private RedTroll(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Mist(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Swamp(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Voices(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private PaperHatch(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private HellHound(AnimateID id, RoomID startRoom, int strikeCount) : base(id, startRoom, strikeCount) { }
private Gnu(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Lava(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Tree(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Door(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private DragonHead(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Teleporter(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Plant(AnimateID id, RoomID startRoom, int strikeCount) : base(id, startRoom, strikeCount) { }
private Swelling(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Computer(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Vacuum(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private Barbecue(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
private GreenCrystal(AnimateID id, RoomID startRoom) : base(id, startRoom) { }
protected Animate(AnimateID id, RoomID startRoom) => (ID, CurrentRoom, Status) = (id, startRoom, AnimateStatus.Initial);