To the temple; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
Teleporter to {7,22,9}.
GANDO SAYS THIS IS A MAGICAL LOCK
Pressing a button at {11,20,12} near the weapon replicator on the lowest level of THE SUDDEN DEATH area teleports you here.
Going up the Stairs of Ashes here floods the level.
Going down the Stairs of Ashes here floods the level.
To the "Revenge Room" on the Spiders' level, which must be entered from here or the stairs at {7,9,20}. The third "entrance" is a trap throwing you into the cell at {7,13,19}.
Water!
Destroyable statue, no text when examined.
Destroyable statue, no text when examined.
Ladder to {6,16,7}, leads back to this level to the stairs north at {7,16,5} (Dark Councillor).
LEIF SAYS I COULD BASH THIS DOOR
Destroyable statue, no text when examined.
Door can be bashed.
Destroyable statue, no text when examined. There are an empty alcove and a double lock here. The lock requires 2 Iron Keys and puts an Emerald Key into the alcove. I'm not sure whether it also activates the teleporter at {7,11,24}, probably not.
GANDO SAYS THIS IS A MAGICAL LOCK
The two adjacent prison cells are full of vexirks and thieves!
There are two sets of bones "Victim of Solune" here and a scroll.
Door can be bashed.
"Jail of Solune"
STAMM SAYS THIS GEM IS DEFINITELY NOT OUR DWARVEN POWERGEM.
GANDO SAYS THIS IS A MAGICAL LOCK
Vexirk here carries a Cerberus, 3 COMPETITION POINTS.
Water!
Destroyable statue, no text when examined.
Teleporter to {7,3,19}.
Water!
NABI SAYS THE CHAMERLAIN IS THE GUARDIAN OF THE COUNCIL. ONLY MY SHIELD CAN PROTECT US AGAINST HIS TRAPS
Inscriptions on all surrounding walls.
Ladder down to {8,23,28}.
LEIF SAYS WAIT... I COULD BREAK THE SECOND DOOR
This pit goes down to {8,27,0}, then you reach {10,26,2} and finally {12,23,0} at the Moria entrance.
Using lockpicks here creates two Couatls.
GANDO SAYS THIS IS A MAGICAL LOCK
Down to {8,30,27}, return via the ladder at {7,23,28}.
Teleporter to {8,20,12}, probably switched on from down there at {8,21,11} (or from the lock at {7,17,26}, not sure…)
Press the small button at {7,24,24} to open and close the wall at {7,23,25}.
GANDO SAYS THIS IS A MAGICAL LOCK
"To the retirement room": teleporter to {2,25,12} behind a fake wall.
Unlimited food and water! Vexirks disturb you from time to time. Below all the Chewer Pods ad Worm Rounds are buried: 2 Spitter Berries and a Stone Mushroom to the north; a Gorgonzola and a Shuriken to the west; a Spitter Berry to the south; a Stone Mushroom and a Gold Key to the west.
A small button on the northern wall {7,8,19} opens the southern wall {7,8,21}.
To the "Revenge Room" on the Spiders' level, which must be entered from here or the stairs at {7,13,24}. The third "entrance" is a trap throwing you into the cell at {7,13,19}.
The White Chambers, sack them, 5 COMPETITION POINTS. GANDO SAYS THIS IS A MAGICAL LOCK
Circus Prize 99 in door side alcove in east facing wall, 1 COMPETITION POINT.
The pits at {7,11,4} and {7,11,5} never close, and lead to a place safe to rest. The adjacent pits drop you into teleporters bringing you back up onto a different square from where you fall down into the next teleporter.
The pits at {7,11,4} and {7,11,5} never close, and lead to a place safe to rest. The adjacent pits drop you into teleporters bringing you back up onto a different square from where you fall down into the next teleporter.
A wall switch removes and places a column at {7,18,2}, opening or blocking the way for Solune, the Dark Councillor in the room behind the pit.
Stairs up and then ladder down back to this level at {7,16,7} south of here.
HAWK... UNCLE... IS IT YOU... BUT WHY...
PASSWORD FOR THE EMERALD LEVEL MAP + Turquoise key + Ruby.
Dark Councilor here carries Cerberus, 3 COMPETITION POINTS.
"Pit D".
STAMM SAYS THE POWERGEM IS ORANGE. THIS IS A FAKE.
To the Emerald Level, the Garden of Nostalgia, and the bottom of Pit D with the Maze of Thieves and the Stairs of Ashes.
Vexirk, items in alcove
"Uncurable Crimes"
Secret button opens door to the west.
IAIDO SAYS THERE IS A SECRET PANEL ON THE NORTH WALL... PERHAPS WE CAN SHOVE IT WITH OUR COMBINED STRENGTHS. Walk backwards. You can only enter this cell by falling down from the Revenge Room at {6,13,19}.
You fall into this cell from {6,17,19}.
The door here can be destroyed with a fireball from {7,22,23}.
Series of pits ending at {9,22,23}, from {9,23,24} you are teleported up here again. There is a Scimitar here. This pit opens with a delay when you stand on it, letting you time to eventually destroy the prison door.
Kill Council here, 10 COMPETITION POINTS.
"Council Backdoor"
"Torture Chamber", door with button.
Use the pits at {7,11,30}, {7,14,28}, {7,14,30} as a shortcut to an area on the level below to save precious keys.
This room has 2 alcoves with 2 arrows; 2 Blast Spores, a Cooked VEN Egg. There are a Vexirk, a Mummy, a Giggler captured behind pits. The monsters seem to be unkillable, but can be tortured by pressing wall buttons or with thrown weapons (which get then lost) or magic; the Vexirk can hurl spells at you, though.
Use the pits at {7,11,30}, {7,14,28}, {7,14,30} as a shortcut to an area on the level below to save precious keys.
Use the pits at {7,11,30}, {7,14,28}, {7,14,30} as a shortcut to an area on the level below to save precious keys.
Inscription "The Portals".
"CELLAR": to {1,29,27}, the temple's region of the cellar at the south west.
"GUILDS": to {0,7,10} into the main guilds' entrance room.
"SPIDERS": to {6,17,24} near the Revenge Room.
"CRYPT": to {5,15,14} onto the pressure plate in the central room; beware of poison clouds and undead monsters.
"MINES": to {4,20,14} near the Repository entrance.
"MONASTERY": to {2,10,24} into an initially monster infested room to the south west.
A Giggler holds the PASSWORD FOR THE SUDDEN DEATH MAP. Unfortunately, it can use any of the teleporters so it can be anywhere near the places reachable from here.
Entrance to "The Portals" from the pit at {6,28,3}.
This is the destination of the teleporter at {0,10,31} in a portal room on the Guilds' level. Gigglers and the freed Cartographers from {13,0,4} can appear here, as well as the Darc Armour knights and yourself down from {19,7,26}. The knights cannot exist on this level, you'll find rust, a Spiked Mace, a Basinet Helmet and a Darc Armour part (all cursed). See also {7,29,3}.
This is the destination of the teleporter at {0,12,31} in a portal room on the Guilds' level. Gigglers and the freed Cartographers from {13,0,4} can appear here, as well as the Darc Armour knights and yourself from {19,7,26}. The knights cannot exist on this level, you'll find rust, a Spiked Mace, a Basinet Helmet and a Darc Armour part (all cursed). See also {7,28,2}.
You come from a pit on the Crypt level at {5,24,2} or the Spiders' level at {6,24,2}.
You can teleport up to the Spiders' level at {6,24,3} from here.
You can only enter this room from the Emerald Level with an Emerald Key.
The bookshelf at {7,28,8} contains 3 scrolls about the history of Vecna.
"THE ORACLE": at {7,29,6} you see an inscription "A FATE IS AWAITING FOR YOU IN A DISTANT PLACE" and a button. After pressing it, you receive a message: "REACH $LOCATION UPON THE $NUMBER GONG TO FIND IT OUT." Follow the link to the Wiki in the right level description column for details.
A Mastervexirk here has the unique Dragon Head (Helm of Druafang), and a Magic Purse. You also get worm slices, an empty Waterskin and a Gaefusilfr Coin.
At {7,30,10} there are an inscription "MINISTRY" and a Square Key lock for the door at {7,31,10}.
The bookshelf at {7,31,6} contains a scroll mentioning a prophecy about your party. Have a look at {7,30,6} to receive it.
You can open this door with a Square Key at {7,30,10} from the northern side, but both sides are reachable without opening it, saving a key.
Kill the Archmaster of Mampang and put the Crown of kings here, 10 COMPETITION POINTS.
Teleporter to {6,7,5} in front of "The Cruel Pit".
Going into "The Cruel Pit" at {6,7,6} brings you here, you can go up the stairs at {7,7,7}, where you must kill 2 party members by falling into the pit repeatedly (heal the others) until this place displays: "YESSSSSS.... I AM SATISFIED NOW" instead of: "I AM STILL HUNGRY", and opens the wall at {7,7,5}. Before entering the teleporter at {7,7,4}, be sure to revive your party members at the VI Altar down the stairs at {7,8,6} on level 9 as well as to pick up all your belongings here and the treasure in the alcove at {7,8,5}.
The alcove contains an Emerald, a Gold and an Iron Key; a Stormring.
Map of Conflux / Level 7
 
Tileset :

Level 07 - The Council[edit]

The very secret Council of the Undercity meets far, far under the surface. Although remote, the place offers many amenities, such as a canteen and an entertainment room. If you are worthy, you may be granted an audience from the Council, the Chamberlain, or even the Oracle. If you are wise, you will not seek to meet Solune, the Dark Councillor, however. The unique compass "Learning Advisor" says "SHAPING OPPORTUNITIES" when examined on this level.
Places:
  • The Officers' Canteen: unlimited food and water as well as some hidden things. See also here.
  • The White Chambers.
  • The Circus.
  • Solune, the Dark Councillor.
  • The Prison, where the Dark Councillor keeps his victims.
  • The Council.
  • The Torture Chamber: a nice shortcut to the Emerald Level below.
  • The Portals and the Moria entrance, a nice shortcut from levels 5 and 6 above to other levels.
  • The Oracle reachable from downstairs only. This room is worth the Emerald Key needed to open it! Get a fifth character for your party!
  • The Cruel Pit from the Spiders' Level

SPIDERS' NESTWORM
Slowly
does it crawl the floor,
Seeking clumsy feet to gnaw.

SPIDER
Their bite can poison arms and hands
While you are bound in silky strands.
Through thickened webs you'll have to wade.
Ignore the spells – fight with the blade.

LEPRECHAUN
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.
[[15,9],[17,9]],[15,14],[15,14],[[13,15],[15,15]],[[7,20],[9,20]]
GUARDIANSSPIKED WYRM
Dragonkin with golden hide,
And mouth with many teeth inside.

GOLEM
This grey solid giant is trouble indeed,
Protecting the dungeon from traveller's greed.
Step forth and face him, he strikes in a blur,
And you'll soon see that you're back where you were.

STONE ARTHROPOD
With pincers sharp and sting aloft,
It scuttles forth to sting flesh soft.
[[15,9],[17,9]],[15,14],[15,14],[[13,15],[15,15]],[[7,20],[9,20]]
COUNCIL PRISONNERSFIRE DEMON
Almost reptilian, yet born out of fear,
Users of magic when heroes come near.
With eyes ablaze and sharp-spiked tail,
They try to make your courage fail.

Come close to one and you will feel
The aura of their hearts,
And see within your mind's own eye
Such things that boldness departs.

SPECTER
Death afoot,
bound in dark light,
They wield no weapon but undead might.
Risen from death with their deathly brothers,
They draw their strength from the life of others.

Although these spirits drain you so,
And feel no earthly touch,
Know that magic things,
to them,
Can quickly be too much.

MUMMY
Man embalmed in bandage white
Stalks around,
seeking to fight.
Risen from death with its deathly brothers,
It draws its strength from the life of others.
[[11,2],[11,9]],[[10,3],[12,8]],[[9,4],[13,4]],[[9,7],[14,7]],[[8,8],[13,8]],[9,9],[[13,9],[13,12]],[[12,10],[14,10]],[[7,11],[13,11]],[[8,12],[11,15]],[11,16],[[13,18],[13,21]],[24,18],[24,18],[[11,19],[11,21]],[[15,19],[15,21]],[[17,19],[17,21]],[[19,19],[21,19]],[23,19],[23,19],[19,20],[19,20],[21,20],[21,20],[23,20],[23,20],[[12,21],[23,21]],[12,22],[12,22],[14,22],[14,22],[16,22],[16,22],[18,22],[18,22],[20,22],[20,22],[22,22],[22,22],[19,23],[19,23],[23,23],[[10,25],[12,25]],[[11,26],[11,31]],[[14,27],[14,31]],[12,28],[12,28],[[13,29],[14,30]]
Forgotten PrisonerTrapped within the dark he's been,
Imprisoned all alone.
Creator of a path of green,
But now his bird has flown.
[[11,19],[11,21]],[23,19],[23,19],[23,20],[23,20],[[12,21],[23,21]],[16,22]
COUNCIL DENIZENSVEXIRK
Small and cloaked, you'll know them well
Once you've felt them cast a spell.
Fuelled by anger, they strike with no sound,
But they like odds and ends they find on the ground.

Irritating little men,
Who cast so many spells.
They also summon up
some friends
From who know what dark hells.

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

GIGGLER
With arms of blue, a cloud they let fly,
And snatch what you hold or what you let lie.
They may return
to steal again,
So be swift with these sneaky small men.
COUNCIL GUARDIANSEFREET
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.
COUNCILLORSWHITE COUNCILLOR
A shroud of robes
of purest white,
Unknown
is this being's might.
Beyond all mortal, strong or weak,
Attack him if your death you seek.

GREY COUNCILLOR
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.

DARK COUNCILLOR
Black his robes, and black his will,
His only desire
to maim and kill.
See him, flee him,
do not fight,
For limitless his power and might.
WHITE SPIRITSHORNED DEMON
Savage-looking, great horned beast
Whose mind controls another.
To slay this creature will release
The one it once did smother.
[[0,0],[2,2]],[[3,1],[5,1]],[5,2],[5,2],[[5,3],[5,16]],[[0,4],[2,6]],[[3,5],[5,5]],[[0,8],[2,10]],[[3,9],[5,9]],[[0,12],[2,14]],[[3,13],[5,13]]
MAMPANG GUARDIANSGRELL
Reaching tendrils,
pulsing brain,
Touches your mind with great pain.
Sharp beak pecks
and poison stings.
Seems to hover without wings.

MATERIALISER
A pair of twisted,
twining vines.
Spells are cast as the blue orb shines.

BLACK FLAME
A burning desire, a passion of flame.
Trapped and immobile, death all the same.
Approach with care the roaring fire,
Or run around this deadly pyre.
[[0,20],[0,25]],[[1,21],[3,21]],[1,22],[3,22],[3,22],[[2,23],[4,23]],[2,24],[2,24],[4,24],[4,24],[3,25],[3,25]
TORTURE CHAMBERSuffer torture, never die,
Scream and howl and wail and cry.
These poor ones are kept alive,
Can't be freed, for death they strive.
[[11,26],[11,29]],[12,28],[12,28],[13,29],[13,29],[13,30]
TOWER OF MAMPANGStretching tall, and towering high,
The tower of Mampang does reach for the sky.
And far atop its distant height,
Lies a place that keeps the stars in sight.
[[1,21],[3,21]],[0,22],[0,22],[3,22],[3,22],[[0,23],[0,25]],[[4,23],[4,25]],[2,24],[2,24],[3,25],[3,25]
ONYX KEYThe captain's task was simple, plain,
To guard this door, intruders slain.
Two keys are stored, locked up themselves,
Away from things like men and elves.
[[26,13],[27,15]],[17,14],[17,14]
TOURQUOISE KEYThis key is kept by captain strong,
So killing him is far from wrong.
But note as you move round this room,
Six-sided marks may cause your doom.
[[29,14],[31,14]]
TOURQUOISE KEYSlay the master of things Dark,
But to these words you'll want to hark.
When key you've found and used in here,
In your hand it will still shine clear.
[[19,14],[20,15]],[[18,15],[20,15]]
DOUBLE LOCKTwo keys you need here, one you'll see
Nearby in a repository.
The other lies with guards of white,
Who attack those who come in sight.
[[24,16],[24,18]],[23,17],[23,17]
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?
[24,18],[24,18],[[14,21],[16,21]]
GOLDEN KEYJust in case you've not observed
Whilst checking alcoves square and curved,
That not all things were cleared away,
When all was taken, one past day.
[[6,22],[8,22]],[6,23],[6,23],[8,23],[8,23],[7,24],[7,24]
TOURQUOISE KEYAlthough a key with stone of blue
Can be used here, to let you through,
Another key there lies, although,
It's not what you've got – it's what you know.
[18,7],[18,7],[18,8]
TURQUOISE KEYUse your strength, accuracy,
If you wish to obtain the key.
Journey upwards, surface near,
And pass the test with little fear.
[[3,17],[7,17]]
BREAKOUTIn prisons dark, where hate resides,
The crafty cellmate his time bides.
The way to break free does he know
That playing ill will let him go.
[17,19]
TRAPPEDSo many walls, so little space.
The walls surround you, and encase
Your every move, for all are real,
But what behind you do you feel?
[13,19]
JAILHere the council keep those who
Have done much wrong, spoken untrue.
While little lies here you may touch,
There may be those who have learned much.
[[13,18],[13,21]],[[11,19],[11,21]],[[15,19],[15,21]],[[17,19],[17,21]],[[19,19],[21,19]],[23,19],[23,19],[19,20],[19,20],[21,20],[21,20],[23,20],[23,20],[[12,21],[23,21]],[12,22],[12,22],[14,22],[14,22],[16,22],[16,22],[18,22],[18,22],[20,22],[20,22],[22,22],[22,22],[19,23],[19,23],[23,23]
COUNCIL FRONTDOORSWhen front doors stand firm, will not move,
It is not your strength you must prove.
Perhaps your mind may help you find
A way not forward or behind.
[[27,17],[28,20]],[[25,18],[28,18]],[[26,19],[29,20]],[[25,20],[30,20]]
COUNCIL SIDEDOORAlas, this door, it will not shift.
It will not budge, it will not lift.
If front and side are locked up firm,
Through where, then, may the sneak thieves squirm?
[30,20],[30,20],[[31,21],[31,23]]
COUNCIL BACKDOORSAnother door is firmly locked.
Is there a path that is not blocked ?
To use the door that's hidden near,
You'll have to delve deep first, I fear.
[[23,27],[29,27]]
FAKE CHANCELLORIt's said a chancellor of old
Once lived down here to see, behold.
Amidst the papers, old and rotten,
The archivist, he worked, forgotten.
[29,19],[29,19],[30,20],[30,20],[31,21],[31,21]
CHAMBERSBe patient here, watch what you say,
For some of those who dwell here may
Prove angered by the slightest word
That they may choose to find absurd.
[[19,6],[19,10]],[[30,6],[30,9]],[[18,7],[21,7]],[[23,7],[26,7]],[[28,7],[31,7]],[[18,8],[20,8]],[[24,8],[24,11]],[26,8],[26,8],[[29,8],[31,8]],[20,9],[20,9],[22,9],[22,9],[27,9],[27,9],[[31,9],[31,12]],[[18,10],[24,10]],[28,10],[28,10],[29,11],[29,11],[30,12],[30,12]
THE ORACLEAn oracle is named so for
Their knowledge, wisdom, ancient lore.
To unwise fools they give advice,
They tell your fate, they read the dice.
[[30,6],[30,9]],[[28,7],[31,7]],[[29,8],[31,8]],[31,9],[31,9]
WHITE CHAMBERSDo not try to rob the white,
For they will know, and have foresight.
The corridor has defence tools,
Which others avoid – they're no fools.
[[0,0],[2,2]],[[3,1],[5,1]],[5,2],[5,2],[[5,3],[5,16]],[[0,4],[2,6]],[[3,5],[5,5]],[[0,8],[2,10]],[[3,9],[5,9]],[[0,12],[2,14]],[[3,13],[5,13]]
NEXUSA central nexus, you should know
From which the councillors may go.
They only go – they don't return.
But why? Perhaps you wish to learn...
[[28,0],[29,5]],[[27,1],[30,4]],[[26,2],[31,3]]
DARK COUNCILLORAlas, I know not of this one
Whose robes cannot reflect the sun.
Although another of my kind
In council chambers, you may find.
[[17,1],[19,4]],[[15,2],[20,2]],[[16,4],[20,4]],[16,5]
CIRCUS GAMEA simple game, you'll win or lose.
Death or victory, whatever you choose,
Run to win or hide below.
The grey judge, the answer, he wishes to know.
[11,2],[11,2],[[10,3],[12,3]],[[10,4],[10,6]],[[12,4],[12,7]],[11,6],[11,6]
JOGGLER GIGGLER ROOMThe public watch these races fast,
See who comes first and who comes last.
Green means “go”, but please do stay
Out of each fast runner's way.
[[9,7],[11,8]],[13,7],[13,7],[[8,8],[13,8]],[9,9],[11,9],[13,9]
DANCING PUPPETSWhat's the puzzle, what's the trick?
What's the idea you must click?
Nay, simple dancing puppets these,
For fun, that's all, not traps or keys.
[[13,9],[13,11]],[[12,10],[13,11]],[[11,11],[13,11]]
SAVE THE SLAVESFreedom, that is all they seek,
These slaves so fast and yet so weak.
A fiery death may find them fast
Unless you can deflect the blast.
[[7,11],[9,11]],[[11,11],[11,16]],[[8,12],[9,15]],[10,14],[10,14]
AWAITED AUDIENCEAn audience you now have found.
The council, you they do surround.
Though this is not an ideal spot
In which to stand - in which to rot -.

Attacks of venom, shields magic
Will prove a clever enough trick.
Though they may blind you, what you've seen
Is that your friend here's coloured green.
[[26,22],[29,25]]
FINAL DUELArch Sorcerer he is, and knows
Beyond your skill, his magic goes.
Offence, defence, teleports,
And blindness. A wand may stop his sports.
[[1,21],[3,21]],[0,22],[0,22],[3,22],[3,22],[[0,23],[0,25]],[[2,23],[4,23]],[2,24],[2,24],[4,24],[4,24],[3,25],[3,25]
CANTEENA canteen, this, and full of food.
Help yourself, though others are rude.
A busy place this can become.
One door is not enough for some.
[5,19],[5,19],[[5,20],[5,22]],[[6,21],[6,25]],[[8,21],[8,25]],[7,22],[7,22],[9,23],[9,23],[7,24],[7,24],[9,25]
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.
[3,25],[3,25],[9,25],[16,25],[16,25],[19,25],[21,25],[[11,27],[11,29]],[23,27],[14,29]
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.
[[21,12],[24,12]],[[23,13],[23,15]],[15,14],[15,14],[[22,14],[24,14]],[[13,15],[15,15]],[22,15],[22,15],[[14,16],[14,18]],[[12,17],[16,17]],[[17,21],[21,21]],[18,22],[18,22],[20,22],[20,22],[[6,23],[6,25]],[[8,23],[8,25]],[19,23],[19,23],[7,24],[7,24],[9,25],[9,25]
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.
[[24,0],[27,0]],[24,1],[24,1],[24,2],[24,2]
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.
[[10,1],[12,1]]
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.
[30,9],[22,10],[29,12],[25,15],[13,25],[20,25],[29,25]
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.
[11,2],[7,5],[18,8],[[20,8],[20,10]],[7,11]
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]
THE ENDTo enter the great Hall of Fame,
Step forward now, and end this game.
But if you'd rather kill and quest,
Then turn back now, you'll find it best.
[0,21],[26,29],[29,29],[24,30],[31,30],[26,31],[29,31]
Archmage of MampangOnce a royal crown he stole,
His spells are of such might.
He travels when and where he will,
And takes his victims' sight.
[[1,21],[3,21]],[0,22],[0,22],[3,22],[3,22],[[0,23],[0,25]],[[2,23],[4,23]],[2,24],[2,24],[4,24],[4,24],[3,25],[3,25]
The CaptainSwift he his, his power great.
His foes, they often flee.
And flee you may, unless you think
His power guards a key.
[[27,12],[27,15]],[[26,13],[28,15]],[[29,14],[31,16]],[[24,16],[26,16]],[24,17],[31,17],[31,17]
The ChamberlainQuick to anger, great his might,
Quick to call the guards to fight.
The council doors will stay firm closed,
Until their master is deposed.
[[17,12],[23,12]],[[17,13],[17,15]],[[19,13],[19,15]],[[23,13],[23,15]],[[20,14],[24,14]],[[18,15],[20,15]],[22,15],[22,15],[[20,16],[20,18]],[[18,17],[22,17]]
The Long-Forgotten...Trapped forever, locked away,
In his cell he ever must stay.
For once, he tried to aid a quest,
And punished is he to never find rest.
[[11,21],[13,21]],[12,22],[12,22]
The Circus JudgeCalm he seems when first you meet,
But treat him with respect.
Do not badger, do not bleat,
Or death shall he select.
[11,2],[11,2],[[10,3],[12,3]],[[10,4],[10,8]],[[12,4],[12,8]],[[11,6],[12,8]],[[9,7],[14,7]],[[8,8],[13,8]],[9,9],[11,9],[13,9]
A Grey CouncillorAs with others of his kind,
Your presence here he may not mind.
But if your welcome you wear out,
For the guards he's sure to shout.
[[27,11],[27,15]],[[26,13],[28,15]]
The Dark MasterClad in black, invincible,
He will not greet or hail.
He owns a treasure of the Dwarves,
And sends his foes to jail.
[[17,1],[19,4]],[[15,2],[20,2]],[[16,4],[20,4]],[16,5]
The White CouncillorsSwift and deadly, guarded well,
Great armour do they wear.
Living flames they summon up,
More than their foes can bear.
[[0,0],[2,2]],[[3,1],[5,1]],[[5,2],[5,16]],[[0,4],[2,6]],[[3,5],[5,5]],[[0,8],[2,10]],[[3,9],[5,9]],[[0,12],[2,14]],[[3,13],[5,13]]
Occupied CouncillorsHard at work, at study, toil,
Locked away inside.
Ever-busy, left alone,
On things they'd rather hide.
[[24,5],[24,11]],[[26,5],[26,8]],[[5,6],[5,11]],[[23,7],[26,7]],[27,8],[6,9],[6,9],[[23,10],[26,10]]
Circus SpectatorsThough they'd rather watch the show,
Don't want to be disturbed,
To foolish mortals coming near,
They may have the final word.
[11,2],[11,2],[[10,3],[12,3]],[[10,4],[10,8]],[[12,4],[12,8]],[[11,6],[12,8]],[[9,7],[14,7]],[[8,8],[13,8]],[9,9],[11,9],[13,9],[13,14]
The Council SpokesmanHe bars the doors, his will is strong,
His patience very thin.
A trials awaits those who come near
And try to enter in.

Maybe you should insist.
[[27,17],[28,20]],[[25,18],[28,18]],[[26,19],[29,20]],[[25,20],[31,20]],[25,21],[[31,21],[31,23]]
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?
[26,7],[26,7],[27,8],[27,8],[28,9],[28,9],[[29,10],[29,12]],[31,11],[31,11],[30,12],[30,12],[[0,17],[4,17]],[13,24],[13,24],[[15,24],[15,26]],[17,24],[17,24],[21,24],[21,24],[[14,25],[24,25]],[18,26],[22,26],[22,26],[23,27],[23,27]
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?
[7,6],[7,6],[7,7],[16,7],[16,7],[25,12],[25,14],[7,16],[7,16],[[16,16],[16,18]],[[5,17],[24,17]],[0,18],[6,18],[8,18],[10,18],[12,18],[14,18],[18,18],[20,18],[22,18],[[2,19],[4,19]],[27,21],[27,21],[30,23],[30,25],[30,25],[26,26],[28,26],[31,26],[25,29],[30,29],[30,31]

This is a sample Sandbox dmzone (mouseover to see)