To the ROS level (Ninja Guildmaster Leyla's game ending). This staircase connects all the Guild Masters' endings.
A golem awaits you here and pushes you back into the poisoned corridor occasionally.
Open this door by taking the key out of the alcove at {8,2,1}.
Mace and Emerald Key at {8,1,23}.
The door at {8,2,0} is opened when you take the Emerald key out of the alcove to the west. The door at {8,9,0} is closed behind you. The whole corridor is flooded with poison clouds as long as you stay in it.
The lever at {8,2,21} removes the wall at {8,7,24}.
The lever at {8,4,20} removes the wall at {8,7,23}.
The whole corridor is flooded with poisonous clouds as long as you stay on one of the squares at {8,3,1}, {8,3,0}, {8,4,0}, {8,5,0}, {8,6,0}, {8,7,0}, {8,8,0}, {8,8,1} when you first enter here! After opening the door to the west and killing the Golem there, this eventually stops, but is triggered again by going to {8,8,0} in front of the door or into the niche at {8,3,1}.
Fountain at {8,4,8}, inscription "ENERGIC WATER" at {8,5,7}.
The lever at {8,4,24} removes the wall at {8,3,21}; after going there to switch the newly revealed lever, come back here and flip it up, which closes the wall again, but removes the wall at {8,6,24} in front of the door behind you instead.
Use an Emerald Key at {8,7,9}.
Door with button, but beware of the invisible monster, which cannot follow you beyond {8,14,17}, so attack from {8,16,17} with OH VEN and retreat after each physical attack.
Emerald Key at {8,6,22}.
Open this door with Emerald Keys at {8,5,25} and {8,7,25} or go through the pit at {8,11,31} instead on your way down to the Emerald Forest.
To the Emerald Forest.
"VINEGAR TRANSMUTER": Transmute a KATH Vinegar into a dead MON Blast Spore at {8,7,7}.
Down, then up again to the adjacent stairs at {8,6,17}.
The lever at {8,7,22} removes the wall at {8,5,24}.
The lever at {8,8,24} removes the wall at {8,2,23}.
There are Emerald Key locks at {8,8,30}, {8,9,30}, {8,10,30}, but don't go this way, enter the area beyond from the Torture Chamber on the level above instead.
Unlock the door at {8,9,0} with an Emerald Key in the lock to the west. You can find one in the alcove at {8,2,1}. The door is closed when you go and fetch it. You cannot unlock the door in advance, this waists an Emerald Key! The whole corridor is flooded with poison clouds as long as you stay in it.
Use an Emerald Key at {8,9,7}.
Black Flame pad, ashes on the floor, "eyes" to the sides of the hall; message: "BE CLEAN SERVANT…"; eat all ashes on the floor and in your possession and turn yourself around to remove the force fields which are established as soon as you step onto the pad. Dropping ashes here causes a poison cloud. Because some other powders or dusts might count as ashes as well, and to save water, I recommend to leave any powders on the floor behind you before entering here.
This door is opened with an Emerald Key at {8,9,1} from the western side, with a lever at {8,10,1} from the eastern side, but closed behind you when opened from the east.
Teleporter to {8,10,8}.
Inscription "TRANSMUTATIONS EXPERIMENTS" at {8,8,9}.
Statue can be bashed. Choosing the "examine" action with empty hands reveals nothing.
Lock here is lockpickable.
If your party has fewer than four living members, the mirror says "I WANT TO REFLECT A CROWD" when touched; if you have four living party members, the wall vanishes instead.
Switch off the teleporter at {8,9,8} with a Plasma at {8,10,9}; at {8,11,8} is an inscription: "TO THE JOGGLER GIGGLER ROOM", the teleporter at {8,10,7} brings you into the Circus Game.
Flipping all four switches in the corners of this room makes a golden GOR Coin in the alcove to the north at {8,10,14}. To open the door, replace it with a Silver Coin, then switch the lever at {8,9,15} up again while the others are down; take the coin back.
Bash this door.
There are many bones here and a scroll. The teleporters take you back up. Rest before entering one.
There are many bones here and a scroll. The teleporters take you back up. Rest before entering one.
To open the door, go to {8,10,15}, put a Silver Coin into the alcove, then switch the lever besides it up, while the others are pointing down.
You are attacked by a scorpion in this room. Flipping all four switches in the corners makes a golden GOR Coin in the alcove at {8,10,14}.
The pressure pad here closes the wall south at {8,11,18}.
The pressure pad here opens the wall north at {8,11,18}. A scorpion attacks from there. When you step behind the former wall from here, it closes again.
In the alcove at {8,11,24} are a Flamebain armour (this level's main treasure) and a Magic Purse.
Go to {8,14,23} to open the wall.
You can go down through the pits in the torture chamber on the Council level above to {8,11,30}, {8,14,28}, {8,14,30}.
You can use this pit to enter the Emerald Forest circumventing the door at {8,6,25} saving 2 Emerald Keys. If you do this several times be sure not to run out of ashes for your way back to {8,8,21} from the Ash Stash below.
A Golem is in this corridor. For each time you come down the stairs or turn around on them, another one is respawned after the current one. You need a strong party preferably prepared with spells and good weapons.
Going up the Stairs of Ashes here floods the level.
Immobile Golden Golem; in the alcove at {8,12,7} are the golem recipe scroll, ashes, bones, a boulder, a GOR Coin.
An invisible force field is established here holding you back once you enter the niche at {8,11,10}. In the alcove at {8,10,10} are a bag with food and a Waterskin, scrolls, a cursed Gem of Ages.
In the alcove at {8,11,11} are a scroll: "CONJURATION OF A FAMILIAR GORGONZOLA, ZOMBIES BONES, SARDONYX", bones, an Onyx Key, a Gorgonzola, another scroll: "CANNOT MAKE IT WORK PROBABLY A BAD JOKE…"; in the alcove at {8,12,12} are 3 scrolls mentioning a Golem slaying artifact from the Eye Tyrant.
Kill the monsters here with spells from {8,7,31}; retreat downstairs or to the north.
In the alcove at {8,13,5} are a Spitter Berry, a Blast Spore. If the teleporter (switched on by a pressure pad shortly after you step here) catches you, you are sent into the "Circus Game" west of here.
In a crack in the pillar at {8,13,8} is another scroll about Golem research mentioning a Power Gem.
Secret stairwell to the Council's and Spiders' levels.
Recipe scroll for a Bone Golem in the alcove at {8,13,18}; button at {8,12,19}.
You can open the door and the walls nearby. Fight a scorpion in this corridor apparently generated by the pressure plate here.
At {8,13,6}, {8,14,6}, {8,15,6}, {8,16,6}, {8,17,6}, {8,18,6} teleporters switch on shortly after stepping on these pressure pads, you are transported to the west, but can avoid that running fast.
Immobile Silver Golem; in the alcove at {8,14,7} are the golem recipe scroll, ashes, bones, a boulder, a Silver Coin.
On the bookshelf at {8,14,12} is a scroll: "SAR Wine PLUNGED IN SULFUROUS WATER FOR KATH VINEGAR"; a fountain at {8,15,11}.
Going here opens the wall at {8,11,27} releasing monsters from {8,11,26} and {8,11,25}.
You can go down through the pits in the torture chamber on the Council level above to {8,11,30}, {8,14,28}, {8,14,30}.
This door has a button and can be destroyed.
You can go down through the pits in the torture chamber on the Council level above to {8,11,30}, {8,14,28}, {8,14,30}. The teleporter transports you back to the other side of the door to {8,14,28}.
The force fields at {8,16,28}, {8,18,28}, {8,18,31}, {8,14,31} redirect lightning spells around the corners of the corridor.
You can go up here and open the way for the Dark Councillor on level 7.
At {8,13,6}, {8,14,6}, {8,15,6}, {8,16,6}, {8,17,6}, {8,18,6} teleporters switch on shortly after stepping on these pressure pads, you are transported to the west, but can avoid that running fast.
Immobile Copper Golem; in the alcove at {8,16,10} are the golem recipe scroll, ashes, bones, a boulder, a SAR Coin.
Touching the crack at {8,16,23} opens the wall at {8,15,22}.
The teleporters at {8,16,29}, {8,18,29}, {8,18,30}, {8,15,31}, {8,17,31} switch on and off automatically, transporting you a step back each, if you're too slow.
Stairs of Ashes.
At {8,13,6}, {8,14,6}, {8,15,6}, {8,16,6}, {8,17,6}, {8,18,6} teleporters switch on shortly after stepping on these pressure pads, you are transported to the west, but can avoid that running fast.
Immobile Golem, has a Stone Club.
The force fields at {8,16,28}, {8,18,28}, {8,18,31}, {8,14,31} redirect lightning spells around the corners of the corridor.
In the alcove at {8,17,29} you find: a dead MON Blast Spore, an Elven Aketon. After taking the latter, the doors behind you are closed; you are attacked with OH GOR spells from {8,16,30} which get teleported too, and damage the doors producing rust. A teleporter is switched on and off here as well, bringing you back to {8,16,28}.
This door has a button and can be destroyed.
At {8,13,6}, {8,14,6}, {8,15,6}, {8,16,6}, {8,17,6}, {8,18,6} teleporters switch on shortly after stepping on these pressure pads, you are transported to the west, but can avoid that running fast.
The alcove at {8,16,8} contains a Magic Purse, Icewinds, a Stone Club.
This door has a button and can be destroyed.
The teleporters at {8,16,29}, {8,18,29}, {8,18,30}, {8,15,31}, {8,17,31} switch on and off automatically, transporting you a step back each, if you're too slow.
To the Garden of Nostalgia and the bottom of Pit D with the Maze of Thieves and the Stairs of Ashes.
At {8,13,6}, {8,14,6}, {8,15,6}, {8,16,6}, {8,17,6}, {8,18,6} teleporters switch on shortly after stepping on these pressure pads, you are transported to the west, but can avoid that running fast.
"Only" a SAR Coin in the slot at {8,18,10} makes an alcove with a Snapdragon and fun of you with a scroll.
4 SAR, 4 Silver, 4 GOR Coins in the slot at {8,17,12} create a Sapphire in the southern alcove at {8,19,12}.
A Silver Coin in the slot at {8,17,13} makes a unique compass "LEARNING ADVISOR" and a SAR shield. The compass is useful to determine the level you are on: when examined, it gives an additional, seemingly senseless message. Any levels above 9 and 13 to 16 have got a unique text; 9 to 12 give "MEETING DESTINY"; many levels below haven't got a message, quite a few say "DIMENSION OF LINEARITY".
4 Chalcedonies and 4 Sapphires in the slot at {8,17,14} create an EE Ruby in the southern alcove at {8,19,12}.
THE BONE DOLL SINGS... AND WHEN SHE GETS THERE SHE KNOWS IF THE STORES ARE CLOSED WITH A WORD SHE CAN WHAT SHE CAME FOR
Immobile Golem, has a Stone Club.
The force fields at {8,16,28}, {8,18,28}, {8,18,31}, {8,14,31} redirect lightning spells around the corners of the corridor.
The teleporters at {8,16,29}, {8,18,29}, {8,18,30}, {8,15,31}, {8,17,31} switch on and off automatically, transporting you a step back each, if you're too slow.
The teleporters at {8,16,29}, {8,18,29}, {8,18,30}, {8,15,31}, {8,17,31} switch on and off automatically, transporting you a step back each, if you're too slow.
The force fields at {8,16,28}, {8,18,28}, {8,18,31}, {8,14,31} redirect lightning spells around the corners of the corridor.
"Pit D".
Scroll on the floor: "BE A CLOUDMASTER". There's a button at {8,19,7} for a teleport field at this place and a half-open door with a monster behind it at {8,18,8}. Cast OH VEN to the north and press the button immediately to teleport the cloud behind the door to kill the monster and release the pressure plate there which opens the door.
A SAR Coin in the slot at {8,19,12} makes a normal fountain.
In the alcoves around this wall are a scroll mentioning a pet Cerberus; a Stone Mushroom; a Gorgonzola. In the southern alcove appear gems after feeding the appropriate items into the slots at {8,17,12}, {8,17,14}.
A SAR Coin in the slot at {8,19,15} makes an alcove with a Casque 'n Coif helmet.
Immobile Golem, has a Stone Club.
To the room of Solune, the Dark Councillor.
This Emerald Key lock consumes a key, but seems to do nothing.
There's a button at {8,20,9} for the door at {8,19,9}. There's a lock at {8,20,7}.
This Emerald Key lock consumes a key, but seems to do nothing.
4 Emeralds and 4 Rubies in the slot at {8,20,10} open the wall at {8,19,10}.
A Silver Coin in the slot at {8,20,15} makes an alcove with an Icewinds.
The bookshelf at {8,21,5} contains the unique book "SHAPING NITROGLASS INTO A FLASK". The bookshelf at {8,21,5} contains a recipe scroll.
A Silver Coin in the slot at {8,21,11} makes a teleporter bringing you to {7,24,25} near the Council Backdoor.
A GOR Coin in the slot at {8,22,13} makes an alcove with an Elven Mail and a magical Claw weapon.
A GOR Coin in the slot at {8,21,15} makes an alcove with a Flamebain Mail.
Immobile Golem, has a Stone Club.
You find in the alcove at {8,22,17}: a scroll "GEM SCHOLEMS", a Chalcedony, a Sapphire, an Emerald, a Ruby; spell unlocked, Stoneskin, DES BRO RA.
There's a Nightshadow cloak in the alcove at {8,22,9} and a button at {8,21,7} for the door at {8,21,8}.
Take the scrolls out of the alcove here and put something into it to open the wall at {8,24,18}.
Going here opens the wall at {8,22,21} releasing monsters from {8,22,22}.
Go to {8,22,20} to open the wall.
Series of pits ending at {9,22,23}.
A Skull Lock is at {8,22,1}.
To the Golem Prison.
The alcove at {8,23,4} contains a cape.
This is the destination of the teleporter at {0,11,31} 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}.
Going here opens the wall at {8,22,10} releasing monsters from {8,21,10}.
Touching the wall ornament at {8,22,11} shoots a fireball at you.
Touching the wall ornament at {8,24,13} shoots a fireball at you.
Going here opens the wall at {8,24,14} releasing monsters from {8,25,14}.
Fake pit…
GANDO SAYS I CANNOT SENSE ANYTHING ABOUT THIS PIT
A Golem is standing here, it has a Stone Club, a Skeleton Key, the unique Stone Club Golemsoul. The pits in the corners open and close; they lead down to the Golem Prison, you can come back up at {8,23,3}.
The bookshelf at {8,24,3} contains a recipe scroll.
Unsolved riddles of this area: Is the party supposed to wear the capes from the alcoves somewhere? Can any of the alchemy really be done, like creating a flask from some powder?
You fall into a teleporter to {8,11,5}.
Go to {8,23,14} to open the wall.
This pressure plate shoots fireballs and poison at you.
Take the scrolls out of the alcove at {8,22,18} and put something into it to open this wall.
Door with button.
Inscription "HIGH SENTINEL" at {8,26,4}.
The bookshelf at {8,26,5} contains a recipe scroll.
The alcove at {8,25,9} contains a cape.
A destroyable statue is here.
This pit goes down to {10,26,2} and finally {12,23,0} at the Moria entrance.
The alcove at {8,26,9} contains a cape.
You come from the Crypt level at {5,24,2} or the Spiders level at {6,24,2} or {6,28,3}. There are ordinary bones here.
There is an Emerald Key lock at {8,27,6}. It's worth to spend a key here to go upstairs.
To the Oracle Room with the Dragon Head; you also learn where to find the GAZE OF FATE rewarding you with a fifth party member.
Circus Prizes 12/13/21/44/78/83 + PASSWORD FOR THE GUILDS MAP + PASSWORD FOR THE COUNCIL MAP.
To THE SUDDEN DEATH.
From THE SUDDEN DEATH.
Teleporter to {16,13,30} on the Apprentice Level.
The lever at the northern side of the wall at {8,18,23} opens this door.
In the alcove at {8,19,24} are a Spitter Berry, a branch, a full Waterskin. The lever at {8,18,23} activates a teleporter at {8,16,24}.
NABI SAYS HOLD YOUR POSITIONS. MY SHIELD WILL PROTECT US. Stepping on this plate shoots strong fireballs from {8,13,26} and lightnings from {8,20,20} and {8,20,31} down the halls. The fireballs are likely to kill you, so go one step north or south from here immediately.
Press the button at {8,21,27} to switch off the teleporters at {8,20,27} and {8,20,28}. The pressure plate activates the shooters again.
Going here when the teleporters are switched on, holds you imprisoned at {8,20,29} and {8,20,30}. The pressure plate activates the shooters again.
Put a coin into the slot at {8,21,29} to escape if trapped here; there is an inscription "LEFTOVERS" at {8,19,29}.
Open the door with the button at {8,21,22} from the western side.
Use the pressure plates at {8,20,26}, {8,20,27}, {8,20,28} until the fireball shooter at {8,13,26} has destroyed all doors at {8,24,26}, {8,25,26}, {8,26,26}, {8,27,26}, {8,28,26}; meanwhile hide in the hallways where the lightnings are shot, you should be able to survive there. When the last door is destroyed, run down the corridor through all the doors and around the corner.
You fall down to {10,27,24}. You can be teleported back from {11,27,25} to {8,29,24}.
You are teleported back here from {11,27,25}. To go down there, enter the pit at {8,27,24}.
"THERE ARE VOICES UP HERE. WE ARE IN THE COUNCIL UNDERWAY..."
Switch at {8,29,27} making a force field at {8,18,26} reflecting further fireballs and not letting you through. Leave through the door at {8,21,22}.
Fireballs are shot from here.
Unique "Shield of Darc", "Doom of Stamm", it lowers your wisdom, but is not cursed. The door closes again after taking it.
Entry down from and exit up to {7,23,28} at the Council Backdoor via the ladder here.
SAR Coin, Dragon Heart; the door can be opened with a button. There are teleporters switching on and off, teleporting you, monsters, spells and items around in this room.
Switch, Mummies appear after use.
Entry from a pit at {7,30,27} at the Council Backdoor, return via the ladder at {8,23,28}.
Teleporter to {6,19,30}. Kill the rats, then teleport back to {8,0,3}.
Teleporter to {2,6,12}. Kill the rats, then teleport back to {8,1,5}.
Teleporter to {0,27,9}. Kill the rats, then teleport back to {8,1,7}.
Mage Caduceus.
There are a switch on the northern wall at {8,1,12} opening and closing the pit at {8,2,12} and a scorpion in this room.
You are teleported here from {8,4,2} in the Kitchen Lab. Kill the rats at {8,1,22} for furs and Steaks, then go there to make the teleporter back to {8,4,3} appear here.
Teleporter to {4,16,28}. Kill the rats, then teleport back to {8,2,3}.
Rush to this place and wait for monsters to open the wall at {8,3,9}, repel or kill them and enter immediately. As soon as you or monsters step on {8,1,9} or {8,2,10}, the wall will close again.
A Golem is in the room behind the pit, dropping an Emerald Key and a Stone Club when killed. Going here generates monsters at {8,3,8}; they can open the wall at {8,3,9}. Run to {8,2,9} before they come out of there to prevent the wall from closing before you can enter.
Pit down to {9,2,12}, opened and closed by a switch at the southern side of the wall at {8,1,12}. You are dropped onto a pressure plate producing Gigglers. You can teleport back from {9,3,13}.
Inscription "Emerald Guardians" to the east; you can teleport back here if you fall throuh one of the adjacent pits.
Pit down to {9,2,14}, opened and closed by a switch at the northern side of the wall at {8,3,13}. You are dropped onto a pressure plate producing Gigglers. You can teleport back from {9,3,13}.
A Golem is in the room behind the pit, dropping an Emerald Key and a Stone Club when killed.
Teleporter to {3,16,31}. Kill the rats, then teleport back to {8,2,5}.
The Kitchen Lab of Solune is here, 5 COMPETITION POINTS.
Press the button at {8,2,8} to open the wall at {8,3,9} until you go back to {8,2,11}.
The wall is opened by stepping onto the square at {8,2,11}, releasing monsters from the room behind, but closed again when you come closer.
A Golem is in the room behind the pit, dropping an Emerald Key and a Stone Club when killed. On the southern wall at {8,3,13} is a switch for the pit at {8,2,14}
A Golem is in the room behind the pit, dropping an Emerald Key and a Stone Club when killed.
Teleporter to {8,1,21}. Kill the rats, then teleport back to {8,4,3}.
Bag with 8 Stone Mushrooms.
Teleporter to a small room on a deep level. Kill the rats, then teleport back to {8,4,3}.
This teleporter transports you to {15,16,5} into a room with a rat generator, an alcove with an Emerald Key and an altar. Kill the rats, get the key, then teleport back to {8,5,4}.
Down, then up again to the adjacent stairs at {8,7,16}.
Down to a VI Altar at {9,4,6} if you enter facing the stairs; if you go down looking in another direction, you'll only see a wall there. This corridor belongs to "The Cruel Pit" at {6,7,6} and can only be entered from there.
From "The Cruel Pit" at {6,7,6} and back up to the Spiders' level.
Map of Conflux / Level 8
 
Tileset :

Level 08 - The Emerald Level[edit]

This area is designated as the Dark Councilor's private level, where he conducts alchemical experiments on the creation of golems. Get caught here and you might end up being his next test subject. The unique compass "Learning Advisor" says "FULFILLING FUTURE" when examined on this level.
Interesting places:
  • The Sudden Death
  • The Apprentice Room brings you to the Apprentice Level (16), from there you can go down to the underwater level Aquantana (17).
  • A path into the Council Chamber
  • A treasure room below the Council Backdoor.
  • Solune's Kitchen Lab is heavily guarded by Golems and Salamanders.
  • The path to the VI Altar of "The Cruel Pit".
  • The 3rd floor of the Tower of Mampang.

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.
[30,27],[30,27],[[23,28],[30,28]],[[22,29],[22,31]],[[27,29],[27,31]],[[31,29],[31,31]],[[23,30],[31,31]],[[21,31],[31,31]]
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.
[[0,25],[0,27]],[[2,25],[4,25]],[[4,26],[4,31]],[[1,27],[4,27]],[0,29],[0,29],[3,29],[3,29],[0,30],[0,30],[[1,31],[4,31]]
MAMPANG PRISONNERSGIGGLER
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.

BEHOLDER
Ever-watchful, ever seeing,
Doors will not keep back this being,
For when the eye
does open wide,
Gone are those places where you may hide.

It drains the air
straight from your lungs
As soon as you're in sight.
It consumes mana
for its spells,
And slow your feet and might.

HELLHOUND
It snaps and snarls with fur jet black,
And savagely it does attack,
Seeking meat to rip and tear,
Hunting for it everywhere.

LEMURE
Soul in torment,
slime of green,
Seldom moves but easily seen.
Though its body's
slow and cursed,
In bringing pain its mind's well-versed.
[[0,25],[0,27]],[[2,25],[4,25]],[[4,26],[4,31]],[[1,27],[4,27]],[0,29],[0,29],[3,29],[3,29],[0,30],[0,30],[[1,31],[4,31]]
EMERALD DENIZENSRED SCORPION
Like its golden
cousins savage,
Its prey this creature loves to ravage.
From a distance
it can charge,
Striking with its sting so large.

VEXIRK
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.
[0,0],[[0,3],[4,3]],[[25,3],[25,8]],[2,4],[2,4],[4,4],[4,4],[[24,4],[25,5]],[1,5],[1,5],[[22,5],[25,5]],[1,6],[1,6],[[21,6],[23,6]],[[26,6],[26,8]],[2,7],[2,7],[[22,7],[28,7]],[3,8],[3,8],[[5,8],[10,8]],[[12,8],[12,11]],[14,8],[14,8],[[17,8],[26,8]],[[0,9],[3,9]],[[9,9],[9,11]],[[13,9],[14,11]],[[19,9],[19,11]],[23,9],[23,9],[0,10],[0,10],[[2,10],[2,17]],[[4,10],[6,10]],[[11,10],[15,10]],[[21,10],[23,10]],[1,11],[1,11],[4,11],[4,11],[6,11],[6,11],[[10,11],[10,13]],[[18,11],[20,11]],[[23,11],[23,20]],[[3,12],[6,12]],[13,12],[13,12],[[18,12],[18,15]],[[20,12],[21,14]],[[0,13],[2,14]],[[11,13],[15,13]],[[19,13],[21,14]],[[3,14],[7,14]],[11,14],[11,14],[[15,14],[15,17]],[24,14],[24,14],[[0,15],[0,19]],[[4,15],[6,15]],[[10,15],[13,15]],[[16,15],[18,15]],[3,16],[3,16],[[7,16],[10,16]],[12,16],[12,16],[19,16],[19,16],[21,16],[21,16],[24,16],[24,16],[5,17],[5,17],[[10,17],[12,17]],[[14,17],[21,17]],[25,17],[25,17],[5,18],[5,18],[8,18],[8,18],[11,18],[11,18],[[14,18],[14,21]],[16,18],[18,18],[24,18],[24,18],[[1,19],[5,19]],[[9,19],[11,19]],[13,19],[13,19],[[19,19],[21,19]],[18,20],[18,20],[[21,20],[23,20]],[[3,21],[14,21]],[18,21],[18,21],[[20,21],[20,30]],[[22,21],[22,23]],[[3,22],[5,23]],[[15,22],[18,22]],[21,22],[21,22],[[26,22],[29,22]],[[2,23],[7,23]],[[9,23],[15,23]],[17,23],[17,23],[[29,23],[29,26]],[[5,24],[7,24]],[9,24],[9,24],[13,24],[13,24],[[16,24],[18,24]],[[27,24],[29,24]],[[6,25],[6,28]],[[9,25],[9,29]],[[11,25],[11,27]],[[14,25],[14,31]],[[15,26],[29,26]],[[12,27],[14,28]],[[7,28],[7,31]],[[16,28],[18,28]],[[10,29],[12,29]],[16,29],[[18,29],[18,31]],[11,30],[11,30],[[6,31],[12,31]],[[15,31],[18,31]]
EMERALD GUARDIANSGuards of green, with hearts of stone.
They guard their master's keys alone.
Intruders they will bash and grab,
Preventing access to the lab.
[[0,3],[4,3]],[2,4],[2,4],[4,4],[4,4],[1,5],[1,5],[1,6],[1,6],[2,7],[2,7],[3,8],[3,8],[[0,9],[3,9]],[0,10],[0,10],[[2,10],[2,17]],[[4,10],[6,10]],[1,11],[1,11],[4,11],[4,11],[6,11],[6,11],[[3,12],[6,12]],[[0,13],[2,14]],[[3,14],[7,14]],[[0,15],[0,19]],[[4,15],[6,15]],[3,16],[3,16],[5,17],[5,17],[5,18],[5,18],[[1,19],[5,19]]
STONE GUARDIANSGOLEM
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 SALAMANDER
Slithering across the ground
Upon grey coils of rock,
Its green eyes gleam, it hits and strikes,
And hurls a fiery shock.
[0,0],[[25,3],[25,8]],[[24,4],[25,5]],[[22,5],[25,5]],[[21,6],[23,6]],[[26,6],[26,8]],[[3,7],[3,9]],[[22,7],[28,7]],[[5,8],[10,8]],[[12,8],[12,11]],[14,8],[14,8],[[17,8],[26,8]],[[0,9],[3,9]],[[9,9],[9,11]],[[13,9],[14,11]],[[19,9],[19,11]],[23,9],[23,9],[0,10],[0,10],[[2,10],[2,17]],[[4,10],[6,10]],[[11,10],[15,10]],[[21,10],[23,10]],[1,11],[1,11],[4,11],[4,11],[6,11],[6,11],[[10,11],[10,13]],[[18,11],[20,11]],[[23,11],[23,20]],[[3,12],[6,12]],[13,12],[13,12],[[18,12],[18,15]],[[20,12],[21,14]],[[0,13],[2,14]],[[11,13],[15,13]],[[19,13],[21,14]],[[3,14],[7,14]],[11,14],[11,14],[[15,14],[15,17]],[24,14],[24,14],[[0,15],[0,19]],[[4,15],[6,15]],[[10,15],[13,15]],[[16,15],[18,15]],[3,16],[3,16],[[7,16],[10,16]],[12,16],[12,16],[19,16],[19,16],[21,16],[21,16],[24,16],[24,16],[5,17],[5,17],[[10,17],[12,17]],[[14,17],[21,17]],[25,17],[25,17],[5,18],[5,18],[8,18],[8,18],[11,18],[11,18],[[14,18],[14,21]],[16,18],[18,18],[24,18],[24,18],[[1,19],[5,19]],[[9,19],[11,19]],[13,19],[13,19],[[19,19],[21,19]],[18,20],[18,20],[[21,20],[23,20]],[[3,21],[14,21]],[18,21],[18,21],[[20,21],[20,30]],[[22,21],[22,23]],[[3,22],[5,23]],[[15,22],[18,22]],[21,22],[21,22],[[26,22],[29,22]],[[2,23],[7,23]],[[9,23],[15,23]],[17,23],[17,23],[[29,23],[29,26]],[[5,24],[7,24]],[9,24],[9,24],[13,24],[13,24],[[16,24],[18,24]],[[27,24],[29,24]],[[6,25],[6,28]],[[9,25],[9,29]],[[11,25],[11,27]],[[14,25],[14,31]],[[15,26],[29,26]],[[12,27],[14,28]],[[7,28],[7,31]],[[16,28],[18,28]],[[10,29],[12,29]],[16,29],[[18,29],[18,31]],[11,30],[11,30],[[6,31],[12,31]],[[15,31],[18,31]]
DECEIVING GUARDIANSGIGGLER
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.

COUATL
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.

VEXIRK
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.
[[28,3],[28,5]],[30,3],[30,3],[[27,4],[30,4]],[30,5],[30,5],[29,6],[29,6],[30,7],[30,7],[[30,8],[30,21]],[31,9],[[25,10],[30,10]],[[25,12],[28,12]],[[27,13],[28,14]],[[27,15],[27,18]],[[28,16],[30,16]],[31,21]
ROS 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!

WASP
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.

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.
[24,21],[24,21],[24,22],[24,22],[25,23],[25,23]
FORGOTTEN CREATURESMIMIC
Some creatures know a quester's greed,
Know what
they'll try to grab.
So when the eager hands stretch forth,
They lie there, quiet, drab.

STARVING FOG
Cloud of hunger, has no mind,
Travels straight,
follows behind.
Sucks up strength but still seeks more,
Knows not death, this endless maw.

ROOFLURKER
Confusing but it matters not
Whether this thing's alive or not.
It can sense unwelcome guests
And keeps them out. It never rests.

VEXIRK
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.
[24,21],[24,21],[24,22],[24,22],[25,23],[25,23]
ROS GUARDIANSGOLEM
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.

ZYTAZ
Black, ghostly being
floats about.
With a single eye, it fades in and out.
[24,21],[24,21],[24,22],[24,22],[25,23],[25,23]
LABORATORYThe alchemist who once dwelt here
Did hold his secrets, guard them dear.
Thus warned, should you prepare to fight,
Avoiding traps that test your might.
[[12,8],[12,11]],[[14,8],[14,11]],[[13,9],[14,11]],[[11,10],[15,10]],[13,12],[13,12],[[11,13],[15,13]]
BIG XCentre spot is healthy not,
For that or doors will take the shot.
Remember green's your friend around
Such traps as this that you have found.
[[20,21],[20,30]],[[14,26],[28,26]]
GEM GOLEMSBorn from treasure, precious gems,
These mindless, roaming, jewelled golems.
Their hearts are made from stones so pure,
Protected well, and held so sure.
[15,16],[15,16],[19,16],[19,16],[21,16],[21,16],[[14,17],[21,17]],[16,18],[18,18]
INVISIBLE GUARDIANCannot see it, cannot know
Until you feel blow after blow.
What you can't see you cannot fight,
Flee now or try each switch in sight.
[[3,21],[7,21]],[[3,22],[5,23]],[[2,23],[7,23]],[[5,24],[7,24]],[6,25]
SHOPWhere once the great Solune did dwell,
Herein he has much left to sell.
Though he is gone, your gathered wealth
Will buy you items, shortcuts, health.
[19,10],[19,10],[[18,11],[20,11]],[[18,12],[18,15]],[[20,12],[21,14]],[[19,13],[21,14]],[17,15],[17,15]
ROOM OF ILLUSIONSSometimes your eyes you can't trust,
When solid things feel less than dust.
Only doors are firm to feel,
And even serpents are not real.
[[25,12],[28,12]],[[27,13],[28,14]],[[27,15],[27,18]],[28,16],[28,16]
RELICSThis hint I give lacks vision clear,
So to these words you may not adhere.
A door and walls may trap you in,
You'll travel mazes, find relics within.

Nothing can be trusted here.
Nothing will stay firm and clear.
Mighty relics may await,
Or ancient gods of unknown fate.
[24,21],[24,21],[24,22],[24,22],[25,23],[25,23]
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.
[[0,25],[0,27]],[[2,25],[4,25]],[[4,26],[4,31]],[[1,27],[4,27]],[0,29],[0,29],[0,30],[0,30],[[1,31],[4,31]]
THIRD FLOORIt isn't wise to teleport,
For that may make your lifespan short.
Note Farren Whyde's not what he seems.
His mind was taken in his dreams.
[[0,25],[0,27]],[[2,25],[4,25]],[[4,26],[4,31]],[[1,27],[4,27]],[0,29],[0,29],[0,30],[0,30],[[1,31],[4,31]]
ALCHEMIST'S SHOPThe alchemist will sell things nice,
If you can pay the asking price.
The golems you may give wide berth,
But there's a better use for Earth.
[[18,11],[20,11]],[[18,12],[18,15]],[[20,12],[21,14]],[[19,13],[21,14]]
COIN SLOTA slot for coins of any type.
You wish to pay? The time is ripe.
Though purchase is an easy task,
Delivery leaves more to ask.
[[20,27],[20,30]]
FOUR LOCKSAn emerald quartet you need,
To carry on and then succeed.
Who guards such things, who keeps them hid?
What Guardians do as they're bid?
[[7,29],[7,31]],[[6,31],[10,31]]
DOUBLE LOCKAs least two keys you'll need to spend,
If door away you wish to send.
The switches here may come to pay,
If enough with them you play.
[[5,23],[7,24]]
GREEN NIGHTMAREGreen it is, and green's the key.
Grab it, then run hastily.
Traps there may be, but you'll know
To lure out the guard for the final blow.
[[0,0],[11,0]],[3,1],[8,1]
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.
[[27,0],[27,2]],[30,3],[30,3],[29,4],[14,9],[15,10],[19,10],[14,11],[18,11],[6,12],[10,12],[10,12],[17,17],[19,19],[30,19],[23,26]
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.
[[25,12],[28,12]],[[27,13],[28,14]],[[30,14],[30,18]],[[27,15],[27,18]],[[28,16],[30,16]]
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.
[[19,0],[21,0]]
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.
[1,0],[11,10]
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.
[17,8]
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.
[31,26]
The ArchivistA thief is made to run and sneak,
To creep about, to look and peek.
But one there is who's doomed to stay
Amongst his scrolls, out of the way.
[30,20],[30,20],[31,21]
Farren WhydeImprisoned for crimes known to few,
He seems not to know what to do.
His name may be known far and wide
Perhaps...or has he more to hide?
[[0,25],[0,27]],[[2,25],[4,25]],[[4,26],[4,31]],[[1,27],[4,27]],[0,29],[0,29],[0,30],[0,30],[[1,31],[4,31]]
The High SentinelThough made of stone, don't be deceived,
His speed more than you think.
Use your own speed, and your might,
But don't stand near the brink.
[[23,0],[25,2]],[23,3],[[25,3],[25,5]],[[24,4],[25,5]]
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?
[[4,6],[8,6]],[[9,9],[9,11]],[[25,10],[30,10]],[[10,11],[10,13]],[[30,11],[30,14]],[[11,13],[15,13]],[[15,14],[15,17]],[[0,15],[0,19]],[[16,15],[18,15]],[5,17],[5,17],[14,17],[14,17],[5,18],[5,18],[[14,18],[14,21]],[[1,19],[5,19]],[[11,21],[14,21]],[[6,26],[6,28]],[30,27],[30,27],[[7,28],[7,30]],[[23,28],[30,28]]
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?
[[12,0],[22,0]],[12,1],[16,1],[6,2],[6,2],[[9,2],[10,4]],[15,2],[15,2],[[17,2],[21,2]],[[7,3],[17,3]],[19,3],[21,3],[21,3],[[11,4],[12,6]],[[14,4],[14,6]],[17,4],[17,4],[20,4],[20,4],[[10,5],[12,6]],[[13,6],[19,6]],[10,7],[10,7],[15,7]

This is a sample Sandbox dmzone (mouseover to see)