Monster generator room.
Put any useless item into the alcove immediately, the Troll here will then go to {22,0,14}, so you can quickly leave downstairs, where 2 Guard Dogs await you.
This pit brings you back to {24,13,3} where you have been teleported from.
The stairs at {22,1,7} and {22,3,7} are connected upstairs as well, and lead to the other side of the demon mirror.
Before going down, prepare to fight 2 Guard Dogs.
Coming through a pit on the level above at {21,5,1} you are transported here from {22,5,1}, if you have chosen the second Champion above.
The Cave Troll awaiting you cannot follow you further north into the big room.
The alcove at {22,2,28} contains a ZO Liqueur, you are told that it can detect traps.
The alcove at {22,2,29} contains 2 scrolls telling you about a monster, the Bloody Beast.
This is no door, but the demon mirror. Going to {22,2,11} summons the Demon of the Mirror here.
Stepping here summons the Demon of the Mirror and closes the wall at {22,3,12}. In the alcove at {22,3,11} is a scroll.
The stairs at {22,1,7} and {22,3,7} are connected upstairs as well, and lead to the other side of the demon mirror. Going upstairs on this side summons a Rat above at {23,3,6}!
The Bag contains a Steak. After you take it, run immediately through the door at {22,2,19} to avoid being killed by stones thrown at you. The places at {22,2,20}, {22,1,20}, {22,2,22}, {22,1,22} are safe as well.
Teleport to {22,8,23} from here.
Take the Magic Purse from {22,5,30} and go north into the teleporter afterwards.
The Master of the Trial tells you that you have won and must be quick in the next room.
Coming through the pit above you are transported to {22,1,31} if you have chosen to follow the Barbarian above; if not, you are trapped here!
Taking anything out of the alcove at {22,6,7} kills you.
2 Boulders are directly behind this door, and 3 pressure plates at {22,6,10}, {22,6,9}, {22,6,8}.
The Master of the Trial tells you that you have lost and that you must pay to leave.
A Club is here, the place says "clubs", and there are holes on the northern wall to put one into to switch on the teleporter at {22,6,26}.
Put a useless weapon into the appropriate holes in the walls, use the Club you find here or a burnt out torch. This enables a teleporter back to {22,12,29} at this place.
In the alcove at {22,8,14} you find a Club and Powder.
Go up those stairs.
Remove the wall at {22,9,20} by pressing the button on it.
Dwarves attack you behind this door and steal your items. Kill them and get a Wand of FUL to be found here.
The Master of the Trial standing here tells you that it's useless to attack him.
This teleporter brings you to {22,19,25}.
If the the teleporters at {22,10,26}, {22,12,26}, {22,14,26} are switched on, they transport you to {22,4,30}.
This teleporter brings you to {22,10,26}.
You are transported to the games to {22,12,29} from here. Don't leave the Emerald, the Sapphire, the Iron Key and any other items you wish to keep behind! Don't drop any valuable things in the following games' area. You can't fetch them later!
The stairs at {22,12,12} and {22,23,12} are connected on the level below.
Teleporting here opens the door in front of you and the one at {22,16,17}, releasing a Scorpion.
You can take a scroll out of the mirror at {22,12,20}, but will be held by an hypnotic eye, and killed.
This teleporter brings you to {22,6,29}.
The Master of the Trial standing here tells you that you've lost. He will vanish later, then go through the teleporter at {22,12,22}.
If the the teleporters at {22,10,26}, {22,12,26}, {22,14,26} are switched on, they transport you to {22,4,30}.
This teleporter brings you to {22,12,26}.
The Master of the Trial standing here tells you to make a choice. Go through one of the teleporters at {22,10,28}, {22,12,28}, {22,14,28}.
If the the teleporters at {22,10,26}, {22,12,26}, {22,14,26} are switched on, they transport you to {22,4,30}.
This teleporter brings you to {22,14,26}.
The VI Altar at {22,15,11} contains an Almost Full Waterskin and a Steak. The door behind you closes when you step in here. After a while you are teleported to {22,20,29}
This door opens as soon as you kill the monster having been released. The Scorpion is easier and drops useful VEN Eggs.
The Master of the Trial standing here does nothing.
Monster generator room.
You fall down here from the level above to the level below.
Teleporting here opens the door in front of you and the one at {22,14,17}, releasing a Minotaur.
The Master of the Trial standing here does nothing.
The alcove at {22,21,29} contains 3 scrolls which tell you to kill each other. Put your stronger Champion in the back row, kill the other by running into a wall. Put his bones into the alcove, and you, as well as any items on the floor are teleported to {24,25,28}.
Teleporter to {22,12,15}.
Inscription at {22,18,23}: "no crop is"
Even with a burning torch, this corridor gets darker if you follow it further, something will kill you at the end.
The northern wall at {20,19,19} crumbles to dust when you reach {22,20,20}. Behind it an extremely tough Giant Larva awaits you, which seldom leaves the northern hall, so attack and retreat repeatedly; if it follows you, lure it under the door at {22,24,23}.
The Master of the Trial says: "you survived."
Inscription at {22,20,23}: "ruin moat"
Teleporter to {22,18,15}.
The stairs at {22,12,12} and {22,23,12} are connected through a corridor below.
As soon as you open the door at {22,24,23}, ferocious Rock Worms attack. You can (and should in order to gain some valuable food) easily kill them by closing the door again onto them, and additionally hit with the Spiked Mace. Watch your health, close the door again to protect yourself, don't get poisoned.
The destroyable statues at {22,23,18} and {22,28,18} say nothing when examined, but can be hacked to pieces to gain fighter experience. Do so in the dark, you've got few torches.
This is just a blue light giving you a hint.
There is an Old Man in the niche at {22,23,16} giving you a riddle. You will die if you stay too long, or your answer is wrong, and can only leave if you act correctly. The bag contains the answer: lay down the coin in front of the man, then take it back.
Teleport back to {20,23,0}, 2 levels above this place.
You are teleported here from {20,24,0}, 2 levels above this place.
Taking the scroll will reanimate the items beneath: a Skeleton Warrior with an Open Helm, Dark Boots and a Mail Aketon appears.
If you do the right thing at {22,24,16}, a silver Gaefusilfr coin will appear in the VI Altar at {22,26,13}.
Taking the Sword summons a Giant Fly. The pit is an illusion.
If you do the right thing at {22,24,16}, a burnt out Bolt Blade will appear in the VI Altar at {22,27,13}.
Climb down here with a rope. Teleport from the room below to {22,28,20}; be aware that the pit blocks your way back. You MUST find the Emerald before entering the pit! Anything you leave behind will be unreachable!
If you do the right thing at {22,24,16}, a Cape will appear in the VI Altar at {22,28,13}.
The destroyable statues at {22,23,18} and {22,28,18} say nothing when examined, but can be hacked to pieces to gain fighter experience. Do so in the dark, you've got few torches.
Don't go here, there is a Boulder throwing trap to the north!
From Inferno from {26,18,15}.
From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
Back to Inferno to {26,18,15}.
Down to the Inferno to {26,30,0}.
Up to Ye Old King under the Mountain to {21,28,2}.
Map of Conflux / Level 22
 
Tileset :

Level 22 - Deathtrap Dungeon III[edit]

The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.

DEMON OF THE MIRRORWith tentacle-arms it walks around,
With thrown fire its prey it hounds.
[0,0],[[2,10],[2,12]],[[1,11],[2,12]],[[3,12],[5,12]]
DEATHTRAP DENIZENSOLD MAN
Neutrality the path he chose,
Endless
all he's seen and knows.
With wariness should you come near,
For not all grey ones should you fear.

DWARF
Darts around
all dressed in green,
Likes to take
what it has seen.
Likes to blind you from afar,
Laughs at his use of the power of Sar.

GOBLIN
Short but sturdy,
armed and green,
Leaps up high to hit you clean.
DEATHTRAP ANIMALSCOBRA
These serpents bring terror whenever they're near,
But keep your eyes sharp, for there's much that they fear.

GIANT FLY
Buzzing loud
with sharpened sting,
Many of them take to wing
When their nests
are under threat.
They move so swift they're hard to get.

GIANT LARVA
Slowly
does it crawl the floor,
Seeking clumsy feet to gnaw.

SCORPION
Yellow plates and sting held high,
Legs aplenty, beady eye.
With fearful snarl comes poison pain,
Enough to make the mighty slain.

ROCK WORM
Plated hide
and gnashing teeth,
Tiny arms seen underneath.
When the fanged head leaves the stone,
The poison comes, straight to the bone.
DEATHTRAP MONSTERSMINOTAUR
Human hands and bovine head,
Massive hammer inspires dread.

SKELETON WARRIOR
Bony fiend still armed with shield
And a sword he knows how to wield.


Made of bones,
so thin and hard,
You think a knife will strike?
Then think again, and quickly, or
More rations you will like.

CAVE TROLL

TROLL
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?
[[28,4],[28,6]]

This is a sample Sandbox dmzone (mouseover to see)