Multiple AS3 Questions for RPG Game

Hello, I have been following the RPG game design as laid out in the Foundation Game Design With Flash and have made great progress. I have however stumbled upon a few issues either related to the base design from the above book, or from my own advancement in programming.

#1) I have implemented scrolling into the map system of the game, such that the player appears to stay in the middle of the screen until the player moves within a certain amount towards and edge and then moves to that edge. This works perfectly, however my walls are not updated as such, and you run into walls where there are none. I believe this is because each map is a pre-made movieclip in the library which is attached to the stage at the beginning of the game prior to any movement. In each pre-made map, wall library objects are dragged to the map and placed in the correct position, these are not given instance names, but they do have a class associated with them. This class just instantiates the collision checking for the wall.
This problem requires a background experience with the RPG game in Foundation Game Design with Flash.

#2) In conjunction with the question above, I have moved all of my maps to a separate folder and I have adjusted the class definition, code, etc to reflect. At first it threw me errors saying that variables which are clearly found within the DungeonOne_Manager code was note valid. I made sure to import the proper clas as well by doing import maps.*;. This is how I called it to give me this error:


var CurrDngn = new maps.DungeonOne_Manager();

However, when I changed it to look like the below code it worked without problem:


var CurrDngn:DungeonOne_Manager = new maps.DungeonOne_Manager();

Now, my issue arises because each map MC has its own representative class (DungeonOne_Manager for dungeon one, DungeonTwo_Manager for dungeon two, etc), which contains the information for that map (NPCs, doors, items, etc). How can I get away with using the first code, if possible, the first code worked before I had moved the map classes.