Wisdom Path: the stairs ultimately lead to the minotaur maze at {0,19,20} or down a pit to the spider level at {0,18,28}; beware of strong monsters.
To the Council; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
This is a trap extorting an item "donation" from your party! Use a ZO KATH RA spell to escape.
Connection between {0,3,3} on the Guilds level and {3,0,0} on the Sewers level.
This invisible force field simply turns you around into the direction you were coming from.
This pressure plate closes the door.
The rooms to the north must be entered from here, leave through {2,10,3} or the stairs up at {2,0,3}.
This pressure plate opens the door.
You are teleported here from {8,0,5} in the Kitchen Lab. Kill the rats at {2,7,12} for furs and Steaks, then go there to make the teleporter back to {8,1,5} appear here.
To the sewers.
Way between cellar and sewers.
Wands of light/looking through walls.
Open this door with a Mirror of Dawn at {2,9,19} from the northern side (coming from the temple).
To the Wine Cellar.
This pressure plate opens the door.
The rooms to the north and west can only be entered from {2,5,9} or via the stairs at {2,0,3} coming from the minotaur's maze via {0,19,20}.
This pressure plate closes the door.
You are teleported here from the Portal Room from {7,31,3}.
From the Storage Cellar.
To escape from here without going through the pit, you must drop all your belongings. I don't know where they are teleported to if you lay them onto the floor, so it's probably best to throw them down the pit where you can retrieve them later at a known place, or to go down there, keeping all your stuff.
This passage is normally blocked. To open it, you must come down from {1,11,7} to {2,11,7}. This wall closes again when you step through this place.
Ladder up to the cellar to {1,12,8}.
GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
Couatl. The inscription SNAKES WATCH at the northern side of the wall at {2,16,10} warns you.
Couatl. The inscription SERPENTS WATCH at the southern side of the wall at {2,16,22} warns you.
Couatl. The inscription SNAKES WATCH at the northern side of the wall at {2,16,10} warns you.
Couatl. The inscription SERPENTS WATCH at the southern side of the wall at {2,16,22} warns you.
Sword in the alcove, bag with 3 normal scrolls and PASSWORD OF THE TEMPLE MAP.
Push the lever to fall into the pit to the sewers.
Pushing the wall briefly open the door at {2,19,25} and the pit at {2,20,25}. You must have a good rythm and be fast to pass. It's easier to just use a key of b on the lock.
"Pit D".
To THE FLOOD, the central area of the sewers.
Don't waste a Mirror of Dawn here.
VEN Egg and Iron Key in the alcove to the west at {2,20,27}.
GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
Put a Gold Key into the lock at {2,23,31} to the west to open the walls at {2,23,30} and {2,20,31}.
This door is lockpickable.
CURSED. This is a trap for the Malficient guild.
GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
Teleporter to the council's canteen at {7,6,25} (unlimited food and water, but also Vexirks there).
To the cellar; the stairs at {2,25,15}, {2,25,17} and {2,27,16} are directly connected with a corridor on the level below.
To the cellar; the stairs at {2,25,15}, {2,25,17} and {2,27,16} are directly connected with a corridor on the level below.
To the cellar; the stairs at {2,25,15}, {2,25,17} and {2,27,16} are directly connected with a corridor on the level below.
The pressure plate in the middle summons more monsters.
Teleporter back north two steps.
One of the monks drops a Gorgonzola, another one a few Plasmas, a scroll, a Corbum and a Sticky Plasma, which you cannot drop. Use it on the "lock" to the north to open the door here and get rid of it. Take another Plasma with you through the next door. You can also examine Plasmas by holding them on the eye symbol in your inventory.
To a corridor at {4,31,11}, and finally to {6,31,23}.
There is a fast respawning Mastervexirk here, casting spells down the hall at you. Press the button to stop the door from closing onto him, then kill him yourself, and step immediately in before he respawns. Then look in the sides of the door for the Unique Sword Fury, wich can regain a fireball charge from your Wisdom if burnt out. The eternal torch is here.
To the Sewers one level below (you can reach the Black Crypt from there, and the Tomb of Druafang), and to the Spiders' level at {6,31,28}.
Scroll "Let your hands burn with Plasma. Don't drop it"; Plasmas on the floor and in an alcove. Hold a Plasma on the lock for a message (this probably activates also the teleporter at the other end). There is a way to collect the stuff in this corridor.
2 bags, Elven Doublet, ashes.
Bones.
SAR Wine, 2 used up Stormrings, Wooden Shield.
2 Bags, Elven Huke, Leather Jerkin.
4 Bags.
Teleporter to {2,31,19}. The door there will be open now.
Teleport to {2,19,0}: you need to go there to open that door with the scroll behind it.
Spell unlocked: Thunder, OH GOR. A force field at {2,31,20} now seems to block your way, but you'll get rid of it easily.
Put a Plasma in the alcove to open the door which closes behind you. You can take it back.
The Long Lost Wand is hidden here; when you move around in its room, it is teleported to {2,26,19}.
Screamers are here. You must put the Long Lost Wand into the alcove at {2,23,20} in order to remove the wall at {2,27,21} and to reveal the keyhole at {2,26,21}. With an Iron Key you can open the door at {2,25,22}. Since you can reach the other side of the stairs then, you can take the wand with you, even though the wall closes again.
The wand will appear here. Items on this floor square, however, are teleported to {2,26,18} via {2,18,27} if you approach.
Iron Key in the hole at {2,25,18} for the keyhole at {2,26,21} behind the wall. Items on this floor square are teleported into the wall at {2,29,21} via {2,18,31} if you approach.
You will see the Long Lost Wand here for the first time. When you go there, it is teleported to {2,25,21} via a teleporter sequence: {2,19,29}, {2,28,21}, {2,19,27}.
To remove this wall, take the wand out of the hole at {2,29,21} once it appears there and put it into the alcove at {2,23,20} revealing the stairs back. Using an Iron Key in the lock here opens the door on the other side of the wall, so you can keep the wand.
Back to the cellar. If you haven't got an iron key, you must leave the wand in the alcove at {2,23,20} in order to leave this room.
The Long Lost Wand appears in the hole in the eastern wall at {2,29,21}, 5 COMPETITION POINTS.
Screamers are here. In each of the alcoves at {2,30,20} and {2,29,21} are 2 Gorgonzolas. On the western wall of {2,29,21} is a fountain.
Bag with Wand of FUL, Mirror of Dawn, Dragon Heart, 2 Steaks, 2 Stone Mushrooms, Gorgonzola; Bag with Empty Waterskin, Magic Purse, Mail Aketon, Snapdragon, Helm, Steak, Gorgonzola.
This teleporter is a time machine and brings you to the future to {6,29,22} on the spiders' level.
Put a potion of wisdom into the alcove at {2,21,17} to open this door. You can take it back.
Bag with Sword, Gorgonzola, 2 Skullseeds, Shining necklace, Gem of Ages necklace, 2 Stone Mushrooms; Bag with Sword, Dragon Spit wand, Corbum, 2 Stone Mushrooms, Spitter Berry, Gorgonzola. In the alcove at {2,21,17} are 2 Scrolls with hints.
The tree here drops a unique Branch of Fear and Courage when killed. This is one of the few weapons which affect immaterial monsters like Water Elementals. If your priest level is too low to see the special properties, distinguish it from other branches by the attack type when you wield it as a weapon. This one has "brandish" (scares monsters) and "berzerk" (hits monsters).
You must kill the immobile High Priest at {2,18,16}, he drops Leather Boots and a Mithral Mail here.
ZED READS THE RUNES ON THE STAINED GLASS WINDOW.... A ROSE ON MANURE. A GEM INSIDE THE MUD A MIRACLE AMONG EVIL. DELICACY FROM STONE. Place a Snapdragon in the alcove to get an Onyx Key to open the door. Putting any coin into the slot removes the curses from all items carried except The One Ring and items in bags. I store a coin and my cursed items here to remove the curse from all at once.
Map of Conflux / Level 2
 
Tileset :

Level 02 - The Temple[edit]

A dangerous place with a treacherous location. Only seasoned veterans should attempt to fight the monks of the Iron Temple, for the dangers are great and the rewards well hidden. Can you learn the secrets of the Plasma? Can you survive the paths and gain the monks' secret wisdom? Not if your party cannot survive a direct fireball hit! The unique compass "Learning Advisor" says "FIRST LESSONS BEGIN" when examined on this level.
  • Unlock the Thunder spell to cast lightnings here.
  • Find the entrance from the Cellar, get the "Long Lost Wand!"
  • Travel to the future!
  • Kill the Tree of Fear and Courage to obtain an interesting weapon.
  • Get curses removed by a blessing at the High Priest's altar.

TEMPLE DENIZENSRUSTER
Small and strange these creatures seem,
With small claws sharp and eyes agleam.
They'll growl and bite, and fight you must,
But warrior, beware the power of rust!

HERACLITUS MONK
Little figure, robe of brown,
Hurling spells to cast you down.

LAO TZU MONK
Robed in grey,
this little man
Casts spells better than you can.
[[5,0],[8,1]],[[11,0],[14,0]],[[19,0],[25,0]],[[27,0],[29,6]],[[9,1],[10,2]],[[14,1],[14,3]],[[16,1],[18,2]],[[26,1],[30,5]],[5,2],[5,2],[11,2],[[13,2],[14,3]],[[21,2],[23,4]],[[25,2],[31,4]],[[0,3],[3,3]],[[5,3],[5,5]],[[10,3],[10,7]],[[15,3],[15,25]],[17,3],[17,3],[[19,3],[23,3]],[[1,4],[3,5]],[[6,4],[7,5]],[[9,4],[12,5]],[[16,4],[18,4]],[[4,5],[7,5]],[[18,5],[21,5]],[[23,5],[30,5]],[[6,6],[6,8]],[[12,6],[15,6]],[[17,6],[19,7]],[[21,6],[22,7]],[[25,6],[25,13]],[[1,7],[2,8]],[[4,7],[6,8]],[11,7],[11,7],[[23,7],[23,10]],[26,7],[[28,7],[28,13]],[12,8],[[30,8],[30,13]],[[2,9],[2,14]],[5,9],[5,9],[[13,9],[20,9]],[[22,9],[25,9]],[[27,9],[30,9]],[[4,10],[13,10]],[[17,10],[21,10]],[[24,10],[26,10]],[[0,11],[4,11]],[12,11],[12,11],[[14,11],[16,12]],[[18,11],[22,11]],[24,11],[24,11],[27,11],[27,11],[[0,12],[2,12]],[[4,12],[4,25]],[[11,12],[17,12]],[[19,12],[22,12]],[26,12],[0,13],[0,13],[[8,13],[8,20]],[[10,13],[11,19]],[[13,13],[13,20]],[[17,13],[17,20]],[[21,13],[23,14]],[27,13],[27,13],[31,13],[31,13],[[7,14],[19,14]],[1,15],[1,15],[[6,15],[17,17]],[[20,15],[20,18]],[[22,15],[25,15]],[[0,16],[18,16]],[[22,16],[24,17]],[[2,17],[2,20]],[[19,17],[20,18]],[25,17],[[0,18],[2,18]],[[7,18],[20,18]],[[22,18],[23,19]],[[31,18],[31,23]],[[0,19],[0,22]],[[21,19],[23,19]],[30,19],[30,19],[1,20],[1,20],[[7,20],[9,20]],[[11,20],[17,20]],[[19,20],[22,21]],[[12,21],[12,23]],[[14,21],[16,21]],[[18,21],[22,21]],[[1,22],[12,22]],[[17,22],[21,22]],[[29,22],[31,23]],[[8,23],[8,25]],[[13,23],[20,23]],[[2,24],[5,24]],[[9,24],[10,25]],[[20,24],[22,25]],[29,24],[29,24],[[1,25],[4,25]],[[11,25],[15,25]],[[17,25],[31,25]],[[22,26],[22,31]],[18,27],[18,27],[[21,27],[31,27]],[[18,28],[18,31]],[21,28],[21,28],[27,28],[27,28],[[29,28],[31,28]],[[17,29],[19,29]],[[26,29],[28,29]],[[21,30],[26,30]],[[28,30],[31,30]],[[19,31],[22,31]],[[24,31],[26,31]],[28,31],[28,31],[31,31]
TEMPLE GUARDIANSCOUATL
Slippery, swift, they fly through the air,
Their bite can be deadly, so fighters, take care.
These serpents bring terror whenever they're near,
But keep your eyes sharp, for there's much that they fear.

ANT MAN
Insectoid, biped, bringer of trouble.
Never alone - always at least double.
A poisonous bite, some wood to the head,
A thump or two more, and you may be dead!

IMP
Summoned by the monks' great power,
Small though it's their foes who cower.
With fast strikes
and fiery death,
Don't meet one when you're out of breath.
[[5,0],[8,1]],[[11,0],[14,0]],[[19,0],[25,0]],[[27,0],[29,6]],[[9,1],[10,2]],[[14,1],[14,3]],[[16,1],[18,2]],[[26,1],[30,5]],[5,2],[5,2],[11,2],[[13,2],[14,3]],[[21,2],[23,4]],[[25,2],[31,4]],[[0,3],[3,3]],[[5,3],[5,5]],[[10,3],[10,7]],[[15,3],[15,25]],[17,3],[17,3],[[19,3],[23,3]],[[1,4],[3,5]],[[6,4],[7,5]],[[9,4],[12,5]],[[16,4],[18,4]],[[4,5],[7,5]],[[18,5],[21,5]],[[23,5],[30,5]],[[6,6],[6,8]],[[12,6],[15,6]],[[17,6],[19,7]],[[21,6],[22,7]],[[25,6],[25,13]],[[1,7],[2,8]],[[4,7],[6,8]],[11,7],[11,7],[[23,7],[23,10]],[26,7],[[28,7],[28,13]],[12,8],[[30,8],[30,13]],[[2,9],[2,14]],[5,9],[5,9],[[13,9],[20,9]],[[22,9],[25,9]],[[27,9],[30,9]],[[4,10],[13,10]],[[17,10],[21,10]],[[24,10],[26,10]],[[0,11],[4,11]],[12,11],[12,11],[[14,11],[16,12]],[[18,11],[22,11]],[24,11],[24,11],[27,11],[27,11],[[0,12],[2,12]],[[4,12],[4,25]],[[11,12],[17,12]],[[19,12],[22,12]],[26,12],[0,13],[0,13],[[8,13],[8,20]],[[10,13],[11,19]],[[13,13],[13,20]],[[17,13],[17,20]],[[21,13],[23,14]],[27,13],[27,13],[31,13],[31,13],[[7,14],[19,14]],[1,15],[1,15],[[6,15],[17,17]],[[20,15],[20,18]],[[22,15],[25,15]],[[0,16],[18,16]],[[22,16],[24,17]],[[2,17],[2,20]],[[19,17],[20,18]],[25,17],[[0,18],[2,18]],[[7,18],[20,18]],[[22,18],[23,19]],[[31,18],[31,23]],[[0,19],[0,22]],[[21,19],[23,19]],[30,19],[30,19],[1,20],[1,20],[[7,20],[9,20]],[[11,20],[17,20]],[[19,20],[22,21]],[[12,21],[12,23]],[[14,21],[16,21]],[[18,21],[22,21]],[[1,22],[12,22]],[[17,22],[21,22]],[[29,22],[31,23]],[[8,23],[8,25]],[[13,23],[20,23]],[[2,24],[5,24]],[[9,24],[10,25]],[[20,24],[22,25]],[29,24],[29,24],[[1,25],[4,25]],[[11,25],[15,25]],[[17,25],[31,25]],[[22,26],[22,31]],[18,27],[18,27],[[21,27],[31,27]],[[18,28],[18,31]],[21,28],[21,28],[27,28],[27,28],[[29,28],[31,28]],[[17,29],[19,29]],[[26,29],[28,29]],[[21,30],[26,30]],[[28,30],[31,30]],[[19,31],[22,31]],[[24,31],[26,31]],[28,31],[28,31],[31,31]
CIRCLE OF SUMMONINGEFREET
Soul and speed
of flame and fire,
When you see red, you see your pyre.
An undead blade may slice them through,
Or when they strike, strike back, strike true.

OITU
Spiderlike with deadly fangs.
In webs, their prey, it often hangs.

RUSTER
Small and strange these creatures seem,
With small claws sharp and eyes agleam.
They'll growl and bite, and fight you must,
But warrior, beware the power of rust!

CAVE RAT
Scuttle and squeak and sniff and bite,
Beware where there's one, there's many to fight.
They may bite with poison, they may stink of waste,
But when battle's done, how good do they taste!
[[27,0],[29,6]],[[26,1],[30,5]],[[25,2],[31,4]],[[23,5],[30,5]],[[25,6],[25,8]],[26,7],[28,7],[28,7]
CIRCLE OF SUMMONING IISCORPION
Yellow plates and sting held high,
Legs aplenty, beady eye.
With fearful snarl comes poison pain,
Enough to make the mighty slain.

ANT MAN
Insectoid, biped, bringer of trouble.
Never alone - always at least double.
A poisonous bite, some wood to the head,
A thump or two more, and you may be dead!

MUNCHER
Hear them coming
in hungry mood,
Made of teeth, for you're their food.
Fight if you like, or run, if you can,
But these fly faster than the swiftest man.

WORM
Slowly
does it crawl the floor,
Seeking clumsy feet to gnaw.
[[27,0],[29,6]],[[26,1],[30,5]],[[25,2],[31,4]],[[23,5],[30,5]],[[25,6],[25,8]],[26,7],[28,7],[28,7]
RUSTLook around, look close at hand,
For long can iron things withstand
The test of time, until they rust,
And then they turn to orange dust.
[[16,9],[19,9]],[[17,10],[20,10]],[[18,11],[20,11]],[19,12],[19,12],[[12,21],[12,23]],[[8,22],[12,22]],[8,23]
FINAL WEAPONOnce dwarves and monks were friends in trade,
But when the ore ran out, they paid
With many lives as war broke out.
It's said the monks won, though there's doubt...

For secretly the monks did call
Strange creatures to make the dwarves fall.
To rust each axe, each breastplate, sword.
These creatures deaths the monks could afford.
[[6,22],[10,22]],[[8,23],[8,25]],[[9,24],[10,25]],[[11,25],[15,25]]
DONATIONA donation is all they ask,
It's really quite a simple task.
If all your things you wish to hold,
Nearby you may get by with gold.
[[2,17],[2,20]],[[0,18],[2,18]],[[0,19],[0,21]],[1,20],[1,20]
CIRCLEWary footing you will need.
Warnings it is wise to heed.
Though summoned creatures were contained,
This circle's broken, power's drained.
[[27,0],[29,6]],[[26,1],[30,5]],[[25,2],[31,4]],[[24,5],[30,5]],[[25,6],[25,8]],[26,7],[28,7]
SOLID KEYInsectoids blue do guard the key
You need to pass through easily.
But that's not all – you'll get a shock,
So be strong, THEN open the lock.
[[30,9],[30,11]],[31,10]
ONYX KEYThis key you may think hard to find,
But think again – just use your mind,
For that's what's needed, solve the clue.
It's simple, what you have to do.
[17,16],[17,16],[17,17],[17,17]
IRON KEYLook around here, close at hand,
For near this place, the key does stand
In a repository, if you
Look close. Now how's that for a clue?
[27,21]
IRON KEYTo break the circle's endless ring,
The key you need may lie within.
Or try the place of those retired,
But ready spells to be fired.
[25,7],[25,7],[25,8]
GOLDEN PATHYou need gold here, but to gold get,
You'll need to go to place violet.
Or mauve, perhaps, or amethyst,
Or similar...you get the gist?
[11,0],[11,0],[1,15],[1,15],[[0,16],[2,16]],[2,17],[2,17]
MUSICAL LOCKThe one who owns the rooms yonder,
In the Retirement Room does wander
As punishment for things he's done,
Hating his own as everyone.
[[20,24],[21,25]]
IRON KEYAnother key must you expend,
For this door will not break or bend.
But sometimes when a copper's lost
Five more are found, to beat the cost.
[[21,30],[22,31]]
SURRENDERGive up all you've toiled for,
And cast it down upon the floor.
When watchers unseen all have seized,
The way will open as they are appeased.
[11,7],[11,7]
EE BLESSINGIf cursed you are, you need to see
A way to break it,
become free.
A blessing is
the opposite force,
For a small donation, of course.
[[16,15],[17,17]],[18,16]
WISDOM OF THE PATHSAsk your memory, ask your mind,
At the end, what did you find?
Which way or path of two did you
Choose? Was it Tao, or Tzu?
[[20,16],[20,18]],[[19,17],[20,18]],[[18,18],[20,18]]
WAY OF TZUThough the way may be nearby,
It may be hidden from the eye.
Though obvious it may be not,
Try finding it with what you've got.
[[28,7],[28,10]],[[27,9],[29,9]]
TEMPLEThe High Priest has his serpent guard,
Who will come swiftly, strike fast, hard.
The outer path
may be most wise.
Isn't the lookout the first who dies?
[12,11],[12,11],[[14,11],[16,12]],[[11,12],[17,12]],[[8,13],[8,20]],[[10,13],[11,18]],[[13,13],[13,20]],[[15,13],[15,21]],[[17,13],[17,20]],[[7,14],[19,14]],[[6,15],[17,17]],[[5,16],[18,16]],[[7,18],[18,18]],[11,19],[11,19],[[7,20],[9,20]],[[12,20],[17,20]],[12,21],[[14,21],[16,21]]
RETIREMENT ROOMFace a foe with equal force,
Solve the riddle, learn the course.
Mind the pits and find the way,
A prisoner has multiple paths to stray.
[[23,8],[23,10]],[[22,9],[25,9]],[[24,10],[26,10]],[24,11],[24,11],[25,12]
LOST SOMETHING?If the wand you wish to keep,
Know the price
is not too steep.
An iron piece
is all that's asked.
Apply your eyes if you're still tasked.
[[26,18],[27,20]],[[25,19],[28,20]],[[24,20],[29,20]],[25,21],[25,21],[27,21],[27,21]
PRAY PURIFY AND PURGEOnly pure souls enter in,
Only minds clear of the din
Of daily life and toil and woe.
Material assets should also go.
[[9,4],[12,5]],[10,6],[10,6]
BACKDOORTo leave this place, a way you've found,
Be sure you're walking on safe ground.
You need not fear, the path is true.
The back door's a safe way for you.
[25,11],[25,11]
NO ENTRYIf exploration is your aim,
If finding all things seems a game,
Alas, you'll find you cannot go
Through every way that seems to show.
[6,10],[6,10],[4,12],[7,14],[1,25],[1,25],[4,25],[9,25],[11,25],[11,25],[15,25],[18,31]
IMAGINATIONListen, see,
know, touch, feel,
For what seems solid may not be real.
Look around without your eyes
To break the stone's secret disguise.
[[28,7],[28,10]],[[30,8],[30,11]],[[23,9],[25,10]],[[27,9],[30,9]],[26,10],[24,11],[24,11],[25,12]
JUST A ROOMNo items here, no treasure pure,
No empty flask, no poison cure,
No riddle, hint, for mind or wit,
Though watch your step for creature, pit.
[[8,23],[8,25]],[[9,24],[10,25]],[11,25]
EXIT ONLYA closed-up path,
a one-way door,
No way to come through ceiling, floor.
This passage is shut from this side.
Only from beyond can it be pried.
[14,0],[14,0],[[7,20],[9,20]]
QUIET FOUNTAINNo tricks, no traps, just water clean,
From this quiet fountain, sweet, serene.
You may not find
more water soon,
So take advantage of this boon.
[28,19]
TREASURE TIMEFight is over, monsters slain,
Now the treasure lies here plain.
See it, take it, now it's yours.
Some items which may aid your cause.
[19,17],[19,17],[18,18],[18,18],[31,18],[19,27]
FALL BREAKERMost pits give a bad reception,
And these here will be no exception.
But note that one pit closed may stop
A fall far too great – a death drop.
[19,3],[19,3]
Esmerdis the MageGreat knowledge has this mighty poet,
He knows so much yet does not show it.
His eyes can pierce stone, wood, or metal.
His secret love bears scent and petal.
[[4,21],[4,25]],[[2,22],[6,22]],[[2,24],[5,24]],[[1,25],[4,25]]
The High PriestThough his serpents guard him well,
Great power in him there does dwell.
He guards, himself, the treasure stores,
For only he may use the doors.
[[14,11],[16,12]],[[11,12],[17,12]],[[8,13],[8,19]],[[10,13],[11,19]],[[13,13],[13,20]],[[15,13],[15,21]],[[17,13],[17,17]],[[7,14],[19,14]],[[6,15],[17,17]],[[5,16],[18,16]],[[7,18],[16,18]],[18,18],[17,19],[17,19],[[11,20],[17,20]],[[14,21],[16,21]]
Heresiarch of UqbarMany rules his people have,
And many he has broken.
Alongside hate, he keeps his keys,
It's long since he has spoken.

If you stay too long he will summon a muncher and design you as the target.

Dance around the heresiarch quicker than him.
[[23,8],[23,10]],[[22,9],[25,9]],[[24,10],[26,10]],[24,11],[24,11],[25,12]
Saint PrometheusStrange this creature, once master of fire,
Often burns in a funeral pyre.
Yet soon again he feels the pain.
No phoenix is he, but insane.

Ask quickly for his hidden sacred fire between two torments.
[29,24],[29,24],[[25,25],[31,25]]
Master of the PlasmaSolids melt and liquids burn,
Gases singe and then we learn
Another substance is there after,
And so we find him, Plasma's master.

Plasmas have many virtues.
They often are keys for wizard locks.
[[31,21],[31,23]],[[29,22],[31,23]],[29,24],[29,24],[[27,25],[30,25]]
Fear and CourageA tree so old its wisdom lies
Within each root and twig.
A teacher strong and powerful,
‘Neath whom none dare dig.
[[16,4],[18,4]],[[18,5],[19,7]],[[17,6],[19,7]]
Guards of Holy WillFrom evil were these four once born.
Into the world their path was torn.
Now keeping constant watch they stay,
Unless there is another way...

There is no need to defeat them.
[[29,14],[29,18]],[[28,15],[30,17]],[[27,16],[31,16]]
JUST A HALLSo often do you ask for help,
Begging for hints like some small whelp,
But know that help can't always be.
This corridor's just plain, can't you see?
[0,0],[0,0],[3,0],[3,0],[11,0],[[1,1],[3,1]],[[12,6],[14,6]],[[15,7],[15,9]],[[13,9],[15,9]],[[4,10],[4,17]],[[6,10],[10,10]],[13,10],[0,21],[0,21],[[1,22],[11,22]],[27,22],[27,22],[[12,23],[15,23]],[[25,23],[27,23]],[15,24],[15,24],[[11,25],[15,25]],[[23,25],[28,25]],[[23,27],[28,27]]

This is a sample Sandbox dmzone (mouseover to see)