From: [email protected] (Paul Falstad)
Newsgroups: rec.games.computer.doom.announce,rec.games.computer.doom.help,rec.answers,news.answers
Subject: HERETIC "Serpent Riders" Secrets. (96/08/29)
Followup-To: poster
Organization: RGCD Support Team
Approved: [email protected], [email protected]
Summary: Lists the hidden doors, weapons, and item counts in Episodes 4 & 5
        Raven Software's popular action-oriented computer game "Heretic".

Archive-name: games/doom/secretss
Rec-games-computer-doom-announce-archive-name: secretss
Posting-Frequency: monthly

List compiled by Paul Falstad ([email protected]), last updated August 29, 1996


[1] SECRETS LIST
================

All the official secret areas in the fourth and fifth episodes of
Heretic v1.3 are numbered and listed below, along with the sector
number, IDMYPOS coordinates, and decimal coordinates.  "Official"
secrets are those which are counted towards the "Secrets" total on the
end level screen.  Some non-secret areas which are hard to find are
also listed, but are not numbered.

Episode 4: The Ossuary
----------------------

E4M1: Catafalque
1 137 <fe600000,f9f80000> ( -416, -1544)
 In the south end of the room behind the yellow door is a door leading
 to a room with dead disciples hanging from the ceiling.  There are
 some gauntlets at the top of the steps.  Once you get the gauntlets,
 a small opening is revealed on the west side of the room.  This
 opening has a secret door which leads to a passage containing some
 greater runes (#1).  The passage leads back to the starting room.
2 199 <fca40000,fb2c0000> ( -860, -1236)
 The dark, underwater lake to the north (with all the ophidians) has
 two impassible openings to the south, which lead to the tower
 courtyard.  To the east of these openings, on the south side of the
 room, is a secret door which leads to a teleporter.  The teleporter
 takes you to a high ledge with a chaos device and some claw ammo (#2).
3  10 < 8860000,fef40000> ( 2182,  -268)
 Behind the green door are six pictures of saints.  The middle one to
 the south has a secret door behind it which leads to a switch.  Going
 through this secret door opens up doors behind all the other saints.
 After you hit the switch, through the rightmost door to the north,
 you will find a ring and a teleporter which takes you to the ledges in
 the room to the east (#3).

E4M2: Blockhouse
No official secrets.

To get into the surrounding sludge lake, go to the ledge pointing west
into the lake.  The area around the door is raised slightly.  When
standing on this raised area, you can get onto the ledge and jump into
the slime.  Just to the west of the ledge is a pair of wings.

E4M3: Ambulatory
1 146 <f9e00000, 8ca0000> (-1568,  2250)
 In the starting room is a grid of crushing ceilings.  In the northwest
 corner of this is a secret door leading west (the light may be blinking
 on and off).  The secret door leads to some ammo and a tome (#1).
 There may be three ironliches back there, unless you've already
 killed them; they'll be behind a grating, making them easier to kill
 this way.
2 142 <fc7c0000, 7640000> ( -900,  1892)
 The central lava pit has a hallway surrounding it.  Pieces of this
 hallway open up gradually as the level progresses.  When you enter
 the room with the green key, and drop into the sludge pit, the
 northwest portion of this central hallway is opened up.  It contains
 a bag and some ammo.  In the north part of this area is a secret
 door leading east and then north to a secret area (#2) with a bunch
 of ammo (mostly mace spheres).
3 170 <fb380000,fbf20000> (-1224, -1038)
 The south platform in green key room contains a door to a room with
 secret doors on either end.  The doors open up when you walk into
 the area on the north end of the room where the ironliches are/were.
 Each door leads eventually to a staircase (#3) which leads up to an
 area with two crystal flasks, some ammo, a bag, and a map.  There's
 a maulotaur up there too.

The northeast section of the central hallway has a hidden door leading
north, and another hidden door behind that to the right.

When entering the exit room, go back quickly; the wall to your right
will be lowered temporarily to reveal a small area.  At the east end
of the area is a set of secret doors on the left.  Don't miss the
small niche to the east of the doors.

E4M4: Sepulcher
1  14 <fbeb0000,f9000000> (-1045, -1792)
 There is a room in the southwest which has a raised platform with
 a claw and six pillars with banners on them.  Walk around to the
 left side of the platform and go behind it; there's a switch back
 there which lowers a lift.  Take the lift down for a phoenix rod (#1),
 some ammo, and an ironlich.  Walking into the ironlich room will
 open up the areas to the southwest and southeast in the starting area.
2  45 < a060000,fbd70000> ( 2566, -1065)
3  33 < 5900000,fc380000> ( 1424,  -968)
 In the room with all the coffins, there are four switches on the
 north end.  The fourth one reveals doors at the south ends of the
 rooms to the west and east of the coffins.  To the east is a shield
 (#2), plus a torch; to the west is an enchanted shield (#3).
 Getting the shield will open up a small area northeast of the starting
 area.
4 136 < 1600000, 2ca0000> (  352,   714)
 After getting secrets #1 and #3, there should be areas opened up
 in the northeast and southeast corners of the starting area.
 Walking into those areas will reveal a switch northwest of your
 starting point.  Hitting this switch will reveal a staircase
 leading down from the exit room into an area (#4) with all kinds
 of goodies.
5 123 < 4000000, 60a0000> ( 1024,  1546)
 After getting #4, you will see two sludge pools with pods in them
 to the west and east.  Go to the east one, and go north past the
 stairs (if they're there) to the corner, then go west briefly.
 Where the hallway bends northwest you will find a walk-thru wall to
 the south, which leads to a ring (#5).
6 170 <fe960000, 7380000> ( -362,  1848)
 After getting #5, go to the corresponding place north of the west
 sludge pool.  There you will find wings and a passage (#6) leading
 to a secret exit, which takes you to E4M9.

E4M5: Great Stair
1 215 < 2600000, 5e00000> (  608,  1504)
 After you get the blue key, go back to the ledge surrounding the
 lava pit with the small structure in the middle.  Go to the northeast
 end where you found the wings.  There you will find a small room
 (#1) with ammo, an urn, a tome, health, and a teleporter to a
 staircase landing near the blue door.  This will teleport you past
 all the disciples that were revealed when you got the blue key; you
 can now go south and kill them without having them all come at you
 at once.

If you're having trouble getting started, look for a secret door at
the south end of the small structure in the starting area.

Northwest of the yellow door is a red and blue banner.  Hit the
space bar on it to lower a lift to a small area with goodies.

E4M6: Halls of the Apostate
1 127 < 3fc0000,ff480000> ( 1020,  -184)
 Walking into the exit room temporarily lowers lifts to the north and
 south, back west along the staircase.  The area to the north has
 an ironlich and a phoenix rod (#1).

When entering the yellow door room, an area behind you will be lowered,
containing a bag.  When you get it, areas to the west and east will
be revealed.  Each one has a secret door in it.

Behind the yellow door is a walkway leading south.  A hanging skull
marks a hidden door to the east, which has a teleporter to the
ironlich ledge to the west; this ledge has another hidden door which
leads to another teleporter.

E4M7: Ramparts of Perdition
1  55 <  900000, 3d00000> (  144,   976)
 There is a hellstaff to the north of the starting area, with a line
 of platforms leading out to it.  Some of the platforms need to be
 raised, however, so you can walk across them; this can be done
 by hitting three switches you will find in the buildings to the
 southwest of the line of platforms.  After doing this, jump from
 platform to platform until you get to the hellstaff.  Once you get
 it, instead of going back, jump into the slime.  To the west,
 you will find a blue vial near the north side of the slime.  You can
 walk through the north wall at this point to find a small room with
 a morph ovum (#1) and a teleporter.
2 265 < 7380000, 2600000> ( 1848,   608)
 The room with the yellow door has a door in the northwest corner
 which leads to a ledge in a room with three stained glass windows.
 Using the shift key to run, you can jump to the closest two windows,
 to the north and south.

 The window to the south has nothing behind it, but jumping over to
 it will open a bunch of hidden areas in the four corners of the
 room; in the lower skill levels, these areas contain some goodies.

 The window to the north contains a quiver and a teleporter back to
 the gallows.  After getting the quiver, an area on the west side
 of the room will be revealed, containing a tome (#2).

3 151 < 3a00000,f8a00000> (  928, -1888)
 The room with the yellow key has a waterfall in the center; when you
 walk onto it, a lift lowers.  The first time you walk onto the lift,
 another lift is lowered to the west.  Get onto the lift to get to a
 small niche with a ring (#3).
4 331 < 5f80000,fb480000> ( 1528, -1208)
 After you get the yellow key, a niche will be revealed on the north
 side of the room, containing some monsters; the northeast part of
 the niche contains a secret door leading to a small room with a map.
 This room has another secret door on the east side (#4) leading to
 an urn.
5 328 < a800000,fda00000> ( 2688,  -608)
 Getting the green key, or walking onto the ledge where it was, opens
 some doors to the east temporarily; behind them you will find a
 chaos device (#5).

If you're having trouble getting the yellow key, try walking up to
the yellow door.  A teleporter will be revealed to the southwest.
You'll be transported to a ledge, which has a staircase down on
the south side.  In the slime to the west of this ledge is a
shadowsphere and a teleporter out of there.

If the green key is out of reach, try walking up to the blue door,
which is behind the yellow door.

E4M8: Shattered Bridge
1  32 <fa580000,  c00000> (-1448,   192)
 After you cross the lake, you will see a bunch of raising and
 lowering platforms.  Find the westmost one and ride it to the top.
 Then go south into the hallway you find there, but then walk back
 onto the lift and jump off of it to the west.  You will find that a
 lift has been lowered; this lift leads to a ledge.  Jump off the
 ledge, and get back up onto it a second time.  You'll find a yellow
 key up there (#1).
2  87 <fe880000,fa980000> ( -376, -1384)
3  96 <  b80000,fa980000> (  184, -1384)
 Go to the lifts on the south side of the starting lake.  Take one
 of the lifts closest to the main front door.  Follow the hallway
 south; go through the hidden door marked by a spine.  Go through
 another hidden door marked by a spine, to the south.  Then go
 down the stairs and take the other hidden door marked by a spine.
 Here you will find a few goodies.  The west lift will take you
 to #2, and the east one goes to #3.

There are a bunch of raising and lowering platforms on the south side
of the starting lake.  Shooting them will raise platforms which will
allow you to cross the lake.

E4M9: Mausoleum
From the start, go west down the hall.  You will see a face on the
wall to the south, which is a hidden door; go through it.  After
completing the room inside, go back to the starting room and go
southeast; you will see an opening on your right.  Take the
teleporter inside.  After you take the teleporter, come back here;
you will see a second teleporter.  Take it, and then come back
and take the third teleporter.

After that, go to the northwest corner of the map.  Go east to the
first junction, then go south.  Go through the opening on your left
and enter a room with a bunch of staircases.  Take the teleporter at
the bottom of the steps.  Then take the teleporter you find there after
hitting the switch; you will find yourself in a lava lake.

1 177 <f96e0000,f9840000> (-1682, -1660)
2 178 <f9540000,fb4f0000> (-1708, -1201)
3   4 <f9600000,fcdb0000> (-1696,  -805)
 The lava lake in the west part of the map has several paths leading
 east.  Each one leads to a secret door.  The southmost one (#1)
 contains a shadowsphere; the middle one (#2) has some health;
 the north one (#3) has ammo and an urn.  You will get hurt getting
 these.  If you spend as much time as possible in the shadowed area
 of the lake, where you can't get hurt, you can minimize the amount
 of damage you take.

 After you leave the lava lake, go back to the staircase room, and
 take the next teleporter, which will bring you to a structure with a
 big long stairway with landings, in the east part of the map.

4 265 < 87e0000,f8f90000> ( 2174, -1799)
 In the structure with the long stairway with landings, the southeast
 landing has a blue banner.  Behind it is a hidden door to a room
 (#4) with some health, ammo, and wings.

 The northeast landing has another hidden door, which takes you to a
 platform at the top of a long series of descending platforms.  Once
 you get to the bottom, drop down into the lava and take the teleporter
 in the southwest corner.  Then go back to the staircase room in the
 west, and take the third teleporter.  Here you will find the yellow key.

5 364 < 38c0000,  460000> (  908,    70)
 After entering the exit room, and revealing the switches, go back to
 the starting room.  Go east to the first junction, then south.
 Enter the door on your right, and go to the northwest corner of
 the room and hit the switch.  This will reveal another ironliche,
 and an enchanted shield (#5).

The long west-east structure in the southwest corner of the map has
hidden doors on its south wall, on the west and east ends.

Episode 5: The Stagnant Demesne
-------------------------------

E5M1: Ochre Cliffs
1  33 < 4de0000, 9000000> ( 1246,  2304)
 After you get the green key, or after you enter the room where you
 found it, quickly jump down into the river to the south.  At the east
 end, you will find that a lift has been lowered, allowing you to drop
 down into a cave (#1) with ammo, a phoenix rod, and health.

After you first see the blue (exit) door, go back west; you will find
a hidden door to the north.  Enter that room, then come back out and
go east to the exit door, and then come back; you will now be able to
get the green key.

After you get the blue key, monster niches will be revealed to the
north and east.  The east one has a walk-through wall to the south.

E5M2: Rapids
1  90 < 83e0000, 3600000> ( 2110,   864)
 After you get the yellow key, go back to the yellow door room;
 on the way, you'll see an area to the east with a torch (#1).
 Be sure to go into the lava pool to the east of that; there you
 will find some goodies and three teleporters.
2 155 < 8200000, 1200000> ( 2080,   288)
 Behind the yellow door is a room with a bag hidden behind some
 barrels.  Walk through the north wall for a tome, and a switch
 that will lower a lift on the north side of the room to the east.
 The lift takes you to a ledge with an egg (#2).
3  51 < 5dc0000, 8c10000> ( 1500,  2241)
 In the room with the green door and the exploding pods, go north
 through the passage to the left of the green door.  At the first
 junction, go east to the end of the tunnel.  Get the shadowsphere
 and jump off the ledge.  Then go back to the first junction; you'll
 see a darkened area to the southeast.  It's a lift which takes
 you down to a small area with an enchanted shield (#3).
4  94 < 7c10000, 5dd0000> ( 1985,  1501)
 Behind the green door, at the top of the steps, there is an
 area with a switch.  On the south end of the room is a secret door,
 marked by a hanging skull, which leads to ammo and a ring (#4).
5  17 <  d00000, 3010000> (  208,   769)
 Eventually, you will come to a ledge overlooking the yellow door area
 from the west.  Go back northwest briefly; there is a secret door
 to the north, before the bend in the tunnel, marked by two hanging
 skulls.  The door reveals a phoenix rod; you will also see an
 opening to the southwest, containing an ironliche and a pair of
 wings (#5).  Be sure to jump off the ledge when you're done; this
 raises a staircase near your starting point.

E5M3: Quay
1  22 <fa000000,f6e00000> (-1536, -2336)
 From your starting point, go to the top of steps, and then back down
 again; you will see some monsters, a bag (#1), and some ammo.
2  48 <ff200000,fb000000> ( -224, -1280)
 After getting the yellow key, go east; two ironliches will be
 revealed on the other side of the lake.  The room they emerge from
 contains ammo and a ring (#2).
3  87 < 4880000,fc200000> ( 1160,  -992)
 Behind the green door leading east, you will find a hallway with
 two red banners and lots of yellow ones.  (The red ones have hidden
 doors behind them.)  There is a ledge at the end of the hall, with
 a maulotaur on it; after killing him, go north off the ledge, while
 staying close to the east wall.  You will fall on a set of barrels.
 Walk on top of the line of barrels, going north and then west to an
 opening with an enchanted shield (#3).  Do the same for the south
 set of barrels to get an urn.
4  84 <fcf70000,  240000> ( -777,    36)
 After entering the exit room, go back to the room with the blue,
 green, and yellow doors.  The south side of the room, to the left of
 the blue door, will have a short passage to a teleporter which takes
 you to the top of the ophidian tower.  Hit the switch up there and
 go into the room to the west.  The south side of this room has a
 walk-through wall which takes you to the secret exit (#4), leading
 to E5M9.

Behind the blue door is a red banner at the end of the hall;
it has a hidden door behind it.  Also, when you reach the ledge
where the liches are/were, don't forget to hit the switch, and don't
forget to drop off the ledge onto a lower ledge for some goodies.

E5M4: Courtyard
1  86 <ffc00000,ffe00000> (  -64,   -32)
 Right behind you, at the start, is a secret door leading to a lift
 which leads to a small area with a bag and a morph ovum (#1).  There
 are some monsters up there, though, so you may want to leave this
 secret for later.
2  92 <ffc00000,fcec0000> (  -64,  -788)
3 202 <fdb40000,fe800000> ( -588,  -384)
 After getting the yellow key, two rooms will open up to the west (#2)
 and south (#3).  They contain ammo and health.
4 256 <fd000000, 9020000> ( -768,  2306)
 Behind the yellow door is a room with stained glass windows.
 There's also a switch in there; if you hit it, the northwest
 window will change.  You can now walk through it to come to
 a room with four teleporters and a map (#4).  Also, hit the
 space bar on the throne in this room to find a hidden door to
 a shield, and a teleporter to health, an urn, and a ring.

E5M5: Hydratyr
1 201 < 3880000,ff5f0000> (  904,  -161)
2 228 < 8f70000,ff220000> ( 2295,  -222)
 After the green key is lowered, you will find a switch on the west
 side of the room.  Hit it to lower a lift just to the north.  Jump
 down onto the lift; you will find a small room with some health.
 There's a secret door on the west side which leads to a secret room
 (#1) with a teleporter in it.  When you're done, repeat the whole
 process for the other side of the room (#2).
3 349 < aa20000,fa600000> ( 2722, -1440)
 Behind the yellow door, to the east, you will find a room with
 two sets of staircases flanking a sludge pool.  The door on the
 north side leads to two switches; the second switch lowers a lift
 on the east side of the sludge pool (#3).  There you'll find a tome
 and some health.
4  53 < ea00000,f1b10000> ( 3744, -3663)
 Behind the green door, there are ledges to the north and south.
 Each can be lowered by hitting the space bar on the north or south
 end.  The south ledge has a secret door on the south end, which
 leads to ammo and a phoenix rod (#4).
5 236 < 6400000, 2d00000> ( 1600,   720)
 Behind the green door is a door leading east to a room with six
 teleporters.  The northwest one goes to the north end of the green
 key room; there you'll find wings and ammo (#5).

E5M6: Colonnade
1 327 <fcb80000, 2ce0000> ( -840,   718)
2 342 <fcb80000, e340000> ( -840,  3636)
 Once you enter the exit room, go back south and up the steps to the
 west room.  The north and south ends have doors which you can open
 by shooting them; behind them, you will find an opening leading
 around to a lava pit to the east.  The north one has a ring (#1);
 the south one has an urn (#2).

The room with the green key has three switches.  The north switch
lowers a lift to the south, by the south switch; it leads to a
teleporter which takes you to the area behind your starting point.
The south switch lowers the lift to the north, where the green key
is.  The middle switch opens doors to the north, behind the west and
east stained glass windows.  You can walk through the windows to come
to a room with two teleporters.  The east one takes you to an area
with two hidden exits; the southeast exit leads to a hallway which
ends at a lift.  There is also a hidden door at that point leading
north to the south ledge in the green key room.

Behind the yellow doors are several red banners which conceal hidden
doors.  There is also a switch, which reveals another switch on the
way back to the starting point.

E5M7: Foetid Manse
1 140 <  800000,ee400000> (  128, -4544)
 The building north of the blue door building has a structure in the
 center; you'll see a teleporter up on a pedestal, with another
 teleporter beside it on the ground.  South and slightly west of
 these is a pillar.  There's a secret door in it, which reveals an
 egg (#1).  By the way, in the center of this building, if there is a
 wall in your way, try shooting it.
2   0 < b190000,ff9d0000> ( 2841,   -99)
 After you get the blue key, there is a secret door to the southeast,
 by the hanging skull.  It leads to a small room (#2) with a chaos
 device and a teleporter.

E5M8: Field of Judgement
No official secrets.  To start the fun, use the wings to fly over the
symbol in the center.

E5M9: Skein of D'sparil
No official secrets.  On the northwest end of the starting maze is
a green wall with a yellow symbol on it.  Hit the space bar to lower
it, so you can get out of the maze.

Don't forget to try the three deathmatch levels (E6M1, E6M2, and E6M3).


[2] MONSTER COUNTS
==================

This list is for Smitemeister, single-player mode only.

                         Episode Four: The Ossuary
        ----------------------------------------------------------
        Level               1   2   3   4   5   6   7   8   9  Tot
        ----------------------------------------------------------
        Gargoyle           33   9  40  36   .  37  56   .  48  259
        Fire Gargoyle      14  11  13  25  31  18  25  17  22  176
        Golem               .   .  33  18   .   .   .   .  57  108
        Golem Ghost         .   .   .  16   .   .   .   .   .   16
        Nitrogolem          .   .  24  22   .   .   .  32  28  106
        Nitrogolem Ghost    .   .   .   .   .   .   .  26   .   26
        Warrior             .   .   2  13   .   .   .   .  25   40
        Warrior Ghost       .   .   1   4   .   .   .   3   .    8
        Disciple           10  12  14  10  14  24  28  11  24  147
        Ironlich            5   4   4   2   3   3   5   9   8   43
        Sabreclaw          28  20   .   .  10  33  27   .   .  118
        Weredragon          .   .   .   .  27   .   7   .   .   34
        Ophidian           26  29   .   .  18   .   .   .   .   73
        Maulotaur           1   2   1   .   1   .   .   .   .    5
        ----------------------------------------------------------
        Total             117  87 132 146 104 115 148  98 212 1159
        ----------------------------------------------------------

                     Episode Five: The Stagnant Demesne
        ----------------------------------------------------------
        Level               1   2   3   4   5   6   7   8   9  Tot
        ----------------------------------------------------------
        Gargoyle           17  46  25  21  40  48  25   .   9  231
        Fire Gargoyle       6  16  22  13  23  26  26   .  25  157
        Golem              18   .   .  31   2  49   .   .   .  100
        Golem Ghost        19   .   .   5  59   .   .   .   .   83
        Nitrogolem         18   .   .   8   3  41   .   .   .   70
        Nitrogolem Ghost   10   .   .  26  42   .   .   .   .   78
        Warrior            15   .   .  14   .  35   .   .   .   64
        Warrior Ghost       2   .   .   1  15   .   .   .   .   18
        Disciple           10   5   .  17  15  26  28   .  25  126
        Ironlich            5   3   9   1   3   2   .   .   5   28
        Sabreclaw           .  34  46   .   .   .  63   .  62  205
        Weredragon          .  27   .   .   .   .   .   .   .   27
        Ophidian            .   .  29   .   .   .  35   .  42  106
        Maulotaur           1   .   1   1   .   .   .   8   .   11
        ----------------------------------------------------------
        Total             121 131 132 138 202 227 177   8 168 1304
        ----------------------------------------------------------


[3] ITEM COUNTS
===============

This chart shows where the following items appear in the game, and how
many times they occur in each level.  This chart is for Smitemeister
single-player mode only.

CB = Crossbow  GA = Gauntlets  DC = Dragon Claw
FM = Firemace Spot  PR = Phoenix Rod  HS = Hellstaff
BG = Bag of Holding  EG = Egg  TB = Time Bomb
WG = Wings of Wrath  SS = Shadowsphere  RG = Ring of Invincibility
A1 = Silver Shield  A2 = Enchanted Shield
MP = Map Scroll  TM = Tome of Power  TR = Torch  CD = Chaos Device
CC = Crushing Ceiling  T1 = One-way Teleporter  T2 = Two-way Teleporter

Note that there can't be more than one firemace on each level.  In
each level with a firemace, there are a number of possible locations
for it; the FM column shows how many possibilities there are.  When
you start a level, the location is chosen randomly.

     CB GA DC FM PR HS  BG EG TB WG SS RG A1 A2  MP TM TR CD  CC  T1 T2 Total
E4M1:  1  1  1  .  .  1   1  1  6  .  1  1  1  .   1  1  .  1   1  10  .   29
E4M2:  1  1  1  .  1  1   2  1  8  2  2  2  1  1   .  1  .  1   .   8  .   34
E4M3:  1  1  1  5  1  1   2  2  5  1  1  2  1  1   1  2  1  1  21   .  .   61
E4M4:  2  .  2  5  2  1   2  1  4  1  1  1  2  1   .  2  2  1   .   .  .   40
E4M5:  1  1  1  5  1  1   2  1  5  1  1  1  1  1   1  3  1  1   .   3  .   32
E4M6:  1  1  1  .  1  1   2  1  5  1  1  1  1  .   .  2  .  .   .  14  .   33
E4M7:  2  1  2  6  2  2   2  1  4  1  1  1  2  1   1  3  2  1   .   6  .   41
E4M8:  1  1  1  .  1  1   1  1  4  .  1  1  1  1   .  1  1  1   .   1  .   19
E4M9:  1  1  1  4  1  1   2  1  4  1  1  1  2  1   1  3  2  1   8   7  1   45

E5M1:  1  1  1  4  1  1   2  1  4  1  1  1  1  1   1  2  1  1   .   2  .   28
E5M2:  1  1  1  5  2  2   2  1  3  1  1  1  1  2   1  2  1  1   .   3  .   32
E5M3:  1  1  1  6  1  1   2  1  5  1  1  1  1  1   1  2  1  1   .   3  .   32
E5M4:  1  1  1  .  1  1   2  1  5  1  1  1  1  1   1  2  1  1   .   7  .   30
E5M5:  1  1  1  4  1  1   2  1  6  1  1  1  2  1   1  2  1  1   .  17  .   46
E5M6:  1  1  1  5  1  1   2  1  6  1  1  2  1  1   1  2  1  1   4   4  .   38
E5M7:  1  1  1  .  1  1   1  1  5  1  1  1  1  1   1  2  1  1   1   4  .   27
E5M8:  1  1  1  .  1  1   1  .  .  1  1  1  1  1   .  1  .  1   .   4  .   17
E5M9:  1  1  1  .  1  1   2  1  6  3  1  1  1  1   1  2  1  1   .   2  .   28


--
Paul Falstad, [email protected], 805-966-4935, http://www.ttinet.com/pjf/
   work: [email protected], 805-882-2470, http://www.software.com