Level: Tutorial 07 - Blind Monk (TutoL013-4657.lvl) (little-endian) ; level header 17 1B 7E D8 9D 00 32 00 89 00 32 00 9D 00 46 00 C8 00 05 00 FA 2A 00 00 00 00 00 00 01 00 96 0F 14 0D ; monk section 01 00 ; 1 monk 05 00 CC 00 03 00 ; monk chunk 67 00 72 00 63 00 ; coord FF FF FF FF FF FF E9 03 00 00 ; monk graphic 00 00 ; no leash 05 00 05 00 02 00 ; leash lengths 00 00 00 00 ; 0 = blind (blue) monk 0A 00 0A 00 05 00 ; length of sight 05 00 ; seconds until regeneration ; instead of concluding with $FFFF FFFF, ; extra monk data begins here ; this is all speculative at the moment ; because I don't have access to the Editor 01 00 ; linked to 1 regeneration point 04 00 67 00 72 00 60 00 ; coord of regeneration point 05 00 ; 5 path info chunks ? 04 00 67 00 71 00 63 00 02 ; each path info chunk 65 00 71 00 63 00 01 ; is seven bytes ? 67 00 72 00 63 00 02 ; 6 bytes for coords ? 67 00 74 00 63 00 08 ; and 1 byte for movement direction ? 65 00 74 00 63 00 04 ; coordinates for the monk paths appear ; to be for the space above the floor ; (the space the monk will walk thru), ; not the brick that you "paint" the ; path onto. ; item section 06 00 ; 6 items 03 00 AD 00 01 00 FF FF 69 00 71 00 63 00 ; gold AD 00 01 00 FF FF 69 00 72 00 63 00 ; gold AD 00 01 00 FF FF 69 00 73 00 63 00 ; gold AD 00 01 00 FF FF 69 00 74 00 63 00 ; gold A2 00 02 00 FF FF 67 00 72 00 60 00 ; monk regeneration point A2 00 03 00 FF FF 5E 00 73 00 5F 00 ; LR regeneration point This level does not have any of the mysterious item chunks that I have noticed in one of my test levels with a monk path (These chunks have the form 00AA 0004 FFFF Xcor Ycor Zcor).