                 // and not over a dead area
                 for each (var deadRect :Rectangle in dead) {
                     if (deadRect.intersects(r)) {
+                        //continue CHECKPOSSIBLES;
                         throw true; // continue outer loop
                     }
                 }

        // keep track of area that doesn't generate new possibles
        var dead :Array = new Array();

        while (possibles.length > 0) {
            try {
                var p :Point = (possibles.shift() as Point);
                r.x = p.x;


                        // re-sort the list
                        possibles.sort(pointSorter);
                        //continue CHECKPOSSIBLES;
                        throw true; // continue outer loop
                    }
                }
