40,$40		; p				
	fcb $00,$00,$38,$48,$48,$38,$08,$0C		; q				
	fcb $00,$00,$38,$20,$20,$20,$20,$00		; r				
	fcb $00,$00,$38,$40,$38,$04,$78,$00		; s				
	fcb $00,$20,$70,$20,$20,$20,$18,$00		; t				
	fcb $00,$00,$44,$44,$44,$44,$38,$00		; u				
	fcb $00,$00,$44,$44,$28,$28,$10,$00		; v				
	fcb $00,$00,$44,$54,$54,$54,$28,$00		; w				
	fcb $00,$00,$44,$28,$10,$28,$44,$00		; x				
	fcb $00,$00,$44,$44,$44,$3C,$04,$38		; y				
	fcb $00,$00,$7C,$08,$10,$20,$7C,$00		; z				
	fcb $00,$1C,$10,$60,$10,$10,$1C,$00		; {				
	fcb $00,$10,$10,$10,$10,$10,$10,$00		; |				
	fcb $00,$70,$10,$0C,$10,$10,$70,$00		; }				
	fcb $00,$28,$50,$00,$00,$00,$00,$00		; ~				
	fcb $00,$10,$08,$7C,$00,$7C,$08,$10		; signo especial parecido a "=>"
; ------------------------------------------------------------------------------------------------------------------------------------
; TEXT_MESSAGES Table  (#D29#)  son $6FD (1.789) bytes
; ------------------------------------------------------------------------------------------------------------------------------------
L_AD7D  fcb $66,$6C,$61,$83,$47,$8B,$EA,$20,$48,$45,$41,$44,$15			; but fall and hit your head[0x15]
L_AD8A  fcb $66,$6C,$61,$85,$E6,$8B,$EA,$B5,$BE					; but fall and smash your skull
L_AD93  fcb $6F,$69,$73,$89,$C5,$78,$8B,$DE,$20,$22,$20,$16			; i do not know the word " [0x16]
L_AD9F  fcb $7D,$20,$3F,$14							; what ?[0x14]
L_ADA3  fcb $0D,$F7,$A8,$01,$2E,$0D						;[0x0d] You[0x01].[0x0d]  --- sigue en la linea de abajo
L_ADA9  fcb $FB,$87,$8A,$74,$2E,$2E,$15						; Time passes..[0x15]
L_ADB0  fcb $6F,$69,$73,$89,$C5,$78,$8B,$A9,$20,$22,$01,$01,$01,$20,$22,$14	; i do not know the verb "[0x01][0x01][0x01] "[0x14]
L_ADC0  fcb $01,$01,$01,$00							;[0x01][0x01][0x01][0x00] y sigue en linea siguiente
L_ADC4  fcb $01,$01,$01,$7D,$20,$3F,$20,$16					;[0x01][0x01][0x01] what ? [0x16]
L_ADCC  fcb $8B,$D1,$01,$20,$3F,$20,$16						; which[0x01] ? [0x16]
L_ADD3  fcb $6F,$69,$73,$76,$00,$6E,$14						; i do not see[0x00] here[0x14]
L_ADDA  fcb $14									; ###M donde se usa? ;[0x14]
L_ADDB  fcb $6F,$76,$8A,$5D,$A6,$D1						; ###M donde se usa? ; i see nothing to.
L_ADE1  fcb $0B,$F9,$01,$01,$01,$14						;[0x0b] D[0x01][0x01][0x14]
L_ADE7  fcb $0B,$F3,$01,$01,$01,$00,$01,$01,$01,$14				;[0x0b] Eat[0x01][0x01][0x00][0x01][0x01][0x01][0x14]
L_ADF1  fcb $10,$73,$68,$72,$15							;You are not carrying it[0x15]
L_ADF6  fcb $10,$68,$15								;You are carrying[0x15]
L_ADF9  fcb $13,$68,$14								;[0x13] carrying[0x14]
L_ADFC  fcb $61,$72,$C2,$CE,$8B,$46,$B8,$1A					;and it get(s|d|ing|es) swept away
L_AE04  fcb $07,$71,$7C,$83,$27,$7B,$B3,$D4					;[0x07] is too heavy to lift
L_AE0C  fcb $10,$68,$7C,$BA,$4B							;You are carrying too much
L_AE11  fcb $10,$80,$51,$68,$07,$15						;You are already carrying[0x07][0x15]
L_AE17  fcb $7B,$78,$16								;to the[0x16]
L_AE1A  fcb $09,$71,$7C,$B2,$B9							;[0x09] is too full
L_AE1F  fcb $72,$71,$B1,$8E							;it is dark
L_AE23  fcb $04,$71,$7C,$85,$E1,$82,$8F,$06,$7B,$B2,$2D				;[0x04] is too small for you to enter
L_AE2E  fcb $04,$71,$7C,$82,$B9,$82,$8F,$06,$7B,$D2,$2D,$15			;[0x04] is too full for you to{5} enter[0x15]
L_AE3A  fcb $7E,$84,$AD,$8B,$C4,$CA,$7E,$80,$AF,$06,$88,$66,$0E,$B5,$BE		; with one well place(s|d|ing|es) blow you cleave[0x0e] skull
L_AE49  fcb $0C,$20,$56,$49,$4F,$4C,$45,$4E,$54,$80,$73,$87,$D9,$C3,$A8,$06,$15				;[0x0c] violent attack almost kill(s|d|ing|es)You[0x15]
L_AE5A  fcb $06,$82,$D4,$07,$60,$87,$41,$D1,$78,$70,$78,$85,$39,$2D,$0E,$8B,$2E,$71,$89,$02,$B2,$53	;You give[0x07] a vicious{5} cut in the ribs-[0x0e] strength is failing fast
L_AE70  fcb $60,$84,$6A,$85,$CF,$CA,$25,$0E,$B3,$22							;a nasty slice miss(s|d|ing|es)[0x0e] heart
L_AE7A  fcb $06,$85,$CF,$0E,$2D,$83,$12,$80,$B3,$88,$CA,$85,$DB,$7B,$78,$B9,$65				;You slice[0x0e]- hand blood drips slowly to the ground
L_AE8B  fcb $06,$82,$D4,$07,$60,$84,$6A,$D5,$C3,$70,$78,$B3,$C9						;You give[0x07] a nasty{5} slash in the leg
L_AE98  fcb $06,$83,$47,$07,$83,$16,$75,$78,$85,$9E,$2D,$07,$9B,$03,$61,$87,$D9,$92,$4F,$15		;You hit[0x07] hard on the shoulder-[0x07] stagger(s) and almost fall(s)[0x15]
L_AEAC  fcb $60,$82,$53,$65,$89,$BF,$78,$8B,$DA,$84,$BF,$74,$07,$15					;a fast blow knocks the wind out of[0x07][0x15]
L_AEBA  fcb $60,$82,$53,$86,$5E,$8B,$40,$07,$84,$9F,$0E,$82,$5D,$2C,$66,$11,$75,$89,$6F,$70,$60,$BA,$29	;a fast stroke sweeps[0x07] off[0x0e] feet, but[0x11] on guard in a moment
L_AED1  fcb $06,$83,$47,$07,$7E,$60,$89,$4C,$65,$61,$83,$C4,$07,$8A,$2F,$B6,$70				;You hit[0x07] with a glancing blow and leave[0x07] momentarily stunned
L_AEE2  fcb $06,$8B,$81,$07,$80,$7C,$2D,$07,$99,$E8,$0E,$89,$35,$66,$9A,$A4,$B5,$0C			;You thrust[0x07] back-[0x07] lose(s)[0x0e] footing but recover(s) quickly
L_AEF4  fcb $06,$8B,$4B,$88,$4B,$63,$0E,$80,$BF,$66,$63,$78,$89,$C9,$8A,$29,$07,$93,$A1,$B8,$08		;You swing broadside at[0x0e] body but at the last moment[0x07] jump(s) aside
L_AF09  fcb $0C,$03,$8B,$40,$8A,$7A,$81,$34,$7B,$0E,$B1,$FB						;[0x0c][0x03] sweeps past close to[0x0e] ear
L_AF15  fcb $06,$85,$C3,$63,$07,$66,$78,$65,$71,$B9,$A0							;You slash at[0x07] but the blow is ineffective
L_AF20  fcb $06,$88,$3E,$0C,$03,$2C,$66,$11,$75,$B9,$6F							;You brandish[0x0c][0x03], but[0x11] on guard
L_AF2B  fcb $06,$8B,$4B,$82,$57,$63,$07,$66,$8A,$25,$88,$5B,$60,$87,$7D,$B9,$FD				;You swing feebly at[0x07] but miss by a wide margin
L_AF3C  fcb $06,$8A,$B2,$8B,$8B,$2D,$06,$8B,$03,$66,$87,$28,$4C,$59,$88,$13,$80,$5E,$B0,$AF		;You seem tired-you stagger but valiantly attempt another blow
L_AF50  fcb $66,$78,$88,$CF,$71,$8B,$BB,$2E,$0E,$88,$A2,$71,$7C,$B6,$64					; but the effort is wasted.[0x0e] defense is too strong
L_AF5F  fcb $7F,$67,$83,$A8,$7E,$09,$15									; you cannot kill with[0x09][0x15]
L_AF66  fcb $72,$CA,$AB,$80,$43,$A0,$5B									; it sail(s|d|ing|es) across and.
L_AF6D  fcb $83,$BB,$53,$75,$78,$8A,$6B,$B5,$A6								; lands on the other side
L_AF76  fcb $C2,$4F,$89,$B1,$85,$99,$74,$78,$8A,$6B,$B5,$A6						; fall(s|d|ing|es) just short of the other side
L_AF82  fcb $0B,$08,$66,$CA,$D4,$84,$BF,$B7,$C3								;[0x0b][0x08] but slide(s|d|ing|es) out again
L_AF8B  fcb $83,$BB,$53,$70,$78,$B0,$B8									; lands in the boat
L_AF92  fcb $78,$80,$B8,$89,$54,$80,$43,$78,$85,$4A,$61,$83,$BB,$53,$75,$7A,$B5,$A6			; the boat glides across the river and lands on this side
L_AFA4  fcb $7E,$60,$89,$B5,$78,$80,$B8,$89,$54,$80,$43,$78,$85,$4A,$61,$02,$B9				; with a lurch the boat glides across the river and[0x02] ngfar
L_AFB5  fcb $07,$71,$73,$70,$09,$15									; is not in[0x09][0x15]
L_AFBB  fcb $04,$71,$01,$15										;[0x04] is[0x01][0x15]
L_AFBF  fcb $6F,$67,$69,$B6,$9B										; i cannot do that
L_AFC4  fcb $6F,$76,$8A,$5D,$B9,$89									; i see nothing here
													; lo que sigue son 4 mensajes de 4 bytes y uno de 6 (el ltimo)
L_AFCA  fcb $83,$78,$02,$11,$84,$AA,$02,$0D,$88,$25,$02,$09,$8B,$9B,$02,$05,$86,$CD,$44,$7B,$78,$16	; in[0x02][0x11] on[0x02][0x0d] behind[0x02][0x09] under[0x02][0x05] tied to the[0x16]
L_AFE0  fcb $01,$79,$01,$14					;[0x01] there[0x01][0x14]
L_AFE4  fcb $04,$71,$68,$04,$15					;[0x04] is carrying[0x04][0x15]
L_AFE9  fcb $6F,$67,$82,$85,$07,$6D,$6E,$15			;i cannot follow[0x07] from here[0x15]
L_AFF1  fcb $10,$B1,$92						;You are dead
L_AFF4  fcb $06,$76,$8A,$5D,$8A,$F7,$B9,$89			;You see nothing special here
L_AFFC  fcb $10,$83,$78,$16					;You are in [0x16]
L_B000  fcb $06,$76,$16						;You see[0x16]
L_B003  fcb $06,$8A,$AF,$20,$3A,$14				;You see :[0x14]
L_B009  fcb $06,$85,$84,$20,$22,$16				;You say "[0x16]
L_B00F  fcb $20,$22,$2E,$14					;".[0x14]
L_B013  fcb $79,$71,$00,$14					;there is[0x00][0x14]
L_B017  fcb $00							;[0x00]	 --- sigue en la linea de abajo
L_B018  fcb $C2,$2D,$2E,$14					; enter(s|d|ing|es).[0x14]
L_B01C  fcb $00,$C7,$EA,$15					;[0x00] appear(s|d|ing|es)[0x15]
L_B020  fcb $8B,$AD,$88,$F1,$62,$3A,$16				;visible exits are:[0x16]
L_B027  fcb $7F,$D9,$85,$60,$BA,$55				;you{5} hear a noise
L_B02D  fcb $09,$69,$45,$53,$73,$89,$19,$7A,$B3,$F2		;[0x09] does not fit this lock
L_B037  fcb $78,$84,$24,$6A,$C4,$B4,$2E,$14			;the magic door open(s|d|ing|es).[0x14]
L_B03F  fcb $78,$84,$24,$6A,$C1,$34,$2E,$14			;the magic door close(s|d|ing|es).[0x14]
L_B047  fcb $8B,$58,$A7,$A8					;thank you.
L_B04B  fcb $7D,$27,$53,$7A,$20,$3F,$16				;what's this ?[0x16]
L_B052  fcb $7F,$62,$C8,$C6,$60,$82,$FF,$A9,$AE			;you are do(s|d|ing|es) a great job.
L_B05B  fcb $89,$9B,$A7,$25					;hurry up.
L_B05F  fcb $A3,$2C						;hello.
L_B061  fcb $7A,$8B,$B8,$FB,$6F,$A3,$A5				;this was Thrains key.
L_B068  fcb $07,$C2,$4F,$81,$C4,$60,$83,$5D,$61,$CB,$A3,$15	;[0x07] fall(s|d|ing|es) down a hole and vanish(s|d|ing|es)[0x15]
L_B074  fcb $10,$73,$87,$72,$49,$4E,$47,$07,$15			;You are not wearing[0x07][0x15]
L_B07D  fcb $09,$71,$80,$51,$86,$CD,$44,$15			;[0x09] is already tied[0x15]
L_B085  fcb $78,$87,$41,$87,$9A,$85,$6C,$87,$F8,$7F,$61,$A9,$96	;the vicious warg run around you and howls.
L_B092  fcb $07,$71,$73,$86,$CD,$44,$15				;[0x07] is not tied[0x15]
L_B099  fcb $77,$86,$23,$53,$8B,$17,$CA,$15,$78,$80,$CD,$B7,$76	;some spiders start mend(s|d|ing|es) the broken web
L_B0A6  fcb $7D,$69,$7F,$88,$F6,$84,$2F,$7B,$69,$7E,$7A,$20,$3F,$16	;what do you expect me to do with this ?[0x16]
L_B0B4  fcb $88,$05,$8A,$F3,$88,$05,$06,$8B,$93,$78,$85,$4A,$06,$6C,$88,$0D,$61,$82,$C8,$89,$26,$B8,$1A ;as soon as you touch the river you fall asleep and gently float away
L_B0CB  fcb $8B,$CC,$27,$53,$78,$86,$AB,$20,$3F,$16			;where's the thief ?[0x16]
L_B0D5  fcb $82,$CE,$8B,$A0,$84,$BF,$74,$7A,$84,$AD,$2C,$86,$AB,$20,$21,$16	;get us out of this one, thief ![0x16]
L_B0E5  fcb $86,$B4,$CA,$D0,$81,$C4,$61,$CB,$17,$CA,$C8,$87,$B0,$A2,$EF		;thorin sit(s|d|ing|es) down and start(s|d|ing|es) sing(s|d|ing|es) about gold.
L_B0F4  fcb $86,$B4,$A7,$56						;thorin wait.
L_B0F8  fcb $06,$6C,$88,$0D,$15						;You fall asleep[0x15]
L_B0FD  fcb $78,$86,$23,$87,$76,$71,$85,$DB,$85,$F3,$A7,$A8		;the spider web is slowly smothering you.
L_B109  fcb $78,$85,$E1,$81,$63,$83,$A5,$CA,$C1,$15			;the small curious key shatter(s|d|ing|es)[0x15]
L_B113  fcb $80,$58,$82,$0A,$8B,$40,$BA,$7A				;an elf sweeps past
L_B11B  fcb $7F,$67,$8A,$9F,$07,$15					;you cannot reach[0x07][0x15]
L_B121  fcb $10,$73,$68,$78,$B0,$C3					;You are not carrying the bow
L_B127  fcb $78,$80,$6B,$8A,$25,$45,$53,$09,$88,$5B,$60,$87,$7D,$B9,$FD	;the arrow misses[0x09] by a wide margin
L_B136  fcb $78,$80,$6B,$D3,$47,$53,$07,$15				;the arrow{5} hits[0x07][0x15]
L_B13E  fcb $10,$7C,$B0,$A2						;You are too big
L_B142  fcb $00								;[0x00]	    --- continua en siguiente fila 
L_B143  fcb $C8,$E1,$15							;evaporate(s|d|ing|es)[0x15]
L_B146  fcb $0C,$82,$B1,$89,$5A,$89,$7B,$D3,$A8,$45,$44,$06,$15		;[0x0c] foul gluttony has{5} killed you[0x15]
L_B153  fcb $10,$85,$DB,$CA,$CC,$83,$8E,$78,$B0,$BC			;You are slowly sink(s|d|ing|es) into the bog
L_B15D  fcb $78,$6B,$C5,$84,$20,$22,$FB,$C4,$86,$AB,$8B,$EA,$81,$71,$89,$7B
	fcb $88,$FC,$7F,$7A,$8B,$87,$2E,$8A,$91,$7B,$88,$B1,$20,$22,$20,$2E,$14				;the dragon say(s|d|ing|es) " Well thief your cunning has failed you this time. prepare to die " .[0x14]
L_B17E  fcb $78,$6B,$C5,$84,$20,$22,$F3,$73,$8A,$0D,$73,$64,$87,$AC,$7B,$76,$7F
	fcb $86,$AB,$66,$F3,$73,$80,$EB,$8B,$1C,$80,$D3,$7F,$2E,$8A,$91,$7B,$88,$B1,$20,$22,$20,$2E,$14	;the dragon say(s|d|ing|es) " I may not be able to see you thief but I can still burn you. prepare to die " .[0x14]
L_B1A6  fcb $70,$78,$88,$BA,$7F,$76,$78,$8A,$BC,$74,$60,$84,$45,$6B,$89,$2B,$80,$49,$B7,$A8		;in the distance you see the shape of a monstrous dragon flying after you
L_B1BA  fcb $78,$6B,$88,$A9,$61,$70,$60,$8B,$50,$DA,$FE,$74,$82,$6F,$C0,$D3,$7F,$7B,$60,$88,$96,$15	;the dragon descends and in a terrific{5} spout of flames burn(s|d|ing|es) you to a crisp[0x15]
L_B1D0  fcb $D2,$DE,$01,$6D,$00,$7B,$D2,$CE,$7B,$00,$16							;{5} go[0x01] from[0x00] to{5} get to[0x00][0x16]
L_B1DB  fcb $8A,$E3,$CB,$26,$7F,$6D,$B8,$25								;someone strangle(s|d|ing|es) you from behind
L_B1E3  fcb $07,$85,$84,$53,$20,$22,$FA,$52,$20,$22,$14							;[0x07] says " No "[0x14]
L_B1EE  fcb $72,$67,$64,$76,$4E,$2C,$67,$64,$89,$15,$0D,$F0,$EE,$64,$C9,$85
	fcb $2C,$67,$64,$8A,$DE,$2E,$0D,$F3,$9E,$C9,$DB,$88,$25,$CB,$0F,$61
	fcb $8B,$9B,$83,$42,$2C,$0D,$F0,$5B,$D2,$28,$83,$5D,$53,$72,$C2,$61
	fcb $2E,$0D,$F3,$9E,$C8,$71,$89,$1C,$61,$C2,$85,$80,$49,$2C,$0D,$C8
	fcb $D5,$89,$DF,$2C,$C3,$A8,$89,$D3,$2E,$16							;it cannot be seen, cannot be felt[0x0d] Cannot be hear(s|d|ing|es), cannot be smelt.[0x0d] It lie(s|d|ing|es) behind star(s|d|ing|es) and under hills,[0x0d] And{5} empty holes it fill(s|d|ing|es).[0x0d] It come(s|d|ing|es) first and follow(s|d|ing|es) after,[0x0d] end(s|d|ing|es) life, kill(s|d|ing|es) laughter.[0x16]
L_B238  fcb $88,$38,$2C,$84,$13,$63,$7A,$21,$21,$F0,$EB,$8B,$E7,$88,$8B,$27,$45,$4D,$3F,$16		;blimey, look at this!! Can yer cook'em?[0x16]
L_B24C  fcb $8B,$E7,$80,$EB,$8B,$90,$2C,$66,$89,$82,$8B,$E2,$4E,$27,$54,$89,$F9,$87,$B5,$60,$AA,$3E	;yer can try, but he wouldn't make above a mouthfull.
L_B262  fcb $70,$60,$81,$27,$7E,$8B,$98,$86,$41,$A6,$FD							;in a clearing with two stone trolls.
L_B26D  fcb $10,$8B,$46,$82,$92,$87,$C8,$78,$B4,$F1							;You are swept forcefully against the portcullis
L_B277  fcb $79,$71,$60,$89,$EC,$81,$51,$61,$60,$83,$5D,$C7,$EA,$87,$B0,$8B
	fcb $76,$82,$5D,$6D,$78,$89,$65,$2E,$0D,$F7,$A8,$62,$CB,$0A,$70,$89
	fcb $40,$74,$78,$85,$A6,$6A,$7B,$78,$F4,$09,$F4,$4E,$15						;there is a loud crack and a hole appear(s|d|ing|es) about three feet from the ground.[0x0d] You are stand(s|d|ing|es) in front of the side door to the Lonely Mountain[0x15]
L_B2A4  fcb $78,$83,$5D,$CB,$A3,$15									;the hole vanish(s|d|ing|es)[0x15]
L_B2AA  fcb $F6,$9F,$84,$24,$6A,$CB,$B4,$74,$82,$1D,$C7,$F0,$15						;The magic door warn(s|d|ing|es) of elves approach(s|d|ing|es)[0x15]
L_B2B7  fcb $8B,$D1,$71,$78,$87,$E4,$86,$9B,$89,$7B,$89,$3C,$82,$5D,$70,$78
	fcb $CA,$3A,$2C,$8B,$98,$63,$8A,$1F,$61,$8B,$76,$70,$78,$88,$EA,$20
	fcb $3F,$16											;which is the animal that has four feet in the morn(s|d|ing|es), two at midday and three in the evening ?[0x16]
L_B2D9  fcb $7D,$89,$7B,$72,$89,$62,$70,$89,$AB,$CA,$83,$20,$3F,$16					;what has it got in its pocket(s|d|ing|es) ?[0x16]
L_B2E7  fcb $8A,$4F,$88,$30,$8A,$98,$20,$22,$89,$93,$88,$B4,$8B,$C1,$89,$E8
	fcb $72,$2E,$0D,$8A,$4F,$8A,$89,$20,$22,$16							;my birthday present " how did we lose it.[0x0d] my precious "[0x16]
L_B301  fcb $06,$67,$83,$A1,$84,$B0,$07,$6D,$6E,$15							;You cannot jump onto[0x07] from here[0x15]
L_B30B  fcb $88,$9F,$C8,$9B,$B0,$00									;day dawn(s|d|ing|es) |b
L_B311  fcb $06,$76,$77,$8A,$70,$88,$54,$82,$4B,$CB,$13,$63,$06,$15					;You see some pale bulbous eyes star(s|d|ing|es) at You[0x15]
L_B31F  fcb $77,$86,$B0,$47,$C1,$E8,$6D,$87,$B5,$61,$CB,$21,$15						;some thing drop(s|d|ing|es) from above and sting(s|d|ing|es)[0x15]
L_B32C  fcb $7F,$62,$8B,$7B,$84,$B0,$78,$88,$1E,$74,$78,$84,$0F,$B3,$B7					;you are thrown onto the bank of the long lake
L_B33B  fcb $20,$20,$20,$20,$20,$EA,$5D									;      {6} nothing
L_B342  fcb $8B,$17,$20,$54,$41,$50,$45,$86,$A2,$20,$50,$52,$45,$53,$53,$20,$41,$4E,$59,$B3,$A5		;start tape then press any key
L_B357  fcb $54,$41,$50,$45,$20,$45,$52,$52,$4F,$52,$20,$2D,$20,$20,$20,$20
	fcb $83,$47,$20,$41,$4E,$59,$83,$A5,$7B,$20,$52,$45,$53,$54,$41,$52
	fcb $54,$20,$50,$52,$4F,$47,$52,$41,$4D,$15							;tape error -	  hit any key to restart program[0x15]
L_B381  fcb $54,$41,$50,$45,$20,$45,$52,$52,$4F,$52,$20,$2D,$20,$20,$20,$20
	fcb $83,$47,$20,$41,$4E,$59,$83,$A5,$7B,$20,$43,$4F,$4E,$54,$49,$4E
	fcb $55,$45,$15											;tape error -	  hit any key to continue[0x15]
L_B3A4  fcb $52,$45,$57,$49,$4E,$44,$61,$20,$50,$52,$45,$50,$41,$52,$45,$20
	fcb $54,$41,$50,$45,$82,$8F,$20,$20,$20,$20,$20,$56,$45,$52,$49,$46
	fcb $49,$43,$41,$54,$49,$4F,$4E,$20,$20,$2D,$2D,$86,$A2,$83,$47,$20
	fcb $41,$4E,$59,$B3,$A5										;rewind and prepare tape for	 verification  -- then hit any key
L_B3D9  fcb $0D,$0D,$0D,$60,$20,$43,$48,$45,$45,$52,$49,$4E,$47,$20,$43,$52
	fcb $4F,$57,$44,$74,$20,$44,$57,$41,$52,$56,$45,$53,$2C,$20,$48,$4F
	fcb $42,$42,$49,$54,$53,$61,$82,$1D,$C7,$EA,$2E,$20,$4C,$45,$44,$88
	fcb $5B,$82,$BD,$20,$54,$48,$45,$59,$81,$0D,$7F,$84,$9F,$83,$8E,$78
	fcb $20,$53,$55,$4E,$53,$45,$54,$2C,$20,$50,$52,$4F,$43,$4C,$41,$49
	fcb $4D,$49,$4E,$47,$7F,$20,$20,$48,$45,$52,$4F,$74,$20,$48,$45,$52
	fcb $4F,$45,$53,$61,$20,$4D,$41,$53,$54,$45,$52,$20,$41,$44,$56,$45
	fcb $4E,$54,$55,$52,$45,$52,$20,$21,$21,$21,$15							;[0x0d][0x0d][0x0d] a cheering crowd of dwarves, hobbits and elves appear(s|d|ing|es). led by gandalf they carry you off into the sunset, proclaiming you  hero of heroes and master adventurer !!![0x15]
L_B454  fcb $7F,$89,$7E,$20,$4D,$41,$53,$54,$45,$52,$45,$44,$20,$16					;you have mastered [0x16]
L_B462  fcb $25,$74,$7A,$B7,$BA										;% of this adventure
L_B467  fcb $20,$59,$4F,$55,$27,$52,$45,$20,$44,$4F,$49,$4E,$47,$20,$46,$49,$4E,$45,$15			;you're doing fine[0x15]
; ------------------------------------------------------------------------------------------------------------------------------------
; ACTIONS table (words) (#D25#)   son $1DA (474) bytes
; ------------------------------------------------------------------------------------------------------------------------------------
ACTIONS fdb $0480,$0000,$0000,$02DE	       		; 01) north - - go		
	fdb $0607,$0000,$0000,$02DE			; 02) south - - go
	fdb $01FE,$0000,$0000,$02DE			; 03) east - - go
	fdb $0779,$0000,$0000,$02DE			; 04) west - - go
	fdb $0485,$0000,$0000,$02DE			; 05) northeast - - go
	fdb $048E,$0000,$0000,$02DE			; 06) northwest - - go
	fdb $060C,$0000,$0000,$02DE			; 07) southeast - - go
	fdb $0615,$0000,$0000,$02DE			; 08) southwest - - go
	fdb $0725,$0000,$0000,$02DE			; 09) up - - go
	fdb $01C4,$0000,$0000,$02DE			; 0a) down - - go
	fdb $E658,$0000,$0796,$4000			; 0b) strike - with - 
	fdb $8134,$0000,$0000,$4000			; 0c) close - - - 
	fdb $81E8,$0000,$8000,$0000			; 0d) drop - - - 
	fdb $C1E8,$0000,$0378,$4000			; 0e) drop - in - 
	fdb $E073,$0000,$4796,$4000			; 0f) attack - with - 
	fdb $84B4,$0000,$0000,$4000			; 10) open - - - 
	fdb $C508,$0000,$0378,$4000			; 11) put - in - 
	fdb $C508,$0000,$04AA,$4000			; 12) put - on - 
	fdb $868C,$0000,$0000,$4000			; 13) take - - - 
	fdb $C68C,$04BF,$049C,$4000			; 14) take out of - 
	fdb $C68C,$02B5,$0000,$4000			; 15) take from - - 
	fdb $968C,$249F,$0000,$4000			; 16) take off - - 
	fdb $0413,$1000,$0000,$4000			; 17) look - - - 
	fdb $8413,$26C1,$0000,$0000			; 18) look through - - 
	fdb $8413,$2043,$0000,$0000			; 19) look across - - 
	fdb $0392,$1000,$0000,$4000			; 1a) inventory - - - 
	fdb $8202,$0000,$0000,$0000			; 1b) eat - - - 
	fdb $823E,$0000,$0000,$4000			; 1c) examine - - - 
	fdb $C2D4,$06D1,$1000,$6000			; 1d) give to - - 
	fdb $82DE,$26C1,$0000,$0000			; 1e) go through - - 
	fdb $822D,$8000,$0000,$0000			; 1f) enter - - - 
	fdb $82DE,$A38E,$0000,$0000			; 20) go into - - 
	fdb $81E3,$0000,$0000,$0000			; 21) drink - - - 
	fdb $8228,$0000,$0000,$0000			; 22) empty - - - 
	fdb $C261,$0000,$0796,$4000			; 23) fill - with - 
	fdb $056C,$0000,$0000,$0000			; 24) run - - - 
	fdb $C3F2,$0000,$0796,$4000			; 25) lock - with - 
	fdb $C712,$0000,$0796,$4000			; 26) unlock - with - 
	fdb $9285,$0000,$4000,$0000			; 27) follow - - - 
	fdb $8772,$0000,$0000,$0000			; 28) wear - - - 
	fdb $86C8,$0000,$0000,$0000			; 29) throw - - - 
	fdb $C6C8,$0000,$2070,$0000			; 2a) throw - at - 
	fdb $C6C8,$0000,$0043,$4000			; 2b) throw - across - 
	fdb $C6C8,$0000,$06C1,$4000			; 2c) throw - through - 
	fdb $80D3,$0000,$4000,$0000			; 2d) burn - - - 
	fdb $C6CD,$0000,$06D1,$4000			; 2e) tie - to - 
	fdb $8178,$0000,$0000,$0000			; 2f) cut - - - 
	fdb $80F4,$0000,$4000,$0000			; 30) capture - - - 
	fdb $8500,$0000,$0000,$0000			; 31) pull - - - 
	fdb $867C,$0000,$0000,$4000			; 32) swim - - - 
	fdb $8720,$0000,$8000,$4000			; 33) untie - - - 
	fdb $812F,$0000,$0000,$4000			; 34) climb - - - 
	fdb $8690,$26D1,$4000,$4000			; 35) talk to - - 
	fdb $812F,$238E,$0000,$4000			; 36) climb into - - 
	fdb $812F,$24BF,$049C,$8000			; 37) climb out of - 
	fdb $93A1,$24B0,$0000,$0000			; 38) jump onto - - 
	fdb $81A9,$0000,$0000,$4000			; 39) dig - - - 
	fdb $8594,$0000,$4000,$4000			; 3a) shoot - - - 
	fdb $810D,$0000,$8000,$4000			; 3b) carry - - - 
	fdb $0000
; ------------------------------------------------------------------------------------------------------------------------------------
; Location Help Messages (#D30#) son $E9 (233) bytes
; ------------------------------------------------------------------------------------------------------------------------------------
L_B47A  fcb $60,$86,$FD,$81,$C0,$20,$4E,$45,$45,$44,$53,$60,$86,$FD,$B3,$A5				;a trolls door needs a trolls key
L_B48A  fcb $82,$1D,$62,$20,$47,$4F,$4F,$44,$63,$85,$30,$49,$4E,$47,$B6,$85				;elves are good at reading symbols
L_B49A  fcb $60,$87,$8C,$20,$53,$48,$4F,$55,$4C,$44,$64,$8A,$52,$20,$4F,$42				
	fcb $53,$54,$41,$43,$4C,$45,$7B,$60,$86,$AB,$7E,$20,$46,$52,$49,$45
	fcb $4E,$44,$53,$15										;a window should be no obstacle to a thief with friends[0x15]
L_B4BE  fcb $80,$B8,$53,$80,$EB,$83,$1E,$2E,$F4,$13,$B0,$FD						;boats can help. Look carefully
L_B4CA  fcb $87,$56,$87,$F8,$61,$8B,$87,$8B,$EA,$20,$45,$58,$49,$54,$B0,$FD				;wait around and time your exit carefully
L_B4DA  fcb $20,$54,$49,$4D,$49,$4E,$47,$71,$20,$43,$52,$49,$54,$49,$43,$41
	fcb $4C,$2C,$20,$52,$45,$4D,$45,$4D,$42,$45,$52,$80,$84,$53,$B9,$26				;timing is critical, remember barrels float
L_B4FA  fcb $87,$56,$60,$20,$57,$48,$49,$4C,$45,$15							;wait a while[0x15]
L_B504  fcb $86,$8C,$20,$43,$41,$52,$45,$7B,$83,$C4,$63,$78,$20,$52,$49,$47,$48,$54,$BB,$87		;take care to leave at the right time
L_B518  fcb $60,$20,$4C,$49,$56,$49,$4E,$47,$6B,$71,$20,$44,$45,$41,$44,$4C,$59,$2C,$84,$13,$7B,$B0,$80	;a living dragon is deadly, look to bard
L_B52F  fcb $20,$44,$4F,$4E,$27,$54,$20,$53,$54,$41,$59,$6E,$7C,$B4,$0F					;don't stay here too long
L_B53E  fcb $87,$56,$82,$8F,$78,$20,$4E,$45,$57,$88,$9F,$20,$44,$41,$57,$4E,$49,$4E,$47,$15		;wait for the new day dawning[0x15]
L_B552  fcb $79,$DA,$B2,$7B,$64,$77,$86,$85,$75,$72,$66,$06,$67,$85,$30,$BB,$5D				; este es el mensaje que 'falta' en la tabla de 12 entradas (LOCATION HELP MESSAGE) ;there{5} seem to be some symbols on it but you cannot read them
 													; en realidad este mesaje est vinculado al objeto $03 - curious map!
; ------------------------------------------------------------------------------------------------------------------------------------
; Tabla de Objetos (#D40#) son $615 (1.557) bytes)
; ------------------------------------------------------------------------------------------------------------------------------------
OBJ_TABLE
L_C11B 	fcb $01,$FF,$10,$40,$10,$40,$40,$E0		;00 [ff] you (Bilbo)   ''
	fdb L_67A8-$6000+$8000	;you
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $01						; Localizacin: $01 - hall tunnel like   ' a comfortable tunnel like hall.'
	fcb $1B						; Accin: $1b) eat - - - 
	fdb L_92B5					; apunta a (#242# --)
	fcb $00						; Accin: $00
	fdb BilboIsDeadEndGame				; apunta a BilboIsDeadEndGame
	fcb $FF
L_C133 	fcb $01,$FF,$C0,$60,$00,$C0,$C0,$E0		;3c [ff] dragon red golden   ''
	fdb L_61C8-$6000				;dragon
	fdb L_6536-$6000				;red
	fdb L_62F3-$6000				;golden
	fdb $0000
	fcb $29						; Localizacin: $29 - halls lower   ' the halls where the dragon sleep(s|d|ing|es)[0x16]'
	fcb $FF
L_C145 	fcb $02,$FF,$FF,$FF,$00,$00,$10,$80		;05 [ff] door round green   ''
	fdb L_61C0-$6000				;door
	fdb L_655F-$6000				;round
	fdb L_6304-$6000				;green
	fdb $0000
	fcb $01						; Localizacin: $01 - hall tunnel like   ' a comfortable tunnel like hall.'
	fcb $04						; Localizacin: $04 - lonelands   ' a gloomy empty land with dreary hills ahead.'
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $10						; Accin: $10) open - - - 
	fdb L_910E					; apunta a (#238# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_8EEC					; apunta a (#248# --)
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $25						; Accin: $25) lock - with - 
	fdb L_A358					; apunta a (#250# --)
	fcb $26						; Accin: $26) unlock - with - 
	fdb L_A358					; apunta a (#250# --)
	fcb $2C						; Accin: $2c) throw - through - 
	fdb L_94A4					; apunta a (#251# --)
	fcb $FF
L_C170 	fcb $02,$FF,$FF,$FF,$00,$00,$90,$81		;01 [ff] door heavy rock   ''
	fdb L_61C0-$6000				;door
	fdb L_6327-$6000				;heavy
	fdb L_6553-$6000				;rock
	fdb $0000
	fcb $07						; Localizacin: $07 - cave trolls   ' the trolls cave.'
	fcb $06						; Localizacin: $06 - path trolls   ' a hidden path with trolls foot prints[0x16]'
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $10						; Accin: $10) open - - - 
	fdb L_910E					; apunta a (#238# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_8EEC					; apunta a (#248# --)
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $25						; Accin: $25) lock - with - 
	fdb L_A338					; apunta a (#252# --)
	fcb $26						; Accin: $26) unlock - with - 
	fdb L_A338					; apunta a (#252# --)
	fcb $2C						; Accin: $2c) throw - through - 
	fdb L_94A4					; apunta a (#251# --)
	fcb $FF
L_C19B 	fcb $01,$FF,$00,$00,$00,$00,$00,$80		;2b [ff] key golden   ''
	fdb L_63A5-$6000				;key
	fdb L_62F3-$6000				;golden
	fdb $0000
	fdb $0000
	fcb $4F						; Localizacin: $4f - valley deep misty   ''
	fcb $FF
L_C1AD 	fcb $01,$1F,$00,$00,$00,$00,$00,$80		;02 [1f] key small curious   ''
	fdb L_63A5-$6000				;key
	fdb L_65E1-$6000				;small
	fdb L_6163-$6000				;curious
	fdb $0000
	fcb $0D						; Localizacin: $0d - dungeon goblins   ''
	fcb $FF
L_C1BF 	fcb $01,$47,$01,$01,$00,$00,$00,$80		;04 [47] key large   ''
	fdb L_63A5-$6000				;key
	fdb L_63BF-$6000				;large
	fdb $0000
	fdb $0000
	fcb $05						; Localizacin: $05 - clearing trolls   ''
	fcb $FF
L_C1D1 	fcb $01,$3E,$02,$00,$00,$00,$02,$80		;03 [3e] map curious   ' there{5} seem to be some symbols on it but[0x06] cannot read them'
	fdb L_642C-$6000+$1000				;map
	fdb L_6163-$6000				;curious
	fdb $0000
	fdb L_B552					; apunta a mensaje ' there{5} seem to be some symbols on it but[0x06] cannot read them'
	fcb $01						; Localizacin: $01 - hall tunnel like   ' a comfortable tunnel like hall.'
	fcb $1C						; Accin: $1c) examine - - - 
	fdb L_A7C4					; apunta a (#253# --)
	fcb $FF
L_C1E6 	fcb $02,$FF,$FF,$FF,$00,$FF,$00,$80		;06 [ff] crack small insignificant   ''
	fdb L_6151-$6000				;crack
	fdb L_65E1-$6000				;small
	fdb L_6381-$6000				;insignificant
	fdb $0000
	fcb $0E						; Localizacin: $0e - cave large dry   ' a large dry cave which is quite comfortable.'
	fcb $0F						; Localizacin: $0f - passage dark stuffy   ''
	fcb $10						; Accin: $10) open - - - 
	fdb L_A368					; apunta a (#254# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_8EEC					; apunta a (#248# --)
	fcb $FF
L_C205 	fcb $05,$FF,$A0,$50,$00,$40,$40,$80		;07 [ff] web spider   ''
	fdb L_6776-$6000				;web
	fdb L_6623-$6000				;spider
	fdb $0000
	fdb $0000
	fcb $1A						; Localizacin: $1a - place spider threads   ' a place of black spiders[0x16]'
	fcb $1C						; Localizacin: $1c - clearing levelled elvish   ' an elvish clearing with levelled ground and logs.'
	fcb $1B						; Localizacin: $1b - forest smothering   ' a forest of tangled smothering tree(s|d|ing|es)[0x16]'
	fcb $1D						; Localizacin: $1d - bog deep   ''
	fcb $32						; Localizacin: $32 - forest green   ''
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $00						; Accin: $00
	fdb L_A377					; apunta a (#255# --)
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $FF
L_C224 	fcb $03,$FF,$FF,$FF,$00,$00,$00,$81		;08 [ff] door red   ''
	fdb L_61C0-$6000				;door
	fdb L_6536-$6000				;red
	fdb $0000
	fdb $0000
	fcb $1F						; Localizacin: $1f - dungeon dark   ' a dark dungeon in the elvenkings halls.'
	fcb $1E						; Localizacin: $1e - halls elvenkings great   ''
	fcb $20						; Localizacin: $20 - cellar elvenkings   ' the cellar where the king keeps his barrels of wine.'
	fcb $10						; Accin: $10) open - - - 
	fdb L_910E					; apunta a (#238# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_8EEC					; apunta a (#248# --)
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $25						; Accin: $25) lock - with - 
	fdb L_A334					; apunta a (#256# --)
	fcb $26						; Accin: $26) unlock - with - 
	fdb L_A334					; apunta a (#256# --)
	fcb $2C						; Accin: $2c) throw - through - 
	fdb L_94A4					; apunta a (#251# --)
	fcb $FF
L_C24D 	fcb $03,$FF,$FF,$FF,$00,$00,$00,$86		;09 [ff] river fast black   ' you see a fast flowing black river not very wide across'
	fdb L_654A-$6000				;river
	fdb L_6253-$6000				;fast
	fdb L_60A5-$6000				;black
	fdb L_B563					; apunta a mensaje ' you see a fast flowing black river not very wide across'
	fcb $42						; Localizacin: $42 - bank west   ' the west[0x02][0x04] the east bank of a black river.'
	fcb $43						; Localizacin: $43 - bank east   ' the east bank of a black river.'
	fcb $19						; Localizacin: $19 - place bewitched gloomy   ''
	fcb $11						; Accin: $11) put - in - 
	fdb L_9428					; apunta a (#257# --)
	fcb $0E						; Accin: $0e) drop - in - 
	fdb L_9428					; apunta a (#257# --)
	fcb $19						; Accin: $19) look across - - 
	fdb L_8EF8					; apunta a (#258# --)
	fcb $32						; Accin: $32) swim - - - 
	fdb L_A310					; apunta a (#259# --)
	fcb $FF
L_C26D 	fcb $03,$FF,$FF,$FF,$00,$00,$00,$86		;2a [ff] river fast   ''
	fdb L_654A-$6000				;river
	fdb L_6253-$6000				;fast
	fdb $0000
	fdb $0000
	fcb $17						; Localizacin: $17 - forestriver   ''
	fcb $21						; Localizacin: $21 - forestriver   ''
	fcb $22						; Localizacin: $22 - lake long   ''
	fcb $11						; Accin: $11) put - in - 
	fdb L_9428					; apunta a (#257# --)
	fcb $0E						; Accin: $0e) drop - in - 
	fdb L_9428					; apunta a (#257# --)
	fcb $19						; Accin: $19) look across - - 
	fdb L_8EF8					; apunta a (#258# --)
	fcb $32						; Accin: $32) swim - - - 
	fdb L_A2CD					; apunta a (#260# --)
	fcb $FF
L_C28D 	fcb $02,$FF,$40,$FF,$00,$50,$50,$80		;0a [ff] door goblins back   ''
	fdb L_61C0-$6000				;door
	fdb L_62E8-$6000				;goblins
	fdb L_607C-$6000				;back
	fdb $0000
	fcb $13						; Localizacin: $13 - gate inside goblins   ' the goblins gate.'
	fcb $14						; Localizacin: $14 - gate outside goblins   ' the goblins gate.'
	fcb $10						; Accin: $10) open - - - 
	fdb L_910E					; apunta a (#238# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_8EEC					; apunta a (#248# --)
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $2C						; Accin: $2c) throw - through - 
	fdb L_94A4					; apunta a (#251# --)
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $FF
L_C2B5 	fcb $02,$FF,$FF,$FF,$00,$00,$00,$01		;0b [ff] door mountains side   ''
	fdb L_61C0-$6000				;door
	fdb L_6456-$6000				;mountains
	fdb L_65A6-$6000				;side
	fdb $0000
	fcb $2A						; Localizacin: $2a - sidedoor   ' a little steep bay, still and quiet, with an over hanging cliff.'
	fcb $2B						; Localizacin: $2b - passage smooth straight   ' a smooth straight passage.'
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $00						; Accin: $00
	fdb LockMountainSideDoor				; apunta a LockMountainSideDoor
	fcb $26						; Accin: $26) unlock - with - 
	fdb L_A330					; apunta a (#262# --)
	fcb $00						; Accin: $00 
	fdb L_A35E					; apunta a (#263# --)
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_8EEC					; apunta a (#248# --)
	fcb $2C						; Accin: $2c) throw - through - 
	fdb L_94A4					; apunta a (#251# --)
	fcb $FF
L_C2DD 	fcb $02,$FF,$FF,$FF,$00,$00,$30,$80		;0c [ff] door large trap   ''
	fdb L_61C0-$6000				;door
	fdb L_63BF-$6000				;large
	fdb L_66E0-$6000				;trap
	fdb $0000
	fcb $20						; Localizacin: $20 - cellar elvenkings   ' the cellar where the king keeps his barrels of wine.'
	fcb $21						; Localizacin: $21 - forestriver   ''
	fcb $10						; Accin: $10) open - - - 
	fdb L_A67E					; apunta a (#264# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_A67E					; apunta a (#264# --)
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_8EEC					; apunta a (#248# --)
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $2C						; Accin: $2c) throw - through - 
	fdb L_94A4					; apunta a (#251# --)
	fcb $00						; Accin: $00
	fdb L_A5E2					; apunta a (#265# --)
	fcb $FF
L_C305 	fcb $01,$FF,$03,$04,$00,$40,$80,$94		;0e [ff] sword short strong   ''
	fdb L_6680-$6000				;sword
	fdb L_6599-$6000				;short
	fdb L_6664-$6000				;strong
	fdb $0000
	fcb $07						; Localizacin: $07 - cave trolls   ' the trolls cave.'
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $FF
L_C31A 	fcb $01,$FF,$00,$00,$00,$FF,$00,$80		;10 [ff] ring valuable golden   ''
	fdb L_653D-$6000				;ring
	fdb L_6735-$6000				;valuable
	fdb L_62F3-$6000				;golden
	fdb $0000
	fcb $3D						; Localizacin: $3d - passage dark stuffy   ''
	fcb $28						; Accin: $28) wear - - - 
	fdb WearRing					; apunta a WearRing
	fcb $16						; Accin: $16) take off - - 
	fdb TakeOffRing					; apunta a TakeOffRing
	fcb $FF
L_C332 	fcb $01,$42,$02,$02,$00,$02,$02,$80		;0f [42] key red   ''
	fdb L_63A5-$6000				;key
	fdb L_6536-$6000				;red
	fdb $0000
	fdb $0000
	fcb $20						; Localizacin: $20 - cellar elvenkings   ' the cellar where the king keeps his barrels of wine.'
	fcb $FF
L_C344 	fcb $02,$FF,$FF,$FF,$00,$FF,$FF,$80		;11 [ff] door goblins   ''
	fdb L_61C0-$6000				;door
	fdb L_62E8-$6000				;goblins
	fdb $0000
	fdb $0000
	fcb $10						; Localizacin: $10 - cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $0D						; Localizacin: $0d - dungeon goblins   ''
	fcb $10						; Accin: $10) open - - - 
	fdb L_A4C0					; apunta a (#268# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_8EEC					; apunta a (#248# --)
	fcb $2C						; Accin: $2c) throw - through - 
	fdb L_94A4					; apunta a (#251# --)
	fcb $FF
L_C366 	fcb $01,$FF,$02,$02,$04,$20,$05,$A0		;12 [ff] rope   ''
	fdb L_655B-$6000				;rope
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $07						; Localizacin: $07 - cave trolls   ' the trolls cave.'
	fcb $2B						; Accin: $2b) throw - across - 
	fdb L_A814					; apunta a (#269# --)
	fcb $2E						; Accin: $2e) tie - to - 
	fdb Action_Tie					; apunta a Action_Tie
	fcb $31						; Accin: $31) pull - - - 
	fdb L_A876					; apunta a (#270# --)
	fcb $FF
L_C381 	fcb $02,$FF,$FF,$FF,$00,$FF,$FF,$80		;0d [ff] door magic   ''
	fdb L_61C0-$6000				;door
	fdb L_6424-$6000				;magic
	fdb $0000
	fdb $0000
	fcb $1E						; Localizacin: $1e - halls elvenkings great   ''
	fcb $1C						; Localizacin: $1c - clearing levelled elvish   ' an elvish clearing with levelled ground and logs.'
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_8EEC					; apunta a (#248# --)
	fcb $2C						; Accin: $2c) throw - through - 
	fdb L_94A4					; apunta a (#251# --)
	fcb $1C						; Accin: $1c) examine - - - 
	fdb L_A71E					; apunta a (#271# --)
	fcb $FF
L_C3A0 	fcb $01,$FF,$15,$60,$10,$70,$88,$E0		;3e [ff] gandalf   ''
	fdb L_62BD-$6000+$8000				;gandalf
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $01						; Localizacin: $01 - hall tunnel like   ' a comfortable tunnel like hall.'
	fcb $FF
L_C3B2 	fcb $01,$FF,$1D,$50,$10,$68,$78,$E0		;3f [ff] thorin	  ''
	fdb L_66B4-$6000+$8000				;thorin	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $01						; Localizacin: $01 - hall tunnel like   ' a comfortable tunnel like hall.'
	fcb $0F						; Accin: $0f) attack - with - 
	fdb Action_Attack				; apunta a Action_Attack
	fcb $00						; Accin: $00
	fdb L_A73B					; apunta a (#272# --)
	fcb $FF
L_C3CA 	fcb $01,$FF,$70,$FF,$40,$40,$30,$E0		;40 [ff] elf wood   ''
	fdb L_620A-$6000				;elf
	fdb L_679E-$6000				;wood
	fdb $0000
	fdb $0000
	fcb $1C						; Localizacin: $1c - clearing levelled elvish   ' an elvish clearing with levelled ground and logs.'
	fcb $FF
L_C3DC 	fcb $01,$FF,$20,$30,$50,$40,$40,$E0		;41 [ff] elrond	  ''
	fdb L_620D-$6000+$8000				;elrond	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $09						; Localizacin: $09 - rivendell   ''
	fcb $FF
L_C3EE 	fcb $01,$FF,$20,$03,$00,$20,$20,$84		;13 [ff] barrel	  ''
	fdb L_6084-$6000+$1000				;barrel	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $20						; Localizacin: $20 - cellar elvenkings   ' the cellar where the king keeps his barrels of wine.'
	fcb $10						; Accin: $10) open - - - 
	fdb L_910E					; apunta a (#238# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $11						; Accin: $11) put - in - 
	fdb L_924F					; apunta a (#273# --)
	fcb $23						; Accin: $23) fill - with - 
	fdb L_8F69					; apunta a (#274# --)
	fcb $22						; Accin: $22) empty - - - 
	fdb L_9404					; apunta a (#275# --)
	fcb $38						; Accin: $38) jump onto - - 
	fdb L_AA27					; apunta a (#276# --)
	fcb $36						; Accin: $36) climb into - - 
	fdb L_A55F					; apunta a (#277# --)
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $FF
L_C418 	fcb $01,$13,$1F,$05,$00,$00,$00,$82		;14 [13] wine   ''
	fdb L_6792-$6000+$3000				;wine
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $20						; Localizacin: $20 - cellar elvenkings   ' the cellar where the king keeps his barrels of wine.'
	fcb $21						; Accin: $21) drink - - - 
	fdb L_929C					; apunta a (#278# --)
	fcb $00						; Accin: $00
	fdb L_AAF9					; apunta a (#279# --)
	fcb $FF
L_C430 	fcb $01,$FF,$30,$30,$40,$20,$70,$60		;42 [ff] butler	  ''
	fdb L_60DC-$6000				;butler	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $20						; Localizacin: $20 - cellar elvenkings   ' the cellar where the king keeps his barrels of wine.'
	fcb $FF
L_C442 	fcb $01,$FF,$30,$30,$00,$37,$37,$E0		;43 [ff] warg vicious   ''
	fdb L_679A-$6000				;warg
	fdb L_6741-$6000				;vicious
	fdb $0000
	fdb $0000
	fcb $15						; Localizacin: $15 - opening treeless   ''
	fcb $FF
L_C454 	fcb $01,$FF,$1F,$05,$00,$00,$00,$82		;15 [ff] water	 ''
	fdb L_675E-$6000+$3000				;water	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $00						; Localizacin: $00 -   ''	; esta localizacin cdigo $00 NO existe en el MAPA!!
	fcb $21						; Accin: $21) drink - - - 
	fdb L_929C					; apunta a (#278# --)
	fcb $FF
L_C469 	fcb $01,$FF,$1F,$05,$00,$00,$00,$82		;16 [ff] water black   ''
	fdb L_675E-$6000				;water
	fdb L_60A5-$6000				;black
	fdb $0000
	fdb $0000
	fcb $00						; Localizacin: $00 -   ''	; esta localizacin cdigo $00 NO existe en el MAPA!!
	fcb $21						; Accin: $21) drink - - - 
	fdb L_A328					; apunta a (#280# --)
	fcb $FF
L_C47E 	fcb $08,$FF,$00,$05,$00,$00,$00,$82		;17 [ff] water	 ''
	fdb L_675E-$6000				;water	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $08						; Localizacin: $08 - river running   ''
	fcb $21						; Localizacin: $21 - forestriver   ''
	fcb $22						; Localizacin: $22 - lake long   ''
	fcb $24						; Localizacin: $24 - river running   ' a strong river: the current is now too strong to move against.'
	fcb $31						; Localizacin: $31 - river great   ''
	fcb $2D						; Localizacin: $2d - waterfall   ''
	fcb $11						; Localizacin: $11 - lake deep dark   ' the brink of a deep dark under ground lake.'
	fcb $17						; Localizacin: $17 - forestriver   ''
	fcb $21						; Accin: $21) drink - - - 
	fdb L_A244					; apunta a (#281# --)
	fcb $FF
L_C49A 	fcb $03,$FF,$1F,$05,$00,$00,$00,$82		;18 [ff] water black   ''
	fdb L_675E-$6000				;water
	fdb L_60A5-$6000				;black
	fdb $0000
	fdb $0000
	fcb $19						; Localizacin: $19 - place bewitched gloomy   ''
	fcb $42						; Localizacin: $42 - bank west   ' the west[0x02][0x04] the east bank of a black river.'
	fcb $43						; Localizacin: $43 - bank east   ' the east bank of a black river.'
	fcb $21						; Accin: $21) drink - - - 
	fdb L_A328					; apunta a (#280# --)
	fcb $FF
L_C4B1 	fcb $01,$FF,$05,$05,$20,$20,$40,$E0		;44 [ff] gollum	  ''
	fdb L_62F9-$6000+$8000				;gollum	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $11						; Localizacin: $11 - lake deep dark   ' the brink of a deep dark under ground lake.'
	fcb $FF
L_C4C3 	fcb $01,$FF,$30,$10,$10,$60,$60,$E0		;46 [ff] bard   ''
	fdb L_6080-$6000+$8000				;bard
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $23						; Localizacin: $23 - town lake   ' a wooden town in the middle of long lake.'
	fcb $FF
L_C4D5 	fcb $01,$46,$05,$03,$00,$10,$10,$80		;19 [46] bow   ''
	fdb L_60C3-$6000+$1000				;bow
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $23						; Localizacin: $23 - town lake   ' a wooden town in the middle of long lake.'
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $FF
L_C4EA 	fcb $01,$46,$02,$01,$00,$10,$10,$80		;1a [46] arrow strong   ''
	fdb L_606B-$6000+$1000				;arrow
	fdb L_6664-$6000				;strong
	fdb $0000
	fdb $0000
	fcb $23						; Localizacin: $23 - town lake   ' a wooden town in the middle of long lake.'
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $FF
L_C4FF 	fcb $02,$FF,$60,$FF,$80,$70,$70,$80		;1b [ff] window	  ''
	fdb L_678C-$6000				;window	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $0D						; Localizacin: $0d - dungeon goblins   ''
	fcb $12						; Localizacin: $12 - passage dark winding   ''
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_A784					; apunta a (#282# --)
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_A784					; apunta a (#282# --)
	fcb $10						; Accin: $10) open - - - 
	fdb L_A761					; apunta a (#283# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_A761					; apunta a (#283# --)
	fcb $18						; Accin: $18) look through - - 
	fdb L_A784					; apunta a (#282# --)
	fcb $FF
L_C521 	fcb $02,$FF,$05,$05,$00,$80,$80,$94		;1c [ff] torch	 ''
	fdb L_66D7-$6000+$1000				;torch	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $10						; Localizacin: $10 - cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $1E						; Localizacin: $1e - halls elvenkings great   ''
	fcb $FF
L_C534 	fcb $01,$FF,$65,$65,$00,$00,$00,$80		;1d [ff] sand   ''
	fdb L_657C-$6000+$3000				;sand
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $0D						; Localizacin: $0d - dungeon goblins   ''
	fcb $39						; Accin: $39) dig - - - 
	fdb L_9065					; apunta a (#284# --)
	fcb $11						; Accin: $11) put - in - 
	fdb L_924F					; apunta a (#273# --)
	fcb $FF
L_C54C 	fcb $01,$1D,$FF,$FF,$03,$80,$80,$81		;1e [1d] door trap   ''
	fdb L_61C0-$6000				;door
	fdb L_66E0-$6000				;trap
	fdb $0000
	fdb $0000
	fcb $0D						; Localizacin: $0d - dungeon goblins   ''
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $26						; Accin: $26) unlock - with - 
	fdb L_A358					; apunta a (#250# --)
	fcb $10						; Accin: $10) open - - - 
	fdb L_910E					; apunta a (#238# --)
	fcb $FF
L_C567 	fcb $01,$1E,$FF,$FF,$00,$00,$00,$A0		;1f [1e] cache goblins	 ''
	fdb L_60E2-$6000				;cache
	fdb L_62E8-$6000				;goblins	
	fdb $0000
	fdb $0000
	fcb $0D						; Localizacin: $0d - dungeon goblins   ''
	fcb $11						; Accin: $11) put - in - 
	fdb L_924F					; apunta a (#273# --)
	fcb $14						; Accin: $14) take out of - 
	fdb L_8CE0					; apunta a (#285# --)
	fcb $FF
L_C57F 	fcb $01,$FF,$FF,$FF,$02,$00,$00,$80		;20 [ff] curtain heavy	 ''
	fdb L_616A-$6000+$1000				;curtain
	fdb L_6327-$6000				;heavy	
	fdb $0000
	fdb $0000
	fcb $16						; Localizacin: $16 - house beorns   ''
	fcb $10						; Accin: $10) open - - - 
	fdb L_910E					; apunta a (#238# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $FF
L_C597 	fcb $01,$24,$FF,$FF,$00,$00,$00,$80		;21 [24] cupboard large	  ''
	fdb L_615B-$6000+$1000				;cupboard
	fdb L_63BF-$6000				;large	
	fdb $0000
	fdb $0000
	fcb $16						; Localizacin: $16 - house beorns   ''
	fcb $10						; Accin: $10) open - - - 
	fdb L_910E					; apunta a (#238# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $11						; Accin: $11) put - in - 
	fdb L_924F					; apunta a (#273# --)
	fcb $14						; Accin: $14) take out of - 
	fdb L_8CE0					; apunta a (#285# --)
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $FF
L_C5B8 	fcb $01,$21,$05,$05,$00,$01,$00,$80		;22 [21] food   ''
	fdb L_628B-$6000+$3000				;food
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $16						; Localizacin: $16 - house beorns   ''
	fcb $1B						; Accin: $1b) eat - - - 
	fdb L_92B5					; apunta a (#242# --)
	fcb $FF
L_C5CD 	fcb $01,$FF,$20,$20,$00,$05,$05,$80		;23 [ff] treasure valuable   ''
	fdb L_66E4-$6000				;treasure
	fdb L_6735-$6000				;valuable
	fdb $0000
	fdb $0000
	fcb $29						; Localizacin: $29 - halls lower   ' the halls where the dragon sleep(s|d|ing|es)[0x16]'
	fcb $FF
L_C5DF 	fcb $01,$20,$FF,$FF,$00,$00,$00,$A0		;24 [20] wall   ''
	fdb L_675A-$6000+$1000				;wall
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $16						; Localizacin: $16 - house beorns   ''
	fcb $11						; Accin: $11) put - in - 
	fdb $0000
	fcb $FF
L_C5F4 	fcb $01,$FF,$40,$FF,$00,$00,$00,$80		;25 [ff] chest wooden   ''
	fdb L_6122-$6000				;chest
	fdb L_67A2-$6000				;wooden
	fdb $0000
	fdb $0000
	fcb $01						; Localizacin: $01 - hall tunnel like   ' a comfortable tunnel like hall.'
	fcb $10						; Accin: $10) open - - - 
	fdb L_910E					; apunta a (#238# --)
	fcb $0C						; Accin: $0c) close - - - 
	fdb L_9138					; apunta a (#247# --)
	fcb $11						; Accin: $11) put - in - 
	fdb L_924F					; apunta a (#273# --)
	fcb $0E						; Accin: $0e) drop - in - 
	fdb L_924F					; apunta a (#273# --)
	fcb $14						; Accin: $14) take out of - 
	fdb L_8CE0					; apunta a (#285# --)
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $36						; Accin: $36) climb into - - 
	fdb L_A55F					; apunta a (#277# --)
	fcb $FF
L_C61B 	fcb $01,$FF,$40,$FF,$00,$00,$00,$A0		;29 [ff] boat wooden   ''
	fdb L_60B8-$6000				;boat
	fdb L_67A2-$6000				;wooden
	fdb $0000
	fdb $0000
	fcb $43						; Localizacin: $43 - bank east   ' the east bank of a black river.'
	fcb $11						; Accin: $11) put - in - 
	fdb L_924F					; apunta a (#273# --)
	fcb $0E						; Accin: $0e) drop - in - 
	fdb L_924F					; apunta a (#273# --)
	fcb $14						; Accin: $14) take out of - 
	fdb L_8CE0					; apunta a (#285# --)
	fcb $0B						; Accin: $0b) strike - with - 
	fdb L_92ED					; apunta a (#245# --)
	fcb $36						; Accin: $36) climb into - - 
	fdb L_A55F					; apunta a (#277# --)
	fcb $00						; Accin: $00
	fdb L_A89E					; apunta a (#286# --)
	fcb $FF
L_C63F 	fcb $01,$FF,$90,$90,$00,$A0,$A0,$E0		;47 [ff] troll hideous	 ''
	fdb L_66F8-$6000				;troll
	fdb L_6337-$6000				;hideous	
	fdb $0000
	fdb $0000
	fcb $05						; Localizacin: $05 - clearing trolls   ''
	fcb $FF
L_C651 	fcb $01,$FF,$90,$90,$00,$A0,$A0,$E0		;48 [ff] troll vicious	 ''
	fdb L_66F8-$6000				;troll
	fdb L_6741-$6000				;vicious	
	fdb $0000
	fdb $0000
	fcb $05						; Localizacin: $05 - clearing trolls   ''
	fcb $FF
L_C663 	fcb $01,$FF,$05,$05,$00,$01,$00,$80		;26 [ff] lunch	 ''
	fdb L_641F-$6000+$3000				;lunch	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $00						; Localizacin: $00 -   ''	; esta localizacin cdigo $00 NO existe en el MAPA!!
	fcb $1B						; Accin: $1b) eat - - - 
	fdb L_92B5					; apunta a (#242# --)
	fcb $FF
L_C678 	fcb $02,$FF,$90,$FF,$00,$00,$00,$80		;27 [ff] portcullis strong   ''
	fdb L_64F1-$6000				;portcullis
	fdb L_6664-$6000				;strong
	fdb $0000
	fdb $0000
	fcb $21						; Localizacin: $21 - forestriver   ''
	fcb $22						; Localizacin: $22 - lake long   ''
	fcb $1E						; Accin: $1e) go through - - 
	fdb L_8F3B					; apunta a (#249# --)
	fcb $FF
L_C68E 	fcb $01,$FF,$FE,$FE,$00,$FF,$FF,$80		;28 [ff] stone	 ''
	fdb L_6641-$6000+$3000				;stone	
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $2F						; Localizacin: $2f - place empty   ''
	fcb $FF
L_C6A0 	fcb $01,$FF,$40,$30,$20,$48,$60,$E0		;3d [ff] goblin nasty   ''
	fdb L_62E2-$6000				;goblin
	fdb L_646A-$6000				;nasty
	fdb $0000
	fdb $0000
	fcb $0F						; Localizacin: $0f - passage dark stuffy   ''
	fcb $0F						; Accin: $0f) attack - with - 
	fdb Action_Attack				; apunta a Action_Attack
	fcb $00			
	fdb CreateNewGoblin				; apunta a CreateNewGoblin
	fcb $FF
L_C6B8 	fcb $01,$FF,$40,$30,$20,$48,$60,$E0		;45 [ff] goblin hideous	  ''
	fdb L_62E2-$6000				;goblin
	fdb L_6337-$6000				;hideous	
	fdb $0000
	fdb $0000
	fcb $3A						; Localizacin: $3a - passage dark stuffy   ''
	fcb $0F						; Accin: $0f) attack - with - 
	fdb Action_Attack				; apunta a Action_Attack
	fcb $00						; Accin: $00
	fdb CreateNewGoblin				; apunta a CreateNewGoblin
	fcb $FF
L_C6D0 	fcb $01,$FF,$40,$30,$20,$48,$60,$E0		;49 [ff] goblin horrible   ''
	fdb L_62E2-$6000				;goblin
	fdb L_6361-$6000				;horrible
	fdb $0000
	fdb $0000
	fcb $12						; Localizacin: $12 - passage dark winding   ''
	fcb $0F						; Accin: $0f) attack - with - 
	fdb Action_Attack				; apunta a Action_Attack
	fcb $00						; Accin: $00
	fdb CreateNewGoblin				; apunta a CreateNewGoblin
	fcb $FF
L_C6E8 	fcb $01,$FF,$40,$30,$20,$48,$60,$E0		;4a [ff] goblin mean   ''
	fdb L_62E2-$6000				;goblin
	fdb L_6434-$6000				;mean
	fdb $0000
	fdb $0000
	fcb $38						; Localizacin: $38 - passage dark stuffy   ''
	fcb $0F						; Accin: $0f) attack - with - 
	fdb Action_Attack				; apunta a Action_Attack
	fcb $00						; Accin: $00
	fdb CreateNewGoblin				; apunta a CreateNewGoblin
	fcb $FF
L_C700 	fcb $01,$FF,$40,$30,$20,$48,$60,$E0		;4b [ff] goblin vicious	  ''
	fdb L_62E2-$6000				;goblin
	fdb L_6741-$6000				;vicious	
	fdb $0000
	fdb $0000
	fcb $40						; Localizacin: $40 - passage dark stuffy   ''
	fcb $0F						; Accin: $0f) attack - with - 
	fdb Action_Attack				; apunta a Action_Attack
	fcb $00						; Accin: $00
	fdb CreateNewGoblin				; apunta a CreateNewGoblin
	fcb $FF
L_C718 	fcb $01,$FF,$40,$30,$20,$48,$60,$E0		;4c [ff] goblin disgusting   ''
	fdb L_62E2-$6000				;goblin
	fdb L_61B6-$6000				;disgusting
	fdb $0000
	fdb $0000
	fcb $10						; Localizacin: $10 - cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $0F						; Accin: $0f) attack - with - 
	fdb Action_Attack				; apunta a Action_Attack
	fcb $00						; Accin: $00
	fdb CreateNewGoblin				; apunta a CreateNewGoblin
	fcb $FF
; ------------------------------------------------------------------------------------------------------------------------------------
; Localizaciones (#D38#) son $5D9 (1.497) bytes
; ------------------------------------------------------------------------------------------------------------------------------------
LOCATION
L_BA8A 	fcb $FF,$FF					; $00 -   ''	; esta localizacin cdigo $00 NO existe en el MAPA!!
	fdb $0000
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $00,$00,$FF

L_BA97 	fcb $84,$A0					; $01 - hall tunnel like   ' a comfortable tunnel like hall.'
	fdb L_6309-$6000+$1000				; Palabra: HALL
	fdb L_6703-$6000				; Palabra: TUNNEL
	fdb L_63DA-$6000				; Palabra: LIKE
	fdb L_B575					; Apunta a mensaje: ' a comfortable tunnel like hall.'
	fcb $03,$05,$04					; Direccin: $03 = East
							; Obstculo: Objeto $05 de la tabla de Objetos = 05 [ff] door round green   ''
							; Localizacin destino $04 = lonelands   ' a gloomy empty land with dreary hills ahead.'
	fcb $FF

L_BAA5 	fcb $84,$FF					; $04 - lonelands   ' a gloomy empty land with dreary hills ahead.'
	fdb L_6400-$6000				; Palabra: LONELANDS
	fdb $0000
	fdb $0000
	fdb L_B57E					; Apunta a mensaje: ' a gloomy empty land with dreary hills ahead.'
	fcb $04,$05,$01					; Direccin: $04 = West
							; Obstculo: Objeto $05 de la tabla de Objetos = 05 [ff] door round green   ''
							; Localizacin destino $01 = hall tunnel like   ' a comfortable tunnel like hall.'
	fcb $03,$00,$05					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $05 = clearing trolls   ''
	fcb $01,$00,$05					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $05 = clearing trolls   ''
	fcb $05,$00,$06					; Direccin: $05 = NorthEast
							; Obstculo: ninguno
							; Localizacin destino $06 = path trolls   ' a hidden path with trolls foot prints[0x16]'
	fcb $FF

L_BABC 	fcb $84,$FF					; $05 - clearing trolls   ''
	fdb L_6127-$6000				; Palabra: CLEARING
	fdb L_66FD-$6000				; Palabra: TROLLS
	fdb $0000
	fdb $0000
	fcb $08,$00,$04					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $04 = lonelands   ' a gloomy empty land with dreary hills ahead.'
	fcb $07,$00,$09					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $09 = rivendell   ''
	fcb $01,$00,$06					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $06 = path trolls   ' a hidden path with trolls foot prints[0x16]'
	fcb $FF

L_BAD0 	fcb $84,$FF					; $06 - path trolls   ' a hidden path with trolls foot prints[0x16]'
	fdb L_64D4-$6000				; Palabra: PATH
	fdb L_66FD-$6000				; Palabra: TROLLS
	fdb $0000
	fdb L_B58C					; Apunta a mensaje: ' a hidden path with trolls foot prints[0x16]'
	fcb $02,$00,$05					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $05 = clearing trolls   ''
	fcb $01,$01,$07					; Direccin: $01 = North
							; Obstculo: Objeto $01 de la tabla de Objetos = 01 [ff] door heavy rock   ''
							; Localizacin destino $07 = cave trolls   ' the trolls cave.'
	fcb $FF

L_BAE1 	fcb $04,$FF					; $07 - cave trolls   ' the trolls cave.'
	fdb L_6112-$6000				; Palabra: CAVE
	fdb L_66FD-$6000				; Palabra: TROLLS
	fdb $0000
	fdb L_B59A					; Apunta a mensaje: ' the trolls cave.'
	fcb $02,$01,$06					; Direccin: $02 = South
							; Obstculo: Objeto $01 de la tabla de Objetos = 01 [ff] door heavy rock   ''
							; Localizacin destino $06 = path trolls   ' a hidden path with trolls foot prints[0x16]'
	fcb $FF

L_BAEF 	fcb $84,$FF					; $09 - rivendell   ''
	fdb L_6541-$6000+$8000				; Palabra: RIVENDELL
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $03,$00,$0A					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $0A = mountain misty   ' a hard dangerous path in the misty mountains.'
	fcb $04,$00,$05					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $05 = clearing trolls   ''
	fcb $FF

L_BB00 	fcb $86,$FF					; $0a - mountain misty   ' a hard dangerous path in the misty mountains.'
	fdb L_644E-$6000				; Palabra: MOUNTAIN
	fdb L_6440-$6000				; Palabra: MISTY
	fdb $0000
	fdb L_B59F					; Apunta a mensaje: ' a hard dangerous path in the misty mountains.'
	fcb $03,$00,$0B					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $0B = place narrow   ' a narrow{5} place with a dreadful drop into a dim valley.'
	fcb $01,$00,$44					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $44 = path narrow   ''
	fcb $04,$00,$09					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $09 = rivendell   ''
	fcb $02,$00,$49					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $49 = path narrow   ''
	fcb $FF

L_BB17 	fcb $84,$FF					; $0b - place narrow   ' a narrow{5} place with a dreadful drop into a dim valley.'
	fdb L_64E6-$6000+$1000				; Palabra: PLACE
	fdb L_6464-$6000				; Palabra: NARROW
	fdb $0000
	fdb L_B5AC					; Apunta a mensaje: ' a narrow{5} place with a dreadful drop into a dim valley.'
	fcb $03,$00,$0C					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $0C = path dangerous narrow   ' a narrow dangerous path.'
	fcb $04,$00,$0A					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $0A = mountain misty   ' a hard dangerous path in the misty mountains.'
	fcb $01,$00,$0E					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $0E = cave large dry   ' a large dry cave which is quite comfortable.'
	fcb $FF

L_BB2B 	fcb $86,$FF					; $0c - path dangerous narrow   ' a narrow dangerous path.'
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_6185-$6000				; Palabra: DANGEROUS
	fdb L_6464-$6000				; Palabra: NARROW
	fdb L_B5BE					; Apunta a mensaje: ' a narrow dangerous path.'
	fcb $03,$00,$16					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $16 = house beorns   ''
	fcb $04,$00,$0B					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $0B = place narrow   ' a narrow{5} place with a dreadful drop into a dim valley.'
	fcb $FF

L_BB3C 	fcb $04,$FF					; $0e - cave large dry   ' a large dry cave which is quite comfortable.'
	fdb L_6112-$6000+$1000				; Palabra: CAVE
	fdb L_63BF-$6000				; Palabra: LARGE
	fdb L_61EC-$6000				; Palabra: DRY
	fdb L_B5C5					; Apunta a mensaje: ' a large dry cave which is quite comfortable.'
	fcb $0A,$06,$0F					; Direccin: $0A = Down
							; Obstculo: Objeto $06 de la tabla de Objetos = 06 [ff] crack small insignificant   ''
							; Localizacin destino $0F = passage dark stuffy   ''
	fcb $02,$00,$0B					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $0B = place narrow   ' a narrow{5} place with a dreadful drop into a dim valley.'
	fcb $FF

L_BB4D 	fcb $04,$FF					; $0f - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $09,$06,$0E					; Direccin: $09 = Up
							; Obstculo: Objeto $06 de la tabla de Objetos = 06 [ff] crack small insignificant   ''
							; Localizacin destino $0E = cave large dry   ' a large dry cave which is quite comfortable.'
	fcb $02,$00,$34					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $34 = passage dark stuffy   ''
	fcb $05,$00,$3A					; Direccin: $05 = NorthEast
							; Obstculo: ninguno
							; Localizacin destino $3A = passage dark stuffy   ''
	fcb $FF

L_BB61 	fcb $04,$FF					; $34 - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $01,$00,$0F					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $0F = passage dark stuffy   ''
	fcb $0A,$00,$35					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $35 = passage dark stuffy   ''
	fcb $09,$00,$36					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $36 = passage dark stuffy   ''
	fcb $FF

L_BB75 	fcb $04,$FF					; $35 - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $09,$00,$34					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $34 = passage dark stuffy   ''
	fcb $FF

L_BB83 	fcb $04,$FF					; $36 - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $0A,$00,$34					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $34 = passage dark stuffy   ''
	fcb $07,$00,$37					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $37 = passage dark stuffy   ''
	fcb $02,$00,$40					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $40 = passage dark stuffy   ''
	fcb $08,$00,$11					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $11 = lake deep dark   ' the brink of a deep dark under ground lake.'
	fcb $FF

L_BB9A 	fcb $04,$FF					; $37 - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $02,$00,$11					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $11 = lake deep dark   ' the brink of a deep dark under ground lake.'
	fcb $05,$00,$36					; Direccin: $05 = NorthEast
							; Obstculo: ninguno
							; Localizacin destino $36 = passage dark stuffy   ''
	fcb $08,$00,$3D					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $3D = passage dark stuffy   ''
	fcb $04,$00,$3C					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $3C = passage dark stuffy   ''
	fcb $FF

L_BBB1 	fcb $04,$FF					; $38 - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $08,$00,$3C					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $3C = passage dark stuffy   ''
	fcb $FF

L_BBBF 	fcb $04,$FF					; $39 - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $09,$00,$10					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $04,$00,$41					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $41 = passage dark stuffy   ''
	fcb $01,$00,$3A					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $3A = passage dark stuffy   ''
	fcb $FF

L_BBD3 	fcb $04,$FF					; $3a - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $07,$00,$3E					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $3E = passage dark stuffy   ''
	fcb $03,$00,$0F					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $0F = passage dark stuffy   ''
	fcb $02,$00,$39					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $39 = passage dark stuffy   ''
	fcb $09,$00,$3B					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $3B = passage dark stuffy   ''
	fcb $FF

L_BBEA 	fcb $04,$FF					; $3b - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $0A,$00,$3A					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $3A = passage dark stuffy   ''
	fcb $02,$00,$3C					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $3C = passage dark stuffy   ''
	fcb $FF

L_BBFB 	fcb $04,$FF					; $3c - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $07,$00,$3D					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $3D = passage dark stuffy   ''
	fcb $01,$00,$3B					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $3B = passage dark stuffy   ''
	fcb $06,$00,$38					; Direccin: $06 = NorthWest
							; Obstculo: ninguno
							; Localizacin destino $38 = passage dark stuffy   ''
	fcb $FF

L_BC0F 	fcb $04,$FF					; $3d - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $01,$00,$36					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $36 = passage dark stuffy   ''
	fcb $06,$00,$3C					; Direccin: $06 = NorthWest
							; Obstculo: ninguno
							; Localizacin destino $3C = passage dark stuffy   ''
	fcb $FF

L_BC20 	fcb $04,$FF					; $3e - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $03,$00,$3D					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $3D = passage dark stuffy   ''
	fcb $FF

L_BC2E 	fcb $04,$FF					; $3f - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $09,$00,$40					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $40 = passage dark stuffy   ''
	fcb $01,$00,$12					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $12 = passage dark winding   ''
	fcb $03,$00,$3A					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $3A = passage dark stuffy   ''
	fcb $FF

L_BC42 	fcb $04,$FF					; $40 - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $06,$00,$41					; Direccin: $06 = NorthWest
							; Obstculo: ninguno
							; Localizacin destino $41 = passage dark stuffy   ''
	fcb $04,$00,$36					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $36 = passage dark stuffy   ''
	fcb $08,$00,$3F					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $3F = passage dark stuffy   ''
	fcb $FF

L_BC56 	fcb $04,$FF					; $41 - passage dark stuffy   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_666A-$6000				; Palabra: STUFFY
	fdb $0000
	fcb $01,$00,$40					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $40 = passage dark stuffy   ''
	fcb $07,$00,$39					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $39 = passage dark stuffy   ''
	fcb $03,$00,$13					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $13 = gate inside goblins   ' the goblins gate.'
	fcb $FF

L_BC6A 	fcb $04,$FF					; $10 - cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fdb L_6116-$6000				; Palabra: CAVERN
	fdb L_60A2-$6000				; Palabra: BIG
	fdb L_62E8-$6000				; Palabra: GOBLINS
	fdb L_B5D3					; Apunta a mensaje: ' a big cavern with torches along the walls[0x16]'
	fcb $0A,$00,$39					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $39 = passage dark stuffy   ''
	fcb $05,$00,$12					; Direccin: $05 = NorthEast
							; Obstculo: ninguno
							; Localizacin destino $12 = passage dark winding   ''
	fcb $07,$11,$0D					; Direccin: $07 = SouthEast
							; Obstculo: Objeto $11 de la tabla de Objetos = 11 [ff] door goblins   ''
							; Localizacin destino $0D = dungeon goblins   ''
	fcb $FF

L_BC7E 	fcb $08,$FF					; $11 - lake deep dark   ' the brink of a deep dark under ground lake.'
	fdb L_63B7-$6000				; Palabra: LAKE
	fdb L_6196-$6000				; Palabra: DEEP
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_B5E4					; Apunta a mensaje: ' the brink of a deep dark under ground lake.'
	fcb $01,$00,$37					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $37 = passage dark stuffy   ''
	fcb $FF

L_BC8C 	fcb $04,$FF					; $12 - passage dark winding   ''
	fdb L_64CD-$6000				; Palabra: PASSAGE
	fdb L_618E-$6000				; Palabra: DARK
	fdb L_6785-$6000				; Palabra: WINDING
	fdb $0000
	fcb $08,$00,$10					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $07,$00,$3F					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $3F = passage dark stuffy   ''
	fcb $01,$1B,$0D					; Direccin: $01 = North
							; Obstculo: Objeto $1B de la tabla de Objetos = 1b [ff] window	  ''
							; Localizacin destino $0D = dungeon goblins   ''
	fcb $FF

L_BCA0 	fcb $02,$FF					; $13 - gate inside goblins   ' the goblins gate.'
	fdb L_62C4-$6000+$8000				; Palabra: GATE
	fdb L_637B-$6000				; Palabra: INSIDE
	fdb L_62E8-$6000				; Palabra: GOBLINS
	fdb L_B5F3					; Apunta a mensaje: ' the goblins gate.'
	fcb $04,$00,$10					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $01,$00,$10					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $02,$00,$10					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $09,$0A,$14					; Direccin: $09 = Up
							; Obstculo: Objeto $0A de la tabla de Objetos = 0a [ff] door goblins back   ''
							; Localizacin destino $14 = gate outside goblins   ' the goblins gate.'
	fcb $03,$00,$10					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $07,$00,$10					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $08,$00,$10					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $0A,$00,$10					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $05,$00,$41					; Direccin: $05 = NorthEast
							; Obstculo: ninguno
							; Localizacin destino $41 = passage dark stuffy   ''
	fcb $06,$00,$10					; Direccin: $06 = NorthWest
							; Obstculo: ninguno
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $FF

L_BCC9 	fcb $80,$FF					; $14 - gate outside goblins   ' the goblins gate.'
	fdb L_62C4-$6000+$8000				; Palabra: GATE
	fdb L_64C2-$6000				; Palabra: OUTSIDE
	fdb L_62E8-$6000				; Palabra: GOBLINS
	fdb L_B5F3					; Apunta a mensaje: ' the goblins gate.'
	fcb $0A,$0A,$13					; Direccin: $0A = Down
							; Obstculo: Objeto $0A de la tabla de Objetos = 0a [ff] door goblins back   ''
							; Localizacin destino $13 = gate inside goblins   ' the goblins gate.'
	fcb $03,$00,$15					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $15 = opening treeless   ''
	fcb $FF

L_BCDA 	fcb $04,$FF					; $0d - dungeon goblins   ''
	fdb L_61EF-$6000				; Palabra: DUNGEON
	fdb L_62E8-$6000				; Palabra: GOBLINS
	fdb $0000
	fdb $0000
	fcb $01,$11,$10					; Direccin: $01 = North
							; Obstculo: Objeto $11 de la tabla de Objetos = 11 [ff] door goblins   ''
							; Localizacin destino $10 = cavern big goblins   ' a big cavern with torches along the walls[0x16]'
	fcb $04,$1B,$12					; Direccin: $04 = West
							; Obstculo: Objeto $1B de la tabla de Objetos = 1b [ff] window	  ''
							; Localizacin destino $12 = passage dark winding   ''
	fcb $FF

L_BCEB 	fcb $84,$FF					; $15 - opening treeless   ''
	fdb L_64B8-$6000				; Palabra: OPENING
	fdb L_66F0-$6000				; Palabra: TREELESS
	fdb $0000
	fdb $0000
	fcb $03,$00,$16					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $16 = house beorns   ''
	fcb $04,$00,$14					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $14 = gate outside goblins   ' the goblins gate.'
	fcb $FF

L_BCFC 	fcb $84,$FF					; $16 - house beorns   ''
	fdb L_6369-$6000+$8000				; Palabra: HOUSE
	fdb L_6093-$6000				; Palabra: BEORNS
	fdb $0000
	fdb $0000
	fcb $05,$00,$18					; Direccin: $05 = NorthEast
							; Obstculo: ninguno
							; Localizacin destino $18 = gate forest   ' the gate to mirkwood.'
	fcb $06,$00,$14					; Direccin: $06 = NorthWest
							; Obstculo: ninguno
							; Localizacin destino $14 = gate outside goblins   ' the goblins gate.'
	fcb $02,$00,$2E					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $2E = road forest   ''
	fcb $08,$00,$0C					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $0C = path dangerous narrow   ' a narrow dangerous path.'
	fcb $01,$00,$31					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $31 = river great   ''
	fcb $FF

L_BD16 	fcb $88,$FF					; $18 - gate forest   ' the gate to mirkwood.'
	fdb L_62C4-$6000				; Palabra: GATE
	fdb L_62A0-$6000				; Palabra: FOREST
	fdb $0000
	fdb L_B5F8					; Apunta a mensaje: ' the gate to mirkwood.'
	fcb $04,$00,$16					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $16 = house beorns   ''
	fcb $02,$00,$2E					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $2E = road forest   ''
	fcb $03,$00,$19					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $19 = place bewitched gloomy   ''
	fcb $FF

L_BD2A 	fcb $84,$FF					; $19 - place bewitched gloomy   ''
	fdb L_64E6-$6000				; Palabra: PLACE
	fdb L_6099-$6000				; Palabra: BEWITCHED
	fdb L_62D8-$6000				; Palabra: GLOOMY
	fdb $0000
	fcb $04,$00,$18					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $18 = gate forest   ' the gate to mirkwood.'
	fcb $03,$00,$42					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $42 = bank west   ' the west[0x02][0x04] the east bank of a black river.'
	fcb $02,$09,$00					; Direccin: $02 = South
							; Obstculo: Objeto $09 de la tabla de Objetos = 09 [ff] river fast black   ' you see a fast flowing black river not very wide across'
							; Localizacin destino $00 =   ''
	fcb $FF

L_BD3E 	fcb $84,$FF					; $1a - place spider threads   ' a place of black spiders[0x16]'
	fdb L_64E6-$6000				; Palabra: PLACE
	fdb L_6623-$6000				; Palabra: SPIDER
	fdb L_66BA-$6000				; Palabra: THREADS
	fdb L_B60F					; Apunta a mensaje: ' a place of black spiders[0x16]'
	fcb $03,$07,$1D					; Direccin: $03 = East
							; Obstculo: Objeto $07 de la tabla de Objetos = 07 [ff] web spider   ''
							; Localizacin destino $1D = bog deep   ''
	fcb $04,$07,$32					; Direccin: $04 = West
							; Obstculo: Objeto $07 de la tabla de Objetos = 07 [ff] web spider   ''
							; Localizacin destino $32 = forest green   ''
	fcb $01,$07,$1C					; Direccin: $01 = North
							; Obstculo: Objeto $07 de la tabla de Objetos = 07 [ff] web spider   ''
							; Localizacin destino $1C = clearing levelled elvish   ' an elvish clearing with levelled ground and logs.'
	fcb $02,$07,$1B					; Direccin: $02 = South
							; Obstculo: Objeto $07 de la tabla de Objetos = 07 [ff] web spider   ''
							; Localizacin destino $1B = forest smothering   ' a forest of tangled smothering tree(s|d|ing|es)[0x16]'
	fcb $FF

L_BD55 	fcb $84,$FF					; $1b - forest smothering   ' a forest of tangled smothering tree(s|d|ing|es)[0x16]'
	fdb L_62A0-$6000				; Palabra: FOREST
	fdb L_65F3-$6000				; Palabra: SMOTHERING
	fdb $0000
	fdb L_B619					; Apunta a mensaje: ' a forest of tangled smothering tree(s|d|ing|es)[0x16]'
	fcb $01,$07,$1A					; Direccin: $01 = North
							; Obstculo: Objeto $07 de la tabla de Objetos = 07 [ff] web spider   ''
							; Localizacin destino $1A = place spider threads   ' a place of black spiders[0x16]'
	fcb $04,$07,$32					; Direccin: $04 = West
							; Obstculo: Objeto $07 de la tabla de Objetos = 07 [ff] web spider   ''
							; Localizacin destino $32 = forest green   ''
	fcb $FF

L_BD66 	fcb $84,$FF					; $1c - clearing levelled elvish   ' an elvish clearing with levelled ground and logs.'
	fdb L_6127-$6000+$1000				; Palabra: CLEARING
	fdb L_63CC-$6000				; Palabra: LEVELLED
	fdb L_6222-$6000				; Palabra: ELVISH
	fdb L_B624					; Apunta a mensaje: ' an elvish clearing with levelled ground and logs.'
	fcb $04,$00,$19					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $19 = place bewitched gloomy   ''
	fcb $03,$07,$1A					; Direccin: $03 = East
							; Obstculo: Objeto $07 de la tabla de Objetos = 07 [ff] web spider   ''
							; Localizacin destino $1A = place spider threads   ' a place of black spiders[0x16]'
	fcb $05,$0D,$1E					; Direccin: $05 = NorthEast
							; Obstculo: Objeto $0D de la tabla de Objetos = 0d [ff] door magic   ''
							; Localizacin destino $1E = halls elvenkings great   ''
	fcb $FF

L_BD7A 	fcb $84,$FF					; $1d - bog deep   ''
	fdb L_60BC-$6000				; Palabra: BOG
	fdb L_6196-$6000				; Palabra: DEEP
	fdb $0000
	fdb $0000
	fcb $04,$07,$1A					; Direccin: $04 = West
							; Obstculo: Objeto $07 de la tabla de Objetos = 07 [ff] web spider   ''
							; Localizacin destino $1A = place spider threads   ' a place of black spiders[0x16]'
	fcb $FF

L_BD88 	fcb $04,$FF					; $1e - halls elvenkings great   ''
	fdb L_630D-$6000				; Palabra: HALLS
	fdb L_6213-$6000				; Palabra: ELVENKINGS
	fdb L_62FF-$6000				; Palabra: GREAT
	fdb $0000
	fcb $03,$08,$1F					; Direccin: $03 = East
							; Obstculo: Objeto $08 de la tabla de Objetos = 08 [ff] door red   ''
							; Localizacin destino $1F = dungeon dark   ' a dark dungeon in the elvenkings halls.'
	fcb $02,$00,$20					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $20 = cellar elvenkings   ' the cellar where the king keeps his barrels of wine.'
	fcb $04,$0D,$1C					; Direccin: $04 = West
							; Obstculo: Objeto $0D de la tabla de Objetos = 0d [ff] door magic   ''
							; Localizacin destino $1C = clearing levelled elvish   ' an elvish clearing with levelled ground and logs.'
	fcb $FF

L_BD9C 	fcb $04,$FF					; $1f - dungeon dark   ' a dark dungeon in the elvenkings halls.'
	fdb L_61EF-$6000+$1000				; Palabra: DUNGEON
	fdb L_618E-$6000				; Palabra: DARK
	fdb $0000
	fdb L_B632					; Apunta a mensaje: ' a dark dungeon in the elvenkings halls.'
	fcb $08,$08,$20					; Direccin: $08 = SouthWest
							; Obstculo: Objeto $08 de la tabla de Objetos = 08 [ff] door red   ''
							; Localizacin destino $20 = cellar elvenkings   ' the cellar where the king keeps his barrels of wine.'
	fcb $04,$08,$1E					; Direccin: $04 = West
							; Obstculo: Objeto $08 de la tabla de Objetos = 08 [ff] door red   ''
							; Localizacin destino $1E = halls elvenkings great   ''
	fcb $FF

L_BDAD 	fcb $04,$FF					; $20 - cellar elvenkings   ' the cellar where the king keeps his barrels of wine.'
	fdb L_611C-$6000				; Palabra: CELLAR
	fdb L_6213-$6000				; Palabra: ELVENKINGS
	fdb $0000
	fdb L_B63D					; Apunta a mensaje: ' the cellar where the king keeps his barrels of wine.'
	fcb $05,$08,$1F					; Direccin: $05 = NorthEast
							; Obstculo: Objeto $08 de la tabla de Objetos = 08 [ff] door red   ''
							; Localizacin destino $1F = dungeon dark   ' a dark dungeon in the elvenkings halls.'
	fcb $01,$00,$1E					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $1E = halls elvenkings great   ''
	fcb $0A,$0C,$21					; Direccin: $0A = Down
							; Obstculo: Objeto $0C de la tabla de Objetos = 0c [ff] door large trap   ''
							; Localizacin destino $21 = forestriver   ''
	fcb $FF

L_BDC1 	fcb $88,$FF					; $21 - forestriver   ''
	fdb L_62A6-$6000+$8000				; Palabra: FORESTRIVER
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $03,$27,$22					; Direccin: $03 = East
							; Obstculo: Objeto $27 de la tabla de Objetos = 27 [ff] portcullis strong   ''
							; Localizacin destino $22 = lake long   ''
	fcb $09,$0C,$00					; Direccin: $09 = Up
							; Obstculo: Objeto $0C de la tabla de Objetos = 0c [ff] door large trap   ''
							; Localizacin destino $00 =   ''
	fcb $02,$2A,$00					; Direccin: $02 = South
							; Obstculo: Objeto $2A de la tabla de Objetos = 2a [ff] river fast   ''
							; Localizacin destino $00 =   ''
	fcb $FF

L_BDD5 	fcb $88,$FF					; $22 - lake long   ''
	fdb L_63B7-$6000+$8000				; Palabra: LAKE
	fdb L_640F-$6000				; Palabra: LONG
	fdb $0000
	fdb $0000
	fcb $01,$00,$24					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $24 = river running   ' a strong river: the current is now too strong to move against.'
	fcb $03,$00,$23					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $23 = town lake   ' a wooden town in the middle of long lake.'
	fcb $06,$27,$21					; Direccin: $06 = NorthWest
							; Obstculo: Objeto $27 de la tabla de Objetos = 27 [ff] portcullis strong   ''
							; Localizacin destino $21 = forestriver   ''
	fcb $02,$00,$2D					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $2D = waterfall   ''
	fcb $FF

L_BDEC 	fcb $84,$FF					; $23 - town lake   ' a wooden town in the middle of long lake.'
	fdb L_66DC-$6000+$8000				; Palabra: TOWN
	fdb L_63B7-$6000				; Palabra: LAKE
	fdb $0000
	fdb L_B64F					; Apunta a mensaje: ' a wooden town in the middle of long lake.'
	fcb $01,$00,$22					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $22 = lake long   ''
	fcb $02,$00,$22					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $22 = lake long   ''
	fcb $03,$00,$22					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $22 = lake long   ''
	fcb $04,$00,$22					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $22 = lake long   ''
	fcb $FF

L_BE03 	fcb $86,$FF					; $24 - river running   ' a strong river: the current is now too strong to move against.'
	fdb L_654A-$6000+$8000				; Palabra: RIVER
	fdb L_6570-$6000				; Palabra: RUNNING
	fdb $0000
	fdb L_B65D					; Apunta a mensaje: ' a strong river: the current is now too strong to move against.'
	fcb $09,$00,$25					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $25 = desolation dragons   ' a bleak barren land that was once green.'
	fcb $02,$00,$22					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $22 = lake long   ''
	fcb $FF

L_BE14 	fcb $84,$FF					; $25 - desolation dragons   ' a bleak barren land that was once green.'
	fdb L_619F-$6000				; Palabra: DESOLATION
	fdb L_61CE-$6000				; Palabra: DRAGONS
	fdb $0000
	fdb L_B671					; Apunta a mensaje: ' a bleak barren land that was once green.'
	fcb $01,$00,$26					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $26 = valley dale   ' the ruins of the town of dale.'
	fcb $0A,$00,$24					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $24 = river running   ' a strong river: the current is now too strong to move against.'
	fcb $FF

L_BE25 	fcb $84,$FF					; $26 - valley dale   ' the ruins of the town of dale.'
	fdb L_672F-$6000+$8000				; Palabra: VALLEY
	fdb L_6181-$6000				; Palabra: DALE
	fdb $0000
	fdb L_B680					; Apunta a mensaje: ' the ruins of the town of dale.'
	fcb $01,$00,$27					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $27 = gate front   ' the front gate of the lonely mountain.'
	fcb $02,$00,$25					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $25 = desolation dragons   ' a bleak barren land that was once green.'
	fcb $06,$00,$28					; Direccin: $06 = NorthWest
							; Obstculo: ninguno
							; Localizacin destino $28 = ravenhill   ' the west side of ravenhill.'
	fcb $FF

L_BE39 	fcb $88,$FF					; $27 - gate front   ' the front gate of the lonely mountain.'
	fdb L_62C4-$6000				; Palabra: GATE
	fdb L_6940-$6000				; Palabra: FRONT
	fdb $0000
	fdb L_B68A					; Apunta a mensaje: ' the front gate of the lonely mountain.'
	fcb $01,$00,$29					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $29 = halls lower   ' the halls where the dragon sleep(s|d|ing|es)[0x16]'
	fcb $02,$00,$26					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $26 = valley dale   ' the ruins of the town of dale.'
	fcb $04,$00,$28					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $28 = ravenhill   ' the west side of ravenhill.'
	fcb $FF

L_BE4D 	fcb $86,$FF					; $28 - ravenhill   ' the west side of ravenhill.'
	fdb L_6521-$6000+$8000			; Palabra: RAVENHILL
	fdb $0000
	fdb $0000
	fdb L_B695					; Apunta a mensaje: ' the west side of ravenhill.'
	fcb $01,$00,$2A					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $2A = sidedoor   ' a little steep bay, still and quiet, with an over hanging cliff.'
	fcb $07,$00,$25					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $25 = desolation dragons   ' a bleak barren land that was once green.'
	fcb $03,$00,$27					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $27 = gate front   ' the front gate of the lonely mountain.'
	fcb $FF

L_BE61 	fcb $84,$FF					; $29 - halls lower   ' the halls where the dragon sleep(s|d|ing|es)[0x16]'
	fdb L_630D-$6000+$8000				; Palabra: HALLS
	fdb L_641A-$6000				; Palabra: LOWER
	fdb $0000
	fdb L_B69D					; Apunta a mensaje: ' the halls where the dragon sleep(s|d|ing|es)[0x16]'
	fcb $02,$00,$27					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $27 = gate front   ' the front gate of the lonely mountain.'
	fcb $03,$00,$2B					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $2B = passage smooth straight   ' a smooth straight passage.'
	fcb $09,$00,$2C					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $2C = mountain lonely   ' the lonely mountain.'
	fcb $FF

L_BE75 	fcb $84,$FF					; $2a - sidedoor   ' a little steep bay, still and quiet, with an over hanging cliff.'
	fdb L_65AA-$6000				; Palabra: SIDEDOOR
	fdb $0000
	fdb $0000
	fdb L_B6A7					; Apunta a mensaje: ' a little steep bay, still and quiet, with an over hanging cliff.'
	fcb $02,$00,$28					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $28 = ravenhill   ' the west side of ravenhill.'
	fcb $03,$0B,$2B					; Direccin: $03 = East
							; Obstculo: Objeto $0B de la tabla de Objetos = 0b [ff] door mountains side   ''
							; Localizacin destino $2B = passage smooth straight   ' a smooth straight passage.'
	fcb $01,$00,$33					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $33 = place empty   ''
	fcb $FF

L_BE89 	fcb $04,$B0					; $2b - passage smooth straight   ' a smooth straight passage.'
	fdb L_64CD-$6000+$1000				; Palabra: PASSAGE
	fdb L_65ED-$6000				; Palabra: SMOOTH
	fdb L_6646-$6000				; Palabra: STRAIGHT
	fdb L_B6BE					; Apunta a mensaje: ' a smooth straight passage.'
	fcb $04,$0B,$2A					; Direccin: $04 = West
							; Obstculo: Objeto $0B de la tabla de Objetos = 0b [ff] door mountains side   ''
							; Localizacin destino $2A = sidedoor   ' a little steep bay, still and quiet, with an over hanging cliff.'
	fcb $03,$00,$29					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $29 = halls lower   ' the halls where the dragon sleep(s|d|ing|es)[0x16]'
	fcb $FF

L_BE9A 	fcb $86,$FF					; $2c - mountain lonely   ' the lonely mountain.'
	fdb L_644E-$6000+$8000				; Palabra: MOUNTAIN
	fdb L_6409-$6000				; Palabra: LONELY
	fdb $0000
	fdb L_B6C5					; Apunta a mensaje: ' the lonely mountain.'
	fcb $0A,$00,$29					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $29 = halls lower   ' the halls where the dragon sleep(s|d|ing|es)[0x16]'
	fcb $04,$00,$2A					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $2A = sidedoor   ' a little steep bay, still and quiet, with an over hanging cliff.'
	fcb $02,$00,$27					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $27 = gate front   ' the front gate of the lonely mountain.'
	fcb $08,$00,$28					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $28 = ravenhill   ' the west side of ravenhill.'
	fcb $FF

L_BEB1 	fcb $86,$FF					; $2e - road forest   ''
	fdb L_654F-$6000				; Palabra: ROAD
	fdb L_62A0-$6000				; Palabra: FOREST
	fdb $0000
	fdb $0000
	fcb $03,$00,$02					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $02 = road forest   ''
	fcb $01,$00,$18					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $18 = gate forest   ' the gate to mirkwood.'
	fcb $FF

L_BEC2 	fcb $88,$FF					; $2d - waterfall   ''
	fdb L_6763-$6000				; Palabra: WATERFALL
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $02,$00,$08					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $08 = river running   ''
	fcb $04,$00,$03					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $03 = forest   ''
	fcb $FF

L_BED3 	fcb $86,$FF					; $02 - road forest   ''
	fdb L_654F-$6000				; Palabra: ROAD
	fdb L_62A0-$6000				; Palabra: FOREST
	fdb $0000
	fdb $0000
	fcb $03,$00,$03					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $03 = forest   ''
	fcb $04,$00,$2E					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $2E = road forest   ''
	fcb $FF

L_BEE4 	fcb $84,$FF					; $03 - forest   ''
	fdb L_62A0-$6000				; Palabra: FOREST
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $04,$00,$02					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $02 = road forest   ''
	fcb $03,$00,$2D					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $2D = waterfall   ''
	fcb $FF

L_BEF5 	fcb $88,$FF					; $08 - river running   ''
	fdb L_654A-$6000				; Palabra: RIVER
	fdb L_6570-$6000				; Palabra: RUNNING
	fdb $0000
	fdb $0000
	fcb $01,$00,$2D					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $2D = waterfall   ''
	fcb $04,$00,$03					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $03 = forest   ''
	fcb $FF

L_BF06 	fcb $88,$FF					; $17 - forestriver   ''
	fdb L_62A6-$6000+$8000				; Palabra: FORESTRIVER
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $07,$2A,$21					; Direccin: $07 = SouthEast
							; Obstculo: Objeto $2A de la tabla de Objetos = 2a [ff] river fast   ''
							; Localizacin destino $21 = forestriver   ''
	fcb $01,$00,$30					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $30 = mountains   ''
	fcb $FF

L_BF17 	fcb $86,$FF					; $30 - mountains   ''
	fdb L_6456-$6000				; Palabra: MOUNTAINS
	fdb $0000
	fdb $0000
	fdb $0000
	fcb $08,$00,$31					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $31 = river great   ''
	fcb $03,$00,$2F					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $2F = place empty   ''
	fcb $07,$00,$17					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $17 = forestriver   ''
	fcb $FF

L_BF2B 	fcb $88,$FF					; $31 - river great   ''
	fdb L_654A-$6000				; Palabra: RIVER
	fdb L_62FF-$6000				; Palabra: GREAT
	fdb $0000
	fdb $0000
	fcb $05,$00,$30					; Direccin: $05 = NorthEast
							; Obstculo: ninguno
							; Localizacin destino $30 = mountains   ''
	fcb $02,$00,$16					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $16 = house beorns   ''
	fcb $03,$00,$18					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $18 = gate forest   ' the gate to mirkwood.'
	fcb $08,$00,$0A					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $0A = mountain misty   ' a hard dangerous path in the misty mountains.'
	fcb $FF

L_BF42 	fcb $84,$FE					; $2f - place empty   ''
	fdb L_64E6-$6000				; Palabra: PLACE
	fdb L_6228-$6000				; Palabra: EMPTY
	fdb $0000
	fdb $0000
	fcb $FF

L_BF4D 	fcb $84,$FF					; $32 - forest green   ''
	fdb L_62A0-$6000				; Palabra: FOREST
	fdb L_6304-$6000				; Palabra: GREEN
	fdb $0000
	fdb $0000
	fcb $05,$07,$1A					; Direccin: $05 = NorthEast
							; Obstculo: Objeto $07 de la tabla de Objetos = 07 [ff] web spider   ''
							; Localizacin destino $1A = place spider threads   ' a place of black spiders[0x16]'
	fcb $04,$00,$43					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $43 = bank east   ' the east bank of a black river.'
	fcb $FF

L_BF5E 	fcb $84,$FF					; $33 - place empty   ''
	fdb L_64E6-$6000				; Palabra: PLACE
	fdb L_6228-$6000				; Palabra: EMPTY
	fdb $0000
	fdb $0000
	fcb $01,$00,$2F					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $2F = place empty   ''
	fcb $02,$00,$2A					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $2A = sidedoor   ' a little steep bay, still and quiet, with an over hanging cliff.'
	fcb $09,$00,$2C					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $2C = mountain lonely   ' the lonely mountain.'
	fcb $FF

L_BF72 	fcb $86,$FF					; $42 - bank west   ' the west[0x02][0x04] the east bank of a black river.'
	fdb L_681E-$6000				; Palabra: BANK
	fdb L_6779-$6000				; Palabra: WEST
	fdb $0000
	fdb L_B6CA					; Apunta a mensaje: ' the west[0x02][0x04] the east bank of a black river.'
	fcb $04,$00,$19					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $19 = place bewitched gloomy   ''
	fcb $03,$09,$43					; Direccin: $03 = East
							; Obstculo: Objeto $09 de la tabla de Objetos = 09 [ff] river fast black   ' you see a fast flowing black river not very wide across'
							; Localizacin destino $43 = bank east   ' the east bank of a black river.'
	fcb $FF

L_BF83 	fcb $86,$FF					; $43 - bank east   ' the east bank of a black river.'
	fdb L_681E-$6000				; Palabra: BANK
	fdb L_61FE-$6000				; Palabra: EAST
	fdb $0000
	fdb L_B6CF					; Apunta a mensaje: ' the east bank of a black river.'
	fcb $03,$00,$32					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $32 = forest green   ''
	fcb $04,$09,$42					; Direccin: $04 = West
							; Obstculo: Objeto $09 de la tabla de Objetos = 09 [ff] river fast black   ' you see a fast flowing black river not very wide across'
							; Localizacin destino $42 = bank west   ' the west[0x02][0x04] the east bank of a black river.'
	fcb $FF

L_BF94 	fcb $86,$FF					; $44 - path narrow   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_6464-$6000				; Palabra: NARROW
	fdb $0000
	fdb $0000
	fcb $03,$00,$47					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $47 = path narrow   ''
	fcb $05,$00,$45					; Direccin: $05 = NorthEast
							; Obstculo: ninguno
							; Localizacin destino $45 = path narrow   ''
	fcb $02,$00,$0A					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $0A = mountain misty   ' a hard dangerous path in the misty mountains.'
	fcb $FF

L_BFA8 	fcb $86,$FF					; $45 - path narrow   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_6464-$6000				; Palabra: NARROW
	fdb $0000
	fdb $0000
	fcb $01,$00,$46					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $46 = path narrow   ''
	fcb $08,$00,$44					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $44 = path narrow   ''
	fcb $02,$00,$0A					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $0A = mountain misty   ' a hard dangerous path in the misty mountains.'
	fcb $FF

L_BFBC 	fcb $86,$FF					; $46 - path narrow   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_6464-$6000				; Palabra: NARROW
	fdb $0000
	fdb $0000
	fcb $07,$00,$48					; Direccin: $07 = SouthEast
							; Obstculo: ninguno
							; Localizacin destino $48 = path narrow   ''
	fcb $02,$00,$45					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $45 = path narrow   ''
	fcb $FF

L_BFCD 	fcb $86,$FF					; $47 - path narrow   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_6464-$6000				; Palabra: NARROW
	fdb $0000
	fdb $0000
	fcb $06,$00,$45					; Direccin: $06 = NorthWest
							; Obstculo: ninguno
							; Localizacin destino $45 = path narrow   ''
	fcb $02,$00,$4A					; Direccin: $02 = South
							; Obstculo: ninguno
							; Localizacin destino $4A = path narrow   ''
	fcb $04,$00,$44					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $44 = path narrow   ''
	fcb $FF

L_BFE1 	fcb $86,$FF					; $48 - path narrow   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_6464-$6000				; Palabra: NARROW
	fdb $0000
	fdb $0000
	fcb $06,$00,$46					; Direccin: $06 = NorthWest
							; Obstculo: ninguno
							; Localizacin destino $46 = path narrow   ''
	fcb $08,$00,$47					; Direccin: $08 = SouthWest
							; Obstculo: ninguno
							; Localizacin destino $47 = path narrow   ''
	fcb $0A,$00,$4B					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $4B = path steep   ''
	fcb $FF

L_BFF5 	fcb $86,$FF					; $49 - path narrow   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_6464-$6000				; Palabra: NARROW
	fdb $0000
	fdb $0000
	fcb $03,$00,$4A					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $4A = path narrow   ''
	fcb $01,$00,$0A					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $0A = mountain misty   ' a hard dangerous path in the misty mountains.'
	fcb $FF

L_C006 	fcb $86,$FF					; $4a - path narrow   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_6464-$6000				; Palabra: NARROW
	fdb $0000
	fdb $0000
	fcb $01,$00,$47					; Direccin: $01 = North
							; Obstculo: ninguno
							; Localizacin destino $47 = path narrow   ''
	fcb $04,$00,$49					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $49 = path narrow   ''
	fcb $FF

L_C017 	fcb $86,$FF					; $4b - path steep   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_663C-$6000				; Palabra: STEEP
	fdb $0000
	fdb $0000
	fcb $0A,$00,$4C					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $4C = path steep   ''
	fcb $FF

L_C025 	fcb $86,$FF					; $4c - path steep   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_663C-$6000				; Palabra: STEEP
	fdb $0000
	fdb $0000
	fcb $0A,$00,$4D					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $4D = path steep   ''
	fcb $FF

L_C033 	fcb $86,$FF					; $4d - path steep   ''
	fdb L_64D4-$6000+$1000				; Palabra: PATH
	fdb L_663C-$6000				; Palabra: STEEP
	fdb $0000
	fdb $0000
	fcb $0A,$00,$4E					; Direccin: $0A = Down
							; Obstculo: ninguno
							; Localizacin destino $4E = valley deep misty   ''
	fcb $FF

L_C041 	fcb $84,$FF					; $4e - valley deep misty   ''
	fdb L_672F-$6000+$1000				; Palabra: VALLEY
	fdb L_6196-$6000				; Palabra: DEEP
	fdb L_6440-$6000				; Palabra: MISTY
	fdb $0000
	fcb $03,$00,$4F					; Direccin: $03 = East
							; Obstculo: ninguno
							; Localizacin destino $4F = valley deep misty   ''
	fcb $09,$00,$4D					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $4D = path steep   ''
	fcb $FF

L_C052 	fcb $84,$FF					; $4f - valley deep misty   ''
	fdb L_672F-$6000+$1000				; Palabra: VALLEY
	fdb L_6196-$6000				; Palabra: DEEP
	fdb L_6440-$6000				; Palabra: MISTY
	fdb $0000
	fcb $04,$00,$4E					; Direccin: $04 = West
							; Obstculo: ninguno
							; Localizacin destino $4E = valley deep misty   ''
	fcb $09,$00,$4A					; Direccin: $09 = Up
							; Obstculo: ninguno
							; Localizacin destino $4A = path narrow   ''
	fcb $FF
; ------------------------------------------------------------------------------------------------------------------------------------
; DATABLK1  (#D33#)  son $1D (29) bytes
; ------------------------------------------------------------------------------------------------------------------------------------
DATABLK1  	fcb $00,$00,$00	 ; B6EB 00 00 00
GollumMsgPtr    fdb $0000	 ; B6EE 00 00		; Contiene el puntero a uno de los 4 bloques (que contienen mensajes de Gollum) (es aleatorio)
L_B6F0  	fcb $00		 ; B6F0 00
L_B6F1  	fcb $00		 ; B6F1 00		; Borrado en 97B1
L_B6F2  	fcb $00		 ; B6F2 00
L_B6F3  	fcb $00		 ; B6F3 00
FoundIn8x25  	fcb $00		 ; B6F4 00		; resultado de la bsqueda en bloques 8x25 (1=SI, 0=NO)
BilboLocation   fcb $00		 ; B6F5 00		; posicin jugador (Bilbo)
ObjectLocation 	fcb $00		 ; B6F6 00		; Localizacin del Objeto
L_B6F7  	fdb $0000	 ; B6F7 00 00
L_B6F9  	fcb $00		 ; B6F9 00		; Borrado en 97B4
L_B6FA  	fcb $00		 ; B6FA 00		; indicador relacionado con L_B702
L_B6FB  	fcb $00		 ; B6FB 00		; indicador
L_B6FC  	fdb $0000	 ; B6FC 00 00

IsMainObjLoc    fcb $00		 ; B6FE 00		; flag indicador de si MainObject es una Localizacin (0=no - 1=si)
IsSecObjLoc  	fcb $00		 ; B6FF 00		; flag indicador de si SecondObject es una Localizacin (0=no - 1=si)

L_B700  	fcb $00		 ; B700 00

PrintAreaFlag  	fcb $00		 ; B701 00		;  Indica rea donde imprimir: 0=Arriba, 1=Abajo

L_B702  	fcb $00		 ; B702 00		; valores 0-1 relacionado con L_B6FA
L_B703  	fcb $00		 ; B703 00		; Se borra al imprimir -$00-
L_B704  	fcb $00		 ; B704 00		; indicador maysculas (0=no, 1=si) - caracter recibido en L_6DD6
L_B705  	fcb $00		 ; B705 00		; Pone un 1 desde $6D15
L_B706  	fcb $FF		 ; B706 FF		; contador comandos a copiar al rea de 8x25
L_B707  	fcb $00		 ; B707 00		; modificado en WaitForKey, si Letra "N" no presionada coloca un 8 o un 0 ("N" presionada) en L_B707
ExitEnabler	fdb $0000	 			; to save pointer to re-enable blocked exit
; ------------------------------------------------------------------------------------------------------------------------------------
; Block de datos (#D46#)+(#D47#) son $BF (191) bytes
; ------------------------------------------------------------------------------------------------------------------------------------
DATABLK3							; (#D46#)
BilboEvents
 	fcb $02                  	; CA84 02		; relacionado con el barril
	fcb $00         	 	; CA85 00
	fdb L_A5FB     	         	; CA86 FB A5		; apunta a prrafo L_A5FB
	fcb $00         	 	; CA88 00
	fcb $00,$00         	 	; CA89 00 00		; puntero nulo

D_CA8B  fcb $02         	 	; CA8B 02		; relacionado con spider web
D_CA8C  fcb $00         	 	; CA8C 00
	fdb L_AA5C    	         	; CA8D 5C AA		; apunta a prrafo L_AA5C
	fcb $00         	 	; CA8F 00
	fcb $00,$00         	 	; CA90 00 00		; puntero nulo

D_CA92  fcb $05         	 	; CA92 05		; relacionado con spider web
D_CA93  fcb $00         	 	; CA93 00
	fdb L_AB10               	; CA94 10 AB		; apunta a prrafo L_AB10
	fcb $00         	 	; CA96 00
	fcb $00,$00         	 	; CA97 00 00		; puntero nulo

D_CA99  fcb $02         	 	; CA99 02		; relacionada con goblins door
D_CA9A  fcb $00         	 	; CA9A 00
	fdb L_A4D9     	         	; CA9B D9 A4		; apunta a prrafo L_A4D9
	fcb $00         	 	; CA9D 00
	fcb $00,$00         	 	; CA9E 00 00		; puntero nulo

D_CAA0  fcb $02         	 	; CAA0 02		; relacionada con Deep Bog
D_CAA1  fcb $00         	        ; CAA1 00
	fdb L_A7AA     	         	; CAA2 AA A7		; apunta a prrafo L_A7AA
	fcb $02         	        ; CAA4 02
	fdb L_A7AA     	         	; CAA2 AA A7		; apunta a prrafo L_A7AA

D_CAA7  fcb $04         	        ; CAA7 04		; relacionada con magic door
D_CAA8  fcb $00         	        ; CAA8 00
	fdb CloseMagicDoor        	; CAA9 D5 AA		; apunta a CloseMagicDoor
	fcb $01                   	; CAAB 01 
	fdb OpenMagicDoor	 	; CAAC B3 AA		; apunta a OpenMagicDoor

	fcb $00         	        ; CAAE 00		; relacionada con el anillo
D_CAAF  fcb $00         	        ; CAAF 00
	fdb IsRingContainerVisible 	; CAB0 E0 AA		; apunta a IsRingContainerVisible
	fcb $00         	        ; CAB2 00
	fcb $00,$00         	 	; CAB3 00 00		; puntero nulo

D_CAB5  fcb $05         	        ; CAB5 05		; relacionada con rutina que pone a cero L_B700
D_CAB6  fcb $00         	        ; CAB6 00
	fdb L_AB0B     	         	; CAB7 0B AB		; apunta a prrafo L_AB0B
	fcb $00         	        ; CAB9 00
	fcb $00,$00         	 	; CABA 00 00		; puntero nulo

D_CABC  fcb $04         	        ; CABC 04		; relacionada con 'forest'
D_CABD  fcb $00         	        ; CABD 00
	fdb L_AB3A                	; CABE 3A AB		; apunta a prrafo L_AB3A
	fcb $03			 	; CAC0 03
	fdb L_AB1F     	         	; CAC1 1F AB		; apunta a prrafo L_AB1F

D_CAC3  fcb $05         	        ; CAC3 05		; relacionada con 'hole'
D_CAC4  fcb $00         	        ; CAC4 00
	fdb MakeHoleDisappear     	; CAC5 74 AA		; apunta a MakeHoleDisappear
	fcb $01         	        ; CAC7 01 
	fdb MakeHoleAppear	 	; CAC8 91 AA		; apunta a MakeHoleAppear1

	fcb $FF         	        ; CACA FF		; indicador FINAL de TABLA
; ------------------------------------------------------------------------------------------------------------------------------------
								; (#D47#) continuacin de DATABLK3 
HighLevel_Dirs 
Gandalf_HLDir 
        fcb $3E               	 	; CACB 3E		; personaje GANDALF
	fcb $07                   	; CACC 07		; directorio = 24 bytes + $FF 
	fdb Gandalf_Initial     	; CACD BA C8		; apunta a Gandalf_Initial (siguiente comando) dentro de su script
	fdb Gandalf_Dir 	        ; CACF A1 C8		; apunta a Gandalf_Dir
	fcb $05         	        ; CAD1 05		; byte2

	fcb $3F         	        ; CAD2 3F		; personaje THORIN
	fcb $02             	 	; CAD3 02		; directorio = 9 bytes + $FF
	fdb Thorin_E01            	; CAD4 EC C8		; apunta a Thorin_E01 (siguiente comando) dentro de su script
	fdb Thorin_Dir       	 	; CAD6 E2 C8		; apunta a Thorin_Dir
	fcb $06			 	; CAD8 06		; byte2
	
	fcb $40                   	; CAD9 40		; personaje ELF WOOD
	fcb $02         	        ; CADA 02		; directorio = 9 bytes + $FF
	fdb WoodElf_E01       	 	; CADB 1D C9		; apunta a WoodElf_E03 (siguiente comando) dentro de su script
	fdb WoodElf_Dir       	 	; CADD 13 C9		; apunta a WoodElf_Dir	
	fcb $01			 	; CADF 01		; byte2
	
	fcb $43			 	; CAE0 43		; personaje VICIOUS WARG
	fcb $00                   	; CAE1 00		; directorio = 3 bytes + $FF
	fdb ViciousWarg_E01       	; CAE2 28 C9		; apunta a ViciousWarg_E01 (siguiente comando) dentro de su script
	fdb ViciousWarg_Dir     	; CAE4 24 C9		; apunta a ViciousWarg_Dir
	fcb $00         	        ; CAE6 00		; byte2

Butler_HLDir 
 	fcb $00         	        ; CAE7 00		; personaje deshabilitado. Pasa a $42 BUTLER en (#49#)
	fcb $02         	        ; CAE8 02		; directorio = 9 bytes + $FF
	fdb Butler_E01        	 	; CAE9 50 C9		; apunta a Butler_E01 (siguiente comando) dentro de su script
	fdb Butler_Dir  	        ; CAEB 46 C9		; apunta a Butler_Dir
	fcb $01           	 	; CAED 01		; byte2
	
	fcb $41    		 	; CAEE 41		; personaje ELROND
	fcb $02			 	; CAEF 02		; directorio = 9 bytes + $FF
	fdb Elrond_Initial      	; CAF0 9A C9		; apunta a Elrond_Initial (siguiente comando) dentro de su script
	fdb Elrond_Dir         	 	; CAF2 90 C9		; apunta a Elrond_Dir
	fcb $05         	        ; CAF4 05		; byte2

	fcb $44         	        ; CAF5 44		; personaje GOLLUM
	fcb $01                   	; CAF6 01		; directorio = 6 bytes + $FF
	fdb Gollum_E01            	; CAF7 F7 C9		; apunta a Gollum_E01 (siguiente comando) dentro de su script
	fdb Gollum_Dir         	 	; CAF9 F0 C9		; apunta a Gollum_Dir
	fcb $03         	        ; CAFB 03		; byte2

Bard_HLDir 
        fcb $00         	        ; CAFC 00		; personaje deshabilitado. Pasa a $46 BARD en (#52#)
	fcb $01           	 	; CAFD 01		; directorio = 6 bytes + $FF
	fdb Bard_E01              	; CAFE DE C9		; apunta a Bard_E01 (siguiente comando) dentro de su script
	fdb Bard_Dir         	 	; CB00 D7 C9		; apunta a Bard_Dir
	fcb $03         	        ; CB02 03		; byte2

Dragon_HLDir 
        fcb $00         	        ; CB03 00		; personaje deshabilitado. Pasa a $3c RED GOLDEN DRAGON en (#52#)
	fcb $01                   	; CB04 01		; directorio = 6 bytes + $FF
	fdb Dragon_E01            	; CB05 B8 C9		; apunta a Dragon_E01 (siguiente comando) dentro de su script
	fdb Dragon_Dir  	        ; CB07 B1 C9		; apunta a Dragon_Dir
	fcb $00         	        ; CB09 00		; byte2

	fcb $47         	        ; CB0A 47		; personaje HIDEOUS TROLL
	fcb $01                   	; CB0B 01		; directorio = 6 bytes + $FF
	fdb HidVicTroll_Initial   	; CB0C 3B CA		; apunta a HidVicTroll_Initial (siguiente comando) dentro de su script
	fdb HidVicTroll_Dir    	 	; CB0E 34 CA		; apunta a HidVicTroll_Dir
	fcb $01	               	 	; CB10 01		; byte2
	
	fcb $48                   	; CB11 48		; personaje VICIOUS TROLL
	fcb $01                   	; CB12 01		; directorio = 6 bytes + $FF
	fdb HidVicTroll_Initial   	; CB13 3B CA		; apunta a HidVicTroll_Initial (siguiente comando) dentro de su script
	fdb HidVicTroll_Dir     	; CB15 34 CA		; apunta a HidVicTroll_Dir
	fcb $01                   	; CB17 01		; byte2
	
NastyGoblin_HLDir 
	fcb $3D			 	; CB18 3D		; personaje NASTY GOBLIN
	fcb $01                   	; CB19 01		; directorio = 6 bytes + $FF
	fdb NastyHidGoblin_E01    	; CB1A 42 C8		; apunta a NastyHidGoblin_E01 (siguiente comando) dentro de su script
	fdb NastyHidGoblin_Dir    	; CB1C 2D C8		; apunta a NastyHidGoblin_Dir
	fcb $00         	        ; CB1E 00		; byte2
	
HideousGoblin_HLDir 
	fcb $45         	        ; CB1F 45		; personaje HIDEOUS GOBLIN
	fcb $01                   	; CB20 01		; directorio = 6 bytes + $FF
	fdb NastyHidGoblin_E01    	; CB21 42 C8		; apunta a NastyHidGoblin_E01 (siguiente comando) dentro de su script
	fdb NastyHidGoblin_Dir    	; CB23 2D C8		; apunta a NastyHidGoblin_Dir
	fcb $00         	        ; CB25 00		; byte2

ViciousGoblin_HLDir 
	fcb $4B         	        ; CB26 4B		; personaje VICIOUS GOBLIN
	fcb $01                   	; CB27 01		; directorio = 6 bytes + $FF
	fdb ViciousGoblin_E01     	; CB28 71 C8		; apunta a ViciousGoblin_E01 (siguiente comando) dentro de su script
	fdb ViciousGoblin_Dir     	; CB2A 34 C8		; apunta a ViciousGoblin_Dir
	fcb $00         	        ; CB2C 00		; byte2

HorribleGoblin_HLDir 
	fcb $49         	        ; CB2D 49		; personaje HORRIBLE GOBLIN
	fcb $01                   	; CB2E 01		; directorio = 6 bytes + $FF
	fdb HorrMeanDisGob_E01 	 	; CB2F 95 C8		; apunta a HorrMeanDisGob_E01 (siguiente comando) dentro de su script
	fdb HorrMeanDisGoblin_Dir 	; CB31 3B C8		; apunta a HorrMeanDisGoblin_Dir
	fcb $00         	        ; CB33 00		; byte2

MeanGoblin_HLDir 
	fcb $4A         	        ; CB34 4A		; personaje MEAN GOBLIN
	fcb $01                   	; CB35 01		; directorio = 6 bytes + $FF
	fdb HorrMeanDisGob_E01 	 	; CB36 95 C8		; apunta a HorrMeanDisGob_E01 (siguiente comando) dentro de su script
	fdb HorrMeanDisGoblin_Dir 	; CB38 3B C8		; apunta a HorrMeanDisGoblin_Dir
	fcb $00         	        ; CB3A 00		; byte2

DisgustingGoblin_HLDir
	fcb $4C         	        ; CB3B 4C		; personaje DISGUSTING GOBLIN
	fcb $01                   	; CB3C 01		; directorio = 6 bytes + $FF
	fdb HorrMeanDisGob_E01 	 	; CB3D 95 C8		; apunta a HorrMeanDisGob_E01 (siguiente comando) dentro de su script
	fdb HorrMeanDisGoblin_Dir 	; CB3F 3B C8		; apunta a HorrMeanDisGoblin_Dir
	fcb $00         	        ; CB41 00		; byte2

DataEnd	fcb $FF         	        ; CB42 FF		; final de DATABLK3
; ------------------------------------------------------------------------------------------------------------------------------------
