anchor.diff:  
     procedure RenderDungeonItems(MapID: Integer);
     var
  -    I, Count: Integer;
  +    I, Index, Count: Integer;
       FItem: Item;
     begin
       Count := Items_Dungeon_GetMapCount(MapID);
       for I := Count - 1 downto 0 do
       begin
         FItem := Items_Dungeon_GetMapItem(MapID, I);
  +      Index := FItem.ItemID - 1;
         ConioEngineWriteChar(FItem.X + 1, FItem.Y + 1,
  -        ItemBase[FItem.ItemID - 1].Char, ItemBase[FItem.ItemID - 1].Color);
  +        ItemBase[Index].Char, ItemBase[Index].Color);
       end;
     end;
   
  
positive.code:         end
        else
          case Key of
            '1': begin
                   Items_Dungeon_MapClearXY(CurrentMap, Player.X, Player.Y);
                 end;
            '+': if (CurrentMap < MapDeep - 1) then CurrentMap := CurrentMap + 1;
            '-': if (CurrentMap > 0) then CurrentMap := CurrentMap - 1;
            '2': Inc(Player.Y);
  
negative.code:   for I := 0 to Count - 1 do
    begin
      FItem := Items_Inventory_GetItem(I);
      RenderItemInfo(7, I + 2, I, FItem);
    end;
    ConioEngineWriteString(33, 3, 'GOLD: ' + IntToStr(Items_Inventory_GetItemAmount(7)), 14);
  end;
  
  var
  