Difference between revisions of "Conflux/Levels notes"

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(→‎Level 00 - The Guilds: Secret treasures, improvements for highlighting.)
m (Spelling and reordering according to coordinates)
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{0,19,13}Throw a small item through this door to open the wall at {0,21,15}. Get rocks at {0,19,17}.<br>
 
{0,19,13}Throw a small item through this door to open the wall at {0,21,15}. Get rocks at {0,19,17}.<br>
 
{0,19,17}Touching or using the water basin throws rocks from {0,17,17} at you.<br>
 
{0,19,17}Touching or using the water basin throws rocks from {0,17,17} at you.<br>
{0,20,19}Put a staff, a Corbum, a shuriken and a mace into the 4 locks around this wall to create a Funeral Stormring in the southern alcove at {0,20,21}. ONE COMPETITION POINT for the Funeral item. However, opening all the guild doors is more important, so do that first and spend only additional "guild items" here.<br>
+
{0,19,22}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Magic Purse and a new Mirror of Dawn in it.<br>
 +
{0,20,19}Put a staff, a Corbum, a shuriken and a mace into the 4 locks around this wall to create a Funeral Stormring in the southern alcove at {0,20,21}. 1 COMPETITION POINT for the Funeral item. However, opening all the guild doors is more important, so do that first and spend only additional "guild items" here.<br>
 
{0,21,8}LEIF SAYS I COULD BASH THIS DOOR<br>
 
{0,21,8}LEIF SAYS I COULD BASH THIS DOOR<br>
 
{0,21,27}Put a staff, a Corbum, a shuriken and a mace into the 4 locks behind the walls at {0,22,25}, {0,22,26}, {0,22,29}, {0,22,30}. The door at {0,22,27} will open as soon as one of each item is in place. However, opening all the guild doors is more important, so do that first and spend only additional "guild items" here.<br>
 
{0,21,27}Put a staff, a Corbum, a shuriken and a mace into the 4 locks behind the walls at {0,22,25}, {0,22,26}, {0,22,29}, {0,22,30}. The door at {0,22,27} will open as soon as one of each item is in place. However, opening all the guild doors is more important, so do that first and spend only additional "guild items" here.<br>
 
{0,22,3}Put a torch into the holder to keep the door open.<br>
 
{0,22,3}Put a torch into the holder to keep the door open.<br>
{0,22,27}The alcove contains the Cron of Pride (increases your wisom by 10) and the unique Funeral rapier FLESHBITE SUSTAINED. ONE COMPETITION POINT for the Funeral item.<br>
+
{0,22,27}The alcove contains the Crown of Pride (increases your wisom by 10) and the unique Funeral rapier FLESHBITE SUSTAINED. 1 COMPETITION POINT for the Funeral item.<br>
 +
{0,23,31}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Monk Staff and a new Mirror of Dawn in it.<br>
 +
{0,24,26}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Moonstone necklace and a new Mirror of Dawn in it.<br>
 
{0,24,31}Ladder down to the cellar to {1,24,31} near the rat generator. The maze is inhabited by Gigglers, Rock Monsters and a Minotaur, which do not respawn.<br>
 
{0,24,31}Ladder down to the cellar to {1,24,31} near the rat generator. The maze is inhabited by Gigglers, Rock Monsters and a Minotaur, which do not respawn.<br>
 
{0,25,8}GANDO SAYS... I FORSEE A PAINFUL END FOR THIS CORRIDOR...<br>
 
{0,25,8}GANDO SAYS... I FORSEE A PAINFUL END FOR THIS CORRIDOR...<br>
 
{0,25,5}Switch on the wall at 26,5 opens door at 26,6<br>
 
{0,25,5}Switch on the wall at 26,5 opens door at 26,6<br>
 
{0,25,12}This pit leads to the sewers at {3,26,12}. There should be a way to remove the wall to the east and reach this place.<br>
 
{0,25,12}This pit leads to the sewers at {3,26,12}. There should be a way to remove the wall to the east and reach this place.<br>
 +
{0,26,25}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with bones and a new Mirror of Dawn in it.<br>
 +
{0,27,22}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Gem of Ages necklace and a new Mirror of Dawn in it.<br>
 
{0,29,1}There is a shooter to your north which is activated when you go south. But if you go quickly and open the first door on the left, you can safely hide in the doorway.<br>
 
{0,29,1}There is a shooter to your north which is activated when you go south. But if you go quickly and open the first door on the left, you can safely hide in the doorway.<br>
 
{0,29,3}NABI SAYS STAND YOUR GROUND. MY SHIELD WILL SAVE US.<br>
 
{0,29,3}NABI SAYS STAND YOUR GROUND. MY SHIELD WILL SAVE US.<br>
 
{0,29,6}NABI SAYS STAND YOUR GROUND. MY SHIELD WILL SAVE US.<br>
 
{0,29,6}NABI SAYS STAND YOUR GROUND. MY SHIELD WILL SAVE US.<br>
 
{0,31,7}To the sewers {3,31,7}.<br>
 
{0,31,7}To the sewers {3,31,7}.<br>
 
 
{0,31,25}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a golden Gor Coin and a new Mirror of Dawn in it.<br>
 
{0,31,25}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a golden Gor Coin and a new Mirror of Dawn in it.<br>
{0,23,31}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Monk Staff and a new Mirror of Dawn in it.<br>
 
{0,24,26}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Moonstone necklace and a new Mirror of Dawn in it.<br>
 
{0,27,22}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Gem of Ages necklace and a new Mirror of Dawn in it.<br>
 
{0,26,25}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with bones and a new Mirror of Dawn in it.<br>
 
{0,19,22}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Magic Purse and a new Mirror of Dawn in it.<br>
 
  
 
=== Level 01 - The Cellar ===
 
=== Level 01 - The Cellar ===
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{1,26,18}Place torch in torch holder here to open door at 24,18.<br>
 
{1,26,18}Place torch in torch holder here to open door at 24,18.<br>
 
{1,26,30}"Four Gold Coins"; in the western alcove appears the unique shuriken "Trail of Pain".<br>
 
{1,26,30}"Four Gold Coins"; in the western alcove appears the unique shuriken "Trail of Pain".<br>
 +
{1,27,16}To {1,29,14}, {1,29,18}, {1,31,16}.<br>
 
{1,27,18}Down to the Long Lost Wand.<br>
 
{1,27,18}Down to the Long Lost Wand.<br>
 
{1,27,19}To open wall see {1,9,9}.<br>
 
{1,27,19}To open wall see {1,9,9}.<br>
Line 149: Line 149:
 
{1,28,27}Cross key door, opened from western side, eastern can be reached saving a Cross key.<br>
 
{1,28,27}Cross key door, opened from western side, eastern can be reached saving a Cross key.<br>
 
{1,31,7}To the sewers at {3,31,7}.<br>
 
{1,31,7}To the sewers at {3,31,7}.<br>
 +
{1,29,14}To {1,27,16}, {1,29,18}, {1,31,16}.<br>
 +
{1,29,18}To {1,27,16}, {1,29,14}, {1,31,16}.<br>
 
{1,29,24}Teleporter to {1,31,28}.<br>
 
{1,29,24}Teleporter to {1,31,28}.<br>
 
{1,30,17}Remove this wall by placing a torch in the torch holder at {1,30,19}. There is a VI Altar here containing the sewers' map password and an Open Helm.<br>
 
{1,30,17}Remove this wall by placing a torch in the torch holder at {1,30,19}. There is a VI Altar here containing the sewers' map password and an Open Helm.<br>
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{1,31,28}The teleporters at {1,29,24} and {1,31,22} send you here.<br>
 
{1,31,28}The teleporters at {1,29,24} and {1,31,22} send you here.<br>
 
{1,31,11}Teleport to 00,29,11.<br>
 
{1,31,11}Teleport to 00,29,11.<br>
 
{1,27,16}To {1,29,14}, {1,29,18}, {1,31,16}.<br>
 
{1,29,14}To {1,27,16}, {1,29,18}, {1,31,16}.<br>
 
{1,29,18}To {1,27,16}, {1,29,14}, {1,31,16}.<br>
 
 
{1,31,16}To {1,27,16}, {1,29,14}, {1,29,18}.<br>
 
{1,31,16}To {1,27,16}, {1,29,14}, {1,29,18}.<br>
  
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{6,0,1}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,0,1}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
{6,4,13}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,5,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,16,10}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,19,23}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,20,18}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,27,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
 
 
{6,0,2}Try to chase Gigglers into this corner, see also the description of the other corner to the south at {6,0,8}. I killed a Giggler who had previously stolen my compass here. It might have been teleported from the Ninja Guild into this room or the room above.<br>
 
{6,0,2}Try to chase Gigglers into this corner, see also the description of the other corner to the south at {6,0,8}. I killed a Giggler who had previously stolen my compass here. It might have been teleported from the Ninja Guild into this room or the room above.<br>
 
{6,0,8}You can fall down here from a pit at {4,0,8}. If you free the Giggler from the treasure room prison at {5,4,9} (upstairs {6,5,7} from here), it will eventually fall through the pit at {5,2,4}. Lure it into this place or to {6,0,1} before killing it and retrieving the treasure so it can't escape: it must be killed twice, the first time an invisible Ghost Giggler remains.<br>
 
{6,0,8}You can fall down here from a pit at {4,0,8}. If you free the Giggler from the treasure room prison at {5,4,9} (upstairs {6,5,7} from here), it will eventually fall through the pit at {5,2,4}. Lure it into this place or to {6,0,1} before killing it and retrieving the treasure so it can't escape: it must be killed twice, the first time an invisible Ghost Giggler remains.<br>
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{6,3,2}"FUL": touching the statue at {6,4,2} turns on lights leading you to {6,21,25}; probably you must clear your path several times, because "web doors" close and spiders appear in your way. Have strong fireballs prepared, and wield weapons to kill spiders with the first hit.<br>
 
{6,3,2}"FUL": touching the statue at {6,4,2} turns on lights leading you to {6,21,25}; probably you must clear your path several times, because "web doors" close and spiders appear in your way. Have strong fireballs prepared, and wield weapons to kill spiders with the first hit.<br>
 
{6,4,9}To {6,7,9}.<br>
 
{6,4,9}To {6,7,9}.<br>
 +
{6,4,13}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,4,31}You come from {6,15,31}.<br>
 
{6,4,31}You come from {6,15,31}.<br>
 +
{6,5,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,5,27}Teleporter to {6,17,30}.<br>
 
{6,5,27}Teleporter to {6,17,30}.<br>
 
{6,5,29}Teleporter to {6,21,24}.<br>
 
{6,5,29}Teleporter to {6,21,24}.<br>
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{6,16,5}Stairs down to {7,16,5} (dark councillor).<br>
 
{6,16,5}Stairs down to {7,16,5} (dark councillor).<br>
 
{6,16,7}Ladder down to {7,16,7}.<br>
 
{6,16,7}Ladder down to {7,16,7}.<br>
 +
{6,16,10}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,16,12}Riddle (true companion): The Shining. (gives glowing stone)<br>
 
{6,16,12}Riddle (true companion): The Shining. (gives glowing stone)<br>
 
{6,17,6}Water basin to the east.<br>
 
{6,17,6}Water basin to the east.<br>
Line 433: Line 427:
 
{6,19,3}"Pit D".<br>
 
{6,19,3}"Pit D".<br>
 
{6,19,21}Riddle (protector of warriors): Wooden Shield. (gives unique shield of NETA: small shield, but increases vitality)<br>
 
{6,19,21}Riddle (protector of warriors): Wooden Shield. (gives unique shield of NETA: small shield, but increases vitality)<br>
 +
{6,19,23}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,19,28}The button opens the door at {6,8,28}.<br>
 
{6,19,28}The button opens the door at {6,8,28}.<br>
 
{6,20,13}Gaefusilfr in southern wall.<br>
 
{6,20,13}Gaefusilfr in southern wall.<br>
 
{6,20,14}Torso plate mail.<br>
 
{6,20,14}Torso plate mail.<br>
 +
{6,20,18}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,20,20}Dragon helm on east facing wall, 3 COMPETITION POINTS.<br>
 
{6,20,20}Dragon helm on east facing wall, 3 COMPETITION POINTS.<br>
 
{6,21,1}Spitter berry in alcove behind door to the south.<br>
 
{6,21,1}Spitter berry in alcove behind door to the south.<br>
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{6,27,7}Press the switch on the wall to remove it.<br>
 
{6,27,7}Press the switch on the wall to remove it.<br>
 
{6,27,8}Kill the Mothers of the Egg Chamber here, 1 COMPETITION POINT. This room has lots of Ven Eggs on the floor, as well as the following items: Scimitar; Corbum; 2 bones; Open Helm; scroll: Heroism Brewage, DES BRO KU.<br>
 
{6,27,8}Kill the Mothers of the Egg Chamber here, 1 COMPETITION POINT. This room has lots of Ven Eggs on the floor, as well as the following items: Scimitar; Corbum; 2 bones; Open Helm; scroll: Heroism Brewage, DES BRO KU.<br>
 +
{6,27,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.<br>
 
{6,27,27}Riddle: Scroll.<br>
 
{6,27,27}Riddle: Scroll.<br>
 
{6,28,0}Stairs of Ashes.<br>
 
{6,28,0}Stairs of Ashes.<br>
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{7,27,26}"Council Backdoor"<br>
 
{7,27,26}"Council Backdoor"<br>
 
{7,27,0}This pit goes down to {8,27,0}, then you reach {10,26,2} and finally {12,23,0} at the Moria entrance.<br>
 
{7,27,0}This pit goes down to {8,27,0}, then you reach {10,26,2} and finally {12,23,0} at the Moria entrance.<br>
 +
{7,30,14}Using lockpicks here creates two Coatls.<br>
 +
{7,30,16}GANDO SAYS THIS IS A MAGICAL LOCK<br>
 +
{7,30,27}Down to {8,30,27}, return via the ladder at {7,23,26}.<br>
  
 
{7,30,0}"The Portals"<br>
 
{7,30,0}"The Portals"<br>
 +
{7,26,2}"CELLAR": to {1,29,27}.<br>
 +
{7,26,3}"GUILDS": to {0,7,10}.<br>
 +
{7,28,5}"SPIDERS": to {6,17,24}.<br>
 +
{7,29,5}"CRYPT"<br>
 
{7,31,2}"MINES"<br>
 
{7,31,2}"MINES"<br>
 
{7,31,3}"MONASTERY"<br>
 
{7,31,3}"MONASTERY"<br>
{7,29,5}"CRYPT"<br>
 
{7,28,5}"SPIDERS": to {6,17,24}.<br>
 
{7,26,3}"GUILDS": to {0,7,10}.<br>
 
{7,26,2}"CELLAR": to {1,29,27}.<br>
 
 
{7,30,14}Using lockpicks here creates two Coatls.<br>
 
{7,30,16}GANDO SAYS THIS IS A MAGICAL LOCK<br>
 
{7,30,27}Down to {8,30,27}, return via the ladder at {7,23,26}.<br>
 
  
 
=== Level 08 - The Emerald Level ===
 
=== Level 08 - The Emerald Level ===

Revision as of 02:11, 4 January 2012

Format

Level comments:

The levels must be separated with

=== Level nn ===

where nn in the level number (0 to 99). Everything between two level separators will be displayed on the map viewer. All levels must be specified sequentially: level 17 must follow levels ...,14,15,16

The notes (popup displayed on the map viewer):

  • must start on a newline
  • must begin with {l,x,y} where l is the level, and x&y the coordinates. They must be 3 integers, they can be left padded with spaces or 0.
  • can end with <br> or <br />
  • must end with a new line


I've moved the following notes from level 27 here, and changed the notes to add additional information:

Note: The following levels are not situated for sure with respect to the main dungeon. Their position and ordering are therefore uncertain.

  • Outworld - Hallways made of metal, stars moving fast outside the windows, strange creatures and stranger devices. Something is really, really wrong here. - This is probably on level 32.
  • Sucked In - Uh-oh, maybe opening dimensional doors at random was not such a great idea after all. If you can find it, enjoy your scroll of infinite teleports (until the bug is fixed.)

Note: There may be additional levels. Various altars, the Maze of Thieves, the Steel Sphinx, and some other areas have not yet been located on the main map.

The Elemental Realms are on levels 27…30.

Sometimes, when you're sleeping, you can have a nightmare. As soon as you wake up, you'll find your party teleported to a weird place with red walls, which is difficult to locate on the maps.

Level 00 - The Guilds

This is the entrance level, and the only one to be lit. In addition to the Guilds, where you can recruit party members and advance your maximum class level, it contains the food stores, a maze area that reportedly smells like vinegar (Minotaure's maze), and part of one wisdom path for the monks of the Iron Temple, including the mysterious Cloning Experiment ring.

{0,0,5}Maleficient Guild.
{0,3,13}Place an axe in the alcove. You may then take it back.
{0,4,4}Dwarven Elevator back {4,10,1}
{0,4,7}The switch teleports you to {63,16,7}.
{0,4,9}Fighters Guild.
{0,6,12}Priests Guild.
{0,7,10}You are teleported here from {7,26,3}.
{0,8,8}Ninjas Guild.
{0,9,3}Place a compass in the alcove. You may then take it back.
{0,9,10}Wizards Guild.
{0,11,13}Place five VEN eggs in the hole.
{0,12,10}Place ten scrolls in the right-hand-side frame at eye level.
{0,11,9}Alchemical oven. Use the oven once before opening each further door, or lose the extra oven uses.
{0,12,7}The fireball spell is unlocked here.
{0,13,18}There is a virtually impossible to see switch on the wall to the south here that opens the door.
{0,13,24}Dungeon entrance.
{0,13,27}To Guilds(0,2).
{0,14,8}The gigglers here carry a flask, 1 COMPETITION POINT.
{0,14,16}Ladder down. This goes down directly to a cemetary to {38,2,27} and a door with a skull key lock at {38,7,30}.
{0,14,24}Stepping here before going to the pit gives Zed one extra staff.
{0,17,17}Rocks are thrown to the east from here if you touch the water basin at {0,19,17}.
{0,18,2}To the cellar near Pit D, the wall must be opened from the other side.
{0,18,3}To remove the walls here, enter the illusionary walls at [0,18,11} and {0,19,7}.
{0,18,28}Below this pit is a teleporter to a corridor at {4,31,11}, the exit from this corridor is down at {6,31,23}.
{0,18,31}Green slime monsters.
{0,19,4}Invisible teleporter to {0,19,8} into the identically looking room south of this one.
{0,19,9}Invisible teleporter to {0,19,5} into the identically looking room north of this one.
{0,19,12}Pressure plate here opens wall at 21,15
{0,19,13}Throw a small item through this door to open the wall at {0,21,15}. Get rocks at {0,19,17}.
{0,19,17}Touching or using the water basin throws rocks from {0,17,17} at you.
{0,19,22}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Magic Purse and a new Mirror of Dawn in it.
{0,20,19}Put a staff, a Corbum, a shuriken and a mace into the 4 locks around this wall to create a Funeral Stormring in the southern alcove at {0,20,21}. 1 COMPETITION POINT for the Funeral item. However, opening all the guild doors is more important, so do that first and spend only additional "guild items" here.
{0,21,8}LEIF SAYS I COULD BASH THIS DOOR
{0,21,27}Put a staff, a Corbum, a shuriken and a mace into the 4 locks behind the walls at {0,22,25}, {0,22,26}, {0,22,29}, {0,22,30}. The door at {0,22,27} will open as soon as one of each item is in place. However, opening all the guild doors is more important, so do that first and spend only additional "guild items" here.
{0,22,3}Put a torch into the holder to keep the door open.
{0,22,27}The alcove contains the Crown of Pride (increases your wisom by 10) and the unique Funeral rapier FLESHBITE SUSTAINED. 1 COMPETITION POINT for the Funeral item.
{0,23,31}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Monk Staff and a new Mirror of Dawn in it.
{0,24,26}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Moonstone necklace and a new Mirror of Dawn in it.
{0,24,31}Ladder down to the cellar to {1,24,31} near the rat generator. The maze is inhabited by Gigglers, Rock Monsters and a Minotaur, which do not respawn.
{0,25,8}GANDO SAYS... I FORSEE A PAINFUL END FOR THIS CORRIDOR...
{0,25,5}Switch on the wall at 26,5 opens door at 26,6
{0,25,12}This pit leads to the sewers at {3,26,12}. There should be a way to remove the wall to the east and reach this place.
{0,26,25}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with bones and a new Mirror of Dawn in it.
{0,27,22}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a Gem of Ages necklace and a new Mirror of Dawn in it.
{0,29,1}There is a shooter to your north which is activated when you go south. But if you go quickly and open the first door on the left, you can safely hide in the doorway.
{0,29,3}NABI SAYS STAND YOUR GROUND. MY SHIELD WILL SAVE US.
{0,29,6}NABI SAYS STAND YOUR GROUND. MY SHIELD WILL SAVE US.
{0,31,7}To the sewers {3,31,7}.
{0,31,25}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with a golden Gor Coin and a new Mirror of Dawn in it.

Level 01 - The Cellar

The Wine Cellar and storage area communicate, although the passages need to be opened. Food and fairly easy fights abound in this neighbourhood, and novice adventurers should spend some time here training... and exploring. There is also an area with a rat generator.

{1,0,19}Zo Liqueur on east wall.
{1,0,25}Using rope on south wall causes death!
{1,3,9}One of the rats in this area carries a Mace.
{1,3,20}Iron key on east facing wall.
{1,4,7}A Zap ring is here, taking it will create a monster behind you at 5,7.
{1,5,2}The waterskin here is cursed, it gives you minimum water.
{1,5,3}Using or clicking on the water fountain will create chewer trees behind you at 5,1.
{1,5,7}Door opened at 7,8.
{1,5,18}Take Sar wine and Silver coin on east facing wall to open wall at 9,13.
{1,7,5}Iron key door, Door is breakable by physical attack saving you an Iron key.
{1,7,7}Door needs lockpicks, need to click 20 times with them before the door opens. Winged key will not work as the door is jammed.
{1,7,8}Secret switch in the doorway here, opens door at 5,7, needs 5 clicks before doors opens.
{1,8,8}To the Sewers.
{1,9,0}Gold key door, Door is breakable by magic saving you a Gold key.
{1,9,2}Iron key door.
{1,9,9}Fountain of Wisdom. Click on this fountain for a map scroll, map starts from 21,09, follow dotted line from there to open wall at 27,19, jump down pit to get to lost wand area.
{1,9,12}Monks staff on south facing wall.
{1,9,13}This wall will go away when you find a particular wine bottle in the Wine Cellar, 5,18 on east facing wall, take wine and silver coin to open wall.
{1,9,15}Supplies for the strong, Shuriken, Gold Coin, Gaefusilvr, Silver Coin, taking Scimitar restarts closing door if jammed.
{1,9,20}To the Temple and the Sewers.
{1,9,25}Iron key door, lock on western side, switch to open on eastern side saving an Iron key.
{1,10,0}Gold key here.
{1,10,7}Stepping here opens a pit behind you at 10,6. It also takes the rope away unless you grab it really quickly. I once got the rope by enticing a Giggler onto the square. Evidently, he picked it up and when he died the rope was where I could reach it.
{1,10,15}Supplies for the strong, door will close on party, place branch in door socket once door has begun closing to jam it. Sometimes doesn’t work, random chance? Save and load and keep trying.
{1,10,22}Door opened at 14,25.
{1,11,2}Iron key here.
{1,11,4}Iron key door.
{1,11,5}Clicking on fountain on the south facing wall removes wall at 12,6.
{1,11,7}Going down here forces you to drop all your stuff (you can come back up at {1,12,8} in this case,) or to proceed down to the sewers to {3,10,7}. {1,12,8}Ladder down to the temple to {2,12,8}; the passage is normally blocked there.
{1,13,17}Door opened at 13,18.
{1,13,18}Switch on east facing wall opens door at 13,17.
{1,13,27}Teleport to {00,00,02}.
{1,14,3}Copper coin in east facing wall.
{1,14,6}A Rat just west of this pit keeps this pit closed.
{1,14,25}Switch on east facing wall opens door 10,22.
{1,15,3}Door of Answers, opened at 23,0.
{1,16,0}The switch on the west facing wall closes "Pit D" at {1,19,3}. I could not close it a 2nd time after having it left open at the alcoves.
{1,18,2}Way back from the mildew area, the way must be opened up from the other side: enter at {1,24,31}.
{1,18,4}Placing/taking items in/from the alcove on the east facing wall opens/shuts "Pit D" at {1,19,3}.
{1,18,28}Teleport to {4,31,11}.
{1,19,3}"Pit D" can be opened and closed from the adjacent alcoves.
{1,19,14}To the stairs between temple and sewers near the High Priest.
{1,20,4}Placing/taking items from the alcove on the west facing wall opens/shuts PitD at 19,03.
{1,20,18}Throw item across pit to close pit. Jumping down this pit is an easy way to reach the Aquantana place in the Sewers.
{1,21,9}Inscription on the wall, pressure plate, starting point of the path to the long lost wand: {1,21,9}, {1,21,10}, {1,21,11}, {1,21,12}, {1,21,13}, {1,20,13}, {1,19,13}, {1,18,13}, {1,17,13}, {1,16,13}, {1,15,13}, {1,14,13}, {1,13,13}, {1,13,14}, {1,13,15}, {1,14,15}, {1,15,15}, {1,16,15}, {1,17,15}, {1,18,15}, {1,19,15}, {1,19,16}, {1,19,17}, {1,19,18}, {1,19,19}, {1,19,20}, {1,20,20}, {1,21,20}, {1,22,20}, {1,23,20}, {1,23,21}, {1,24,21}, {1,25,21}, {1,26,21}, {1,26,20}, {1,26,19}, {1,27,19}. Look here for the now opened entrance.
{1,21,14}To the sewers near the stairs between temple and sewers near the High Priest.
{1,21,28}A Rat Generator (Steaks and furs!!) Good for collecting furs for the fur trader. Seems to work forever. The trigger is around the wall to the south.
{1,22,0}Door opened by placing item on square at 20,1.
{1,22,18}Cross key on east facing wall.
{1,23,0}Place scroll in fountain in west facing wall to open door at 15,3. Do not use the Challenge Scroll!
{1,23,1}Secret switch here opens door at 23,2.
{1,23,2}Square key door. Can be open by a switch at the eastern side at 23,1 saving a square key.
{1,23,31}Mace here.
{1,24,11}The flask generated at {1,25,13} appears in the southern alcove.
{1,24,16}Winged key door, other side can be reached, saving winged key. (I opened it later in the game from the eastern side without a key.)
{1,24,18}Door opened at 26,18.
{1,24,19}Square key on east facing wall.
{1,24,31}Ladder to {0,24,31}, the mildew area and the minotaur maze.
{1,25,13}Placing a Zo Liqueur, a Ven Egg and a Kath Vinegar on west facing wall create a flask at 24,12 on north facing wall. 1 COMPETITION POINT.
{1,25,18}Place torch in torch holder to open door at 25,19.
{1,25,19}Door opened at 25,18.
{1,26,18}Place torch in torch holder here to open door at 24,18.
{1,26,30}"Four Gold Coins"; in the western alcove appears the unique shuriken "Trail of Pain".
{1,27,16}To {1,29,14}, {1,29,18}, {1,31,16}.
{1,27,18}Down to the Long Lost Wand.
{1,27,19}To open wall see {1,9,9}.
{1,28,19}Monk staff in west facing wall.
{1,28,27}Cross key door, opened from western side, eastern can be reached saving a Cross key.
{1,31,7}To the sewers at {3,31,7}.
{1,29,14}To {1,27,16}, {1,29,18}, {1,31,16}.
{1,29,18}To {1,27,16}, {1,29,14}, {1,31,16}.
{1,29,24}Teleporter to {1,31,28}.
{1,30,17}Remove this wall by placing a torch in the torch holder at {1,30,19}. There is a VI Altar here containing the sewers' map password and an Open Helm.
{1,30,19}Placing a torch in the torch holder opens the wall at {1,30,17}.
{1,30,26}Teleporter to {1,30,29}.
{1,31,22}Teleporter to {1,31,28}.
{1,31,28}The teleporters at {1,29,24} and {1,31,22} send you here.
{1,31,11}Teleport to 00,29,11.
{1,31,16}To {1,27,16}, {1,29,14}, {1,29,18}.

Level 02 - The Temple

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!

{2,0,3}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.
{2,5,8}This pressure plate closes the door.
{2,5,9}The rooms to the north must be entered from here, leave through {2,10,3} or the stairs up at {2,0,3}.
{2,5,10}This pressure plate opens the door.
{2,8,13}Wands of light/looking through walls.
{2,10,2}This pressure plate opens the door.
{2,10,3}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}.
{2,10,4}This pressure plate closes the door.
{2,11,7}To escape from here withou going through the pit, you must drop all your belongings. I don't know where they are teleported to if you lay them on 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.
{2,11,8}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.
{2,12,8}Ladder up to the cellar to {1,12,8}. {2,12,10}GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
{2,14,11}Coatl.
{2,16,11}Coatl.
{2,18,16}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 for an Onyx key to open the door. Putting a gold coin here cures some from the Curse Of Vecna. Putting any coin into the slot removes the curses from all items carried. I store a coin and my cursed items here to remove the curse from all at once.
{2,19,0}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 teleport at the other end). There is a way to collect the stuff in this corridor.
{2,19,3}"Pit D".
{2,19,18}Don't waste a Mirror of Dawn here.
{2,20,0}2 bags, Elven Doublet, ashes.
{2,20,16}Put a potion of wisdom into the alcove.
{2,21,0}Bones.
{2,21,13}GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
{2,22,0}Sar Wine, 2 used up Stormrings, wooden shield.
{2,23,0}2 bags, Elven Huke, Leather Jerkin.
{2,23,8}This door is lockpickable.
{2,23,16}CURSED. (What is cursed, by the way? Don't remember to have found anything here. I wonder what the pressure plates around here do: {2,22,16}, {2,23,15}, {2,24,16}, {2,23,17}.)
{2,24,0}4 bags.
{2,25,0}Teleportr to {2,31,19}. The door there will be open now.
{2,25,12}GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
{2,25,13}Teleporter to the council's canteen at {7,6,25} (unlimited food and water, but also Vexirks there).
{2,25,21}The wand is here at first. Items on this floor square, however, are teleported to {2,26,18}.
{2,26,18}Items on this floor square are teleported into the wall at {2,27,21}.
{2,27,21}To remove this wall, take the wand out of this hole, once it appears here 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, so you can keep the wand.
{2,28,11}Teleporter back north two steps.
{2,28,21}The Long lost wand appears in the east wall, 5 COMPETITION POINTS.
{2,30,19}Teleport to {2,19,0}: you need to go there to open the door with the scroll.
{2,30,22}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.
{2,31,10}To a corridor at {4,31,11}, and finally to {6,31,23}.
{2,31,18}Spell unlocked, Thunder, OH GOR
{2,31,20}Put a Plasma in the alcove to open the door which closes behind you. You can take it back.
{2,31,25}There is a fast respawning monk here, casting lightnings and fireballs down the hall at you.
{2,31,31}To the sewers one level below (you can reach the crypt cemetary from there, and the grave of Druafang) and to the spider level at {6,31,28}.

Level 03 - The Sewers

Refuse, trash and clumsy adventurers all end up in the sewers. While you are fending thieves and looking for a way back up remember: One person's trash is another's treasure.

{3,0,0} A stairway from the guild level.
{3,0,23}Enter one of the pits to reach the dwarven treasure area.
{3,0,26}Spell unlocked, Treasure Detection, OH IR ROS.
{3,3,19} Gold Key in the opening on south wall.
{3,2,0}Go through this pit to reach the corridors at {4,2,0} (item here, forgotten which one) and {3,5,0}.
{3,2,13} Knight spawns here who carries a Divine Mask.
{3,4,20} Mace, Mace of Order and Icewinds here.
{3,4,22} Ven Egg and Blast Spore on the east and west walls.
{3,4,23}GANDO SAYS I SENSE AN AMBUSH
{3,5,0}From the pit at {3,2,0} via the western stairs; leave through the eastern pit.
{3,9,0}You reach these stairs from the level below when you go through the pit west of here at {3,2,0}.
{3,10,7}The tiny rock that can be picked up says "glowing" when examined. Glowing rocks have a limited amount of low level light spells.
{3,12,0}To the Dwarven Fortress.
{3,12,17}A dagger can be picked up from the grate on the west wall.
{3,12,29}There seems to be a switch here for the doors. I'm not sure how it works, touch the wall and go around until the next door opens.
{3,12,31} Tabard on the floor.
{3,13,8} A gold coin can be found on the floor here.
{3,13,23} Dagger on south wall grate.
{3,14,14} Stairs at 14,13 goes to the mines near the FUR (also daggers) trader. Collect your furs before proceeding down.
{3,15,15} Switch at 15,16 opens gate at 17,11. Run there immediately so that the gigglers don't get out.
{3,16,19}Black Flame monster.
{3,16,20}You are teleported away from here to a place safe to rest. The teleporter is activated for a short time: run into the niche, step immediately back from there, wait.
{3,16,21} Killing the flame monster here gets you a blast spore. Use the Voidness Edge's (Vorpal Blade's) "Disrupt" attack.
{3,17,00}ZED SAYS THESE RUNES MEAN DEEP END
{3,18,12} Switch at 17,12 closes and open door. Good for resting.
{3,18,20} There is a Mud Man (blue) in here, he drops a Monk Staff. He looks tough but has only about ~40 hit points. After u kill him, u can step forward where u will receive "PRAY FOR A MIRACLE". Just wait about 3 seconds and you will be teleported to an area (not sure where) where you can turn on an emerald switch and obtain an Open Helm and Vorpal Blade (Voidness Edge), from there you can then step back into a teleporter and get back here.
{3,19,2} The tree here carries the Funeral thorn. 1 COMPETITION POINT. Never found one in 3.5B8
{3,19,3} PitD.
{3,19,11} This room contains 2 gigglers and 4 blue (trolls?) they give 2 silver coins and 1 gold coins. Door is opened at 15,15
{3,19,16} Switch north opens/closes door at 20,15.
{3,21,14} Switch south opens/closes door at 20,15.
{3,20,24}THE BONE DOLL SINGS...IT S JUST A SPRING CLEAN FOR THE MAY QUEEN
{3,20,25}I think it was this pit, not sure: going down reveals something.
{3,23,3} 2x Sar Wine, Zo Liquer, 1 gold coin on wall facing south.
{3,27,2}GANDO SAYS I SENSE THIS PIT LEADS TO THE DWARVEN FORTRESS
{3,27,5}GANDO SAYS I SENSE THIS PIT LEADS TO THE DWARVEN FORGES
{3,27,8}GANDO SAYS I SENSE THIS PIT LEADS TO THE DWARVEN FORTRESS
{3,27,30} Knight spawns here who carries Holy Greaves.
{3,29,27}To the crypt cemetary at {5,29,30}.
{3,30,16}The switch at the northern wall closes and opens the three pits at {3,27,3}, {3,27,6} and {3,27,9}. The three pits are the only way down to three rooms below. I think the switch also opens and closes "Pit D" at {3,19,3}, which seems to be closed when the others are open.
{3,31,1} Ven Egg in north wall.
{3,31,4} Ven Egg in north wall.
{3,31,7} Ven Egg in north wall. You can fall down to this spot from {1,31,7} or {0,31,7}.
{3,31,11}Down to {4,31,11}.
{3,31,29}Down to {6,31,28} on the Spiders level into the Golem and Trees room.
{3,31,31}Up to the temple to {6,31,31}.

Level 04 - The Dwarven Mines

Masters of mining, drinking, and engineering, the Dwarves once dug these now long-abandoned tunnels. Dangerous monsters have taken over the place, feeding on those foolish enough to come looking for the legendary Dwarven Treasure.

The level contains:

{4,0,4}There is a Xorn here; when killed, it leaves a unique eye (or was this at the other side at {4,29,17}?) Munchers attack you as well here (best killed from the distance, they are weak, but poison you). If you go too far to the south, the wall at the left side closes.
{4,0,8}You fall down two storeys to the spider level to {6,0,8}.
{4,0,24}The door closes on you if you enter from the pit above. Two boulders on the floor, a plasma in the alcove.
{4,0,31}Blast Spore.
{4,2,0}Go through the pit at {3,2,0} to reach the item here (forgotten which one) and leave via the stairs to the west.
{4,2,7}ZED SAYS MORE PRECISELY... LEFT DANGER.
{4,2,15}ZED SAYS MORE PRECISELY... LEFT DANGER
{4,2,21}Rock Monsters live here.
{4,2,24}The dwarven treasure is beyond, to remove this wall walk on squares 24,29 21,17 19,30 and 19,17 in that order.
{4,6,12}ZED SAYS MORE PRECISELY... RIGHT DANGER.
{4,6,21}ZED SAYS MORE PRECISELY... LEFT DANGER
{4,8,7}ZED SAYS MORE PRECISELY... RIGHT DANGER
{4,9,26}Dwarven Treasure here, 1 COMPETITION POINT.
{4,9,2}This door is breakable.
{4,10,18}Chalcedony in the wall.
{4,11,1}IAIDO SAYS THIS WALL IS ABOUT TO CRUMBLE
{4,10,1}Elevator to The Guilds {0,4,4}
{4,11,3}IAIDO SAYS THIS WALL IS ABOUT TO CRUMBLE
{4,12,0}To the sewers
{4,12,2}Weak wall. Switch to open the door at {4,13,2}.
{4,14,9}Entrance to Fur Trader to {34,18,4} here, 1 COMPETITION POINT.
{4,16,11}GANDO SAYS I SENSE THIS PIT LEADS TO THE CRYPT
{4,18,13}Sapphire in the wall.
{4,18,15}ZED SAYS... THOSE RUNES TRANSLATE ROUGHLY AS THE REPOSITORY. You need an Iron Key to enter and for each future entry so it's best to do all the riddles down here in one go. The answers are Thorn, Ven Egg, Skullseeds, Dark Boots, Mirror of Dawn, Rope, Dragon Heart and Torch.
{4,18,28}Boulder in the wall.
{4,19,3}"Pit D".
{4,19,17}"FOUR"
{4,19,30}"THREE"; Glowing Stone in the wall.
{4,22,8} Lock requiring solid key. Opens door at 22,9
{4,22,9}This door can be destroyed saving a key.
{4,21,17}"TWO"
{4,23,9} 3 daggers in alcove at east wall, one of them is a BROKEN FUNERAL DAGGER. Award 1 point.
{4,24,29}"ONE"; pressure plate.
{4,27,3} Entered from pit above 3,27,3. East wall contains 2 iron keys, gold key and emerald key.
{4,27,6} Entered from pit above 3,27,6. The Ruster (peacock like monster, can destroy your metal items) drops a saphire gem. Put broken things in the alcove to magically repair them.
{4,27,9} Entered from pit above 3,27,9. East wall contains rapier and scroll.
{4,27,11} Shuriken and 3 arrows in alcove in east wall.
{4,28,10} Clicking on statue opens door at 28,11.
{4,29,17}See the note at {4,0,4}.
{4,28,31}Silver Gaefulsifr coin in the wall.
{4,31,6}To {4,31,8}.
{4,31,8}To {4,31,6}.
{4,31,11}Falling through the pit at {0,18,28} teleports you here. You can also fall down from {2,31,10} via {3,31,11}. You can go in either direction to leave this place, you need to open only one door. The way to the south is shorter. If you want to gain experience, go also the other way up. The exit is at {6,31,23}. You can go back to the upper levels from there via the staircase to the far south at {6,31,30}.
{4,31,14}To {4,31,16}.
{4,31,16}To {4,31,14}.

Level 05 - The crypt

The Halls of the dead. Welcome, enjoy your stay.

{5,0,20}"Spitful Spittles", pressure plate. This plate seems to cause the first hole at {5,0,22} to remain open longer, so you can eventually press the button on the head decoration at {5.1.21} to close the third pit.
{5,0,21}When you move onto this pressure plate, Spitter Berries are thrown at you, and later Ven Eggs and Blast Spores. They vanish after hitting you, nothing can be picked up, items on the floor get teleported away. Move on the plate from the corridor, and then quickly back, until no more things are thrown.
{5,0,26}There is an alcove to the south, I found nothing in it.
{5,1,22}On the western wall is a switch on the head.
{5,4,7}If you have lock picks you can activate a special here, attempt to lockpick the door, then walk in front of the thief for a message, then release him and let him move to {5,2,6}. then place lockpicks plus a gold coin beneath him on the ground and wait, may take a while.
{5,6,21}Meet Lich Vecna here, 1 COMPETITION POINT. Spell unlocked: Vampiric Starvation, ZO VEN SAR
{5,6,22}Funeral mace is here, 1 COMPETITION POINT.
{5,7,16}ZED SAYS WE SHOULD NOT STAY HERE... NO MORTAL CAN FIGHT A LICH...
{5,8,7}Altar of Nightmare to {36,16,15}.
{5,10,0}Touching the "Altar of Ancient Doors" teleports you to {33,21,7}.
{5,12,6}To {5,13,7} and the Spiders' level.
{5,13,7}To {5,12,6} and the Spiders' level.
{5,18,1}Touching the "Altar of Rose" teleports you to {34,2,21}.
{5,19,3}"Pit D".
{5,20,3}GANDO SAYS THIS PIT LOOKS DEADLY
{5,22,17}Stairs down to the treasure of Druafang. Beware of the dragon.
{5,23,15}There is a horn in an alcove, champion portraits are on the walls.
{5,23,31}ALTAR OF THE ASSAULT
{5,24,2}This pit goes down to {7,24,2}, from there you can either teleport up to {6,24,3} or reach {8,27,0} via another pit, then {10,26,2}, where you can find the Leviathan axe and finally {12,23,0} at the Moria entrance.
{5,24,18}Stepping here for the first time creates a skeleton monster south of you.
{5,25,2}STAMM SAYS THIS PIT IS THE ONLY REMAINING WAY TO THE MORIA. ONLY THE STRONG ONES CAN SURVIVE THERE.
{5,25,5}You can teleport back here from {17,27,1}, which is easily reachable from the Moria entrance {12,25,3}.
{5,25,23}Spell unlocked, holds back Vecna Minions, ZO EW NETA.
{5,28,0}The Stairs of Ashes begin here. Open the door below later from the other side without a key.
{5,29,30}To the sewers at the imaginary wall west of {3,29,27}.
{5,30,5}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,9}, {5,30,11}, {5,30,17}, {5,31,0}, {5,31,6}, {5,31,8}, {5,31,14}, {5,31,16}, {5,31,22}.
{5,30,9}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,5}, {5,30,11}, {5,30,17}, {5,31,0}, {5,31,6}, {5,31,8}, {5,31,14}, {5,31,16}, {5,31,22}.
{5,30,11}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,5}, {5,30,9}, {5,30,17}, {5,31,0}, {5,31,6}, {5,31,8}, {5,31,14}, {5,31,16}, {5,31,22}.
{5,30,17}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,5}, {5,30,9}, {5,30,11}, {5,31,0}, {5,31,6}, {5,31,8}, {5,31,14}, {5,31,16}, {5,31,22}.
{5,31,0}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,5}, {5,30,9}, {5,30,11}, {5,30,17}, {5,31,6}, {5,31,8}, {5,31,14}, {5,31,16}, {5,31,22}.
{5,31,6}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,5}, {5,30,9}, {5,30,11}, {5,30,17}, {5,31,0}, {5,31,8}, {5,31,14}, {5,31,16}, {5,31,22}.
{5,31,8}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,5}, {5,30,9}, {5,30,11}, {5,30,17}, {5,31,0}, {5,31,6}, {5,31,14}, {5,31,16}, {5,31,22}.
{5,31,14}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,5}, {5,30,9}, {5,30,11}, {5,30,17}, {5,31,0}, {5,31,6}, {5,31,8}, {5,31,16}, {5,31,22}.
{5,31,16}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,5}, {5,30,9}, {5,30,11}, {5,30,17}, {5,31,0}, {5,31,6}, {5,31,8}, {5,31,14}, {5,31,22}.
{5,31,22}The halls to the west are all interconnected through corridors above and below by those stairs: {5,30,5}, {5,30,9}, {5,30,11}, {5,30,17}, {5,31,0}, {5,31,6}, {5,31,8}, {5,31,14}, {5,31,16}.

Level 06 - The Spider Level

Another long-abandoned area. Cobwebs block your way, red eyes follow you in the dark, and scratching noises rattle your nerves. You are not alone here, as you shall soon find out.

{6,0,1}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,0,2}Try to chase Gigglers into this corner, see also the description of the other corner to the south at {6,0,8}. I killed a Giggler who had previously stolen my compass here. It might have been teleported from the Ninja Guild into this room or the room above.
{6,0,8}You can fall down here from a pit at {4,0,8}. If you free the Giggler from the treasure room prison at {5,4,9} (upstairs {6,5,7} from here), it will eventually fall through the pit at {5,2,4}. Lure it into this place or to {6,0,1} before killing it and retrieving the treasure so it can't escape: it must be killed twice, the first time an invisible Ghost Giggler remains.
{6,0,14}LEYLA SAYS BEAUTIFUL GEM... I THINK I COULD RETRIEVE IT WITH A DAGGER... (Note: dagger vanishes, gives gem)
{6,0,28}Riddle (Master of the keys): Iron Key. (opens door)
{6,0,31}Riddle (Herakles): Gauntlets. (gives ashes)
{6,2,1}Riddle: Scroll. (gives map password scroll)
{6,2,21}Riddle (Gnomekin): Sar Wine. (gives Zo Liqeur)
{6,3,21}Helmet here.
{6,2,30}Riddle (Arianna): Rope. (opens wall)
{6,3,2}"FUL": touching the statue at {6,4,2} turns on lights leading you to {6,21,25}; probably you must clear your path several times, because "web doors" close and spiders appear in your way. Have strong fireballs prepared, and wield weapons to kill spiders with the first hit.
{6,4,9}To {6,7,9}.
{6,4,13}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,4,31}You come from {6,15,31}.
{6,5,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,5,27}Teleporter to {6,17,30}.
{6,5,29}Teleporter to {6,21,24}.
{6,5,7}To the treasure, take lock picks and a golden coin with you.
{6,6,4}Riddle: Bones. (gives Skebow)
{6,7,6}You fall into "The Cruel Pit" to {7,7,6}, and can come up the stairs at {6,7,7}, but that's not the way out, or is it?.
{6,7,9}To {6,4,9}.
{6,7,18}Riddle (Elfkin): Bow. (gives elven boots)
{6,7,20}Down and up again to the "Revenge Room" to {6,9,20} east of here and down to the "Canteen" on the Council level.
{6,8,12}ALEX SAYS STRANGE... I WAS SURE THERE WERE THREE PAIRS... SOME THIEVES MUST HAVE DISCOVERED THIS STASH.
{6,8,13}ALEX MUMBLES SOMETHING ABOUT HIDEOUTS AND OPENS A SECRET DOOR
{6,8,16}It seems that a teleporter from here to {6,27,6} can be activated. Perhaps the FUL statue at {6,4,2}?
{6,8,18}Riddle (Orckin): Club. (gives Magic Purse)
{6,8,27}Teleporter to {6,21,27}.
{6,8,28}Closed door. To open it, press the button at {6,19,28} behind the door at {6,18,28}.
{6,8,30}You come from {6,11,31}.
{6,8,31}Teleporter to {6,21,24}.
{6,9,5}To {4,10,4} in the mines' elevator room, and up to the guilds; to {6,11,5}, as well as down to the pits-and-teleporters "game" on levels 7 and 8.
{6,9,18}Riddle (Trollkin): Stone club. (gives Icewinds)
{6,9,20}Down and up again to the adjacent stairs to {6,7,20} west of here and down to the "Canteen" on the Council level.
{6,9,23}Riddle (Heroes touched by fortune): Gaefusilfr. (gives Scroll of Teleport); on floor: Blast Spore, Kath Vinegar.
{6,9,24}This grate is dangerous, stepping onto it generates at least one spider. When you enter for the first time from the west, a few spiders appear in front of you. When you are coming back from the ent of the corridor, many spiders appear. It is best to prepare fireball spells and throwing items (such as spider eggs). Try to escape, and fight them preferrably from behind the fake walls at {6,0,28}, they won't follow you there. Don't fight standing in doorways, they close again and hit you.
{6,9,25}Food: Amber Worm.
{6,10,1}Going down the Stairs of Ashes here floods the level.
{6,10,6}Move quickly, or you will fall down into the pits-and-teleporters "game" on levels 7 and 8.
{6,10,29}You come from {6,15,27}.
{6,11,5}To {4,10,4} in the mines' elevator room, and up to the guilds; to {6,9,5}, as well as down to the pits-and-teleporters "game" on levels 7 and 8.
{6,11,27}Teleporter to {6,12,30}.
{6,11,31}Teleporter to {6,8,30}.
{6,12,3}Move quickly, or you will fall down into the pits-and-teleporters "game" on levels 7 and 8.
{6,12,5}Move quickly, or you will fall down into the pits-and-teleporters "game" on levels 7 and 8.
{6,12,14}Riddle (lost wanderer): Arrow. (gives compass)
{6,12,18}"Revenge Room".
{6,12,23}"Revenge Room".
{6,12,24}Scorching whip here, 1 COMPETITION POINT. Shuriken, bones, bag with hosen, cape, golden key on the floor to the west.
{6,12,28}Teleporter to {6,21,24}.
{6,12,29}There is a Ra Key here.
{6,12,30}There is a Monk Staff here. You come from {6,11,27}.
{6,13,3}Riddle (Shoulders): Cape. (gives leather jerkin)
{6,13,19}Going here opens a pit dropping you to into a prison cell at {7,13,19} immediately.
{6,15,23}This door is locked, behind it is a teleporter.
{6,15,27}Teleporter to {6,10,29}.
{6,15,29}Teleporter to {6,21,24}.
{6,15,31}Teleporter to {6,4,31}.
{6,16,5}Stairs down to {7,16,5} (dark councillor).
{6,16,7}Ladder down to {7,16,7}.
{6,16,10}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,16,12}Riddle (true companion): The Shining. (gives glowing stone)
{6,17,6}Water basin to the east.
{6,17,24}A Spider is generated here when you enter the square to the north. You are teleported to this place from {7,28,5} in the Portal Room.
{6,17,19}Taking the bag with ashes from the alcove to the north opens a pit below you. You will fall into a prison cell at {7,17,19}.
{6,17,27}Teleporter to {6,21,24}.
{6,17,30}You come from {6,5,27}.
{6,18,5}Water basin to the south.
{6,18,6}Bones, rope, many Ven Eggs. You are hit by a spell which is triggered when entering and leaving this place.
{6,18,7}Water basin to the north.
{6,18,23}Pit into Solune's prison cells. Many Vexirks and Thieves!
{6,18,28}This door is locked. Use a Ra Key to be found at {6,12,29} in the lock at {6,18,29}. There is a button on the wall behind this door.
{6,19,3}"Pit D".
{6,19,21}Riddle (protector of warriors): Wooden Shield. (gives unique shield of NETA: small shield, but increases vitality)
{6,19,23}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,19,28}The button opens the door at {6,8,28}.
{6,20,13}Gaefusilfr in southern wall.
{6,20,14}Torso plate mail.
{6,20,18}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,20,20}Dragon helm on east facing wall, 3 COMPETITION POINTS.
{6,21,1}Spitter berry in alcove behind door to the south.
{6,21,2}Ven egg and alcove behind unbreakable randomly opening and closing door.
{6,21,3}Ven egg in front of the door.
{6,21,20}Spell unlocked, Ultimate Sacrifice, ZO BRO NETA.
{6,21,23}GANDO SAYS I THINK THIS PIT LEADS TO A PRISON
{6,21,24}Open this door by touching the FUL statue at {6,4,2}. You'll return later to this place if you enter the teleporter to the south.
{6,21,25}Teleporter to {6,14,29}.
{6,21,27}You come from {6,8,27}.
{6,22,17}To the room of the grave of Druafang on the crypt cemetary.
{6,22,23}Series of pits ending at {9,22,23}.
{6,23,3}Riddle (Atlas): Boulder. (gives stone club)
{6,23,19}Fight the dragon.
{6,23,21}Door lockpickable.
{6,23,23}Furx, the weapon of Druafang here, 3 COMPETITION POINTS.
{6,23,28}There is a bag here, containing 2 steaks, a waterskin, a Shining, a sapphire, a compass, a Sar Key.
{6,23,29}Teleporter to {6,21,24}.
{6,24,2}This pit goes down to {7,24,2}, from there you can either teleport up here to {6,24,3} or reach {8,27,0} via another pit, then {10,26,2} and finally {12,23,0} at the Moria entrance.
{6,24,3}STAMM SAYS THIS PIT IS THE ONLY REMAINING WAY TO THE MORIA. ONLY THE STRONG ONES CAN SURVIVE THERE.
{6,25,0}This door can be opened without a key (at least from the western side.)
{6,25,20}This wall must be opened from the western side.
{6,26,8}A Scorpion appears behind you when you enter here for the first time. There are Ven Eggs in the wall.
{6,26,20}THE BONE DOLL SINGS... AND IT MAKES ME WONDER
{6,27,6}CHANI SAYS THOSE BABY WORMS... IF WE COULD DROWN ONE WE COULD OBTAIN THE WATER OF DEATH - It seems that you can be teleported here from {6,8,16}.
{6,27,7}Press the switch on the wall to remove it.
{6,27,8}Kill the Mothers of the Egg Chamber here, 1 COMPETITION POINT. This room has lots of Ven Eggs on the floor, as well as the following items: Scimitar; Corbum; 2 bones; Open Helm; scroll: Heroism Brewage, DES BRO KU.
{6,27,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,27,27}Riddle: Scroll.
{6,28,0}Stairs of Ashes.
{6,28,3}Move fast to go over the pressure plate; via {6,28,2} you reach the Dwarven Obituary Hall on the Mines level and the Stairs of Ashes at {6,28,0}. Stand here to fall down into a teleporter room to {7,28,3}, a shortcut to the levels 0, 1, 2, 4, 5, 6, 12.
{6,28,10}A Scorpion appears behind you when you enter here for the first time. There are Ven Eggs in the wall.
{6,29,14}Riddle: Torch.
{6,29,25}Water to the west. There are trees and a Golem here.
{6,29,30}Throw Corbums at these doors to free the Leader of the Council, 10 COMPETITION POINTS.
{6,30,9}To {6,30,11}, {6,31,10}.
{6,30,11}To {6,30,9}, {6,31,10}.
{6,31,10}To {6,30,11}, {6,30,9}; there is an alcove with something in it here.
{6,31,23}This is the exit from the corridors you enter from the pit at {0,18,28}. In the room behind this door is a golem. There are also trees.
{6,31,28}This staircase goes up all the way to the sewers which you can enter through a fake wall west of {3,31,30} (you can reach the crypt cemetary from there, and the grave of Druafang), and ends on the temple level at {2,31,31}.

Level 07 - The Council

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 Councilor, however.

{7,00,21}Kill the Archmaster of Mampang and put the Crown of kings here, 10 COMPETITION POINTS.
{7,2,19}Teleporter to {7,22,9}.
{7,4,19}GANDO SAYS THIS IS A MAGICAL LOCK
{7,5,15}The White Chambers, sack them, 5 COMPETITION POINTS. GANDO SAYS THIS IS A MAGICAL LOCK
{7,5,21}GANDO SAYS THIS IS A MAGICAL LOCK
{7,6,25}"To the retirement room": teleporter to {2,25,12} behind a fake wall.
{7,7,4}Teleporter to {6,7,5} in front of "The Cruel Pit".
{7,7,6}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 member 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}.
{7,7,23}Unlimited food and water! Vexirks disturb you from time to time.
{7,8,5}The alcove contains an Emerad, a Gold, an Iron Key; a Stormring.
{7,8,20}A small button on the northern wall opens the southern wall.
{7,10,1}Going up the Stairs of Ashes here floods the level.
{7,10,2}Circus Prize 99 in door side in east facing wall, 1 COMPETITION POINT.
{7,11,4}This pit never closes, and leads to a place safe to rest. The adjacent pits drop you into teleporters bringing you back up onto a different square.
{7,11,5}This pit never closes, and leads to a place safe to rest. The adjacent pits drop you into teleporters bringing you back up onto a different square.
{7,11,19}Vexirk, items in alcove
{7,11,21}"Uncurable Crimes"
{7,11,26}"Torture Chamber", door wit button.
{7,12,1}Going down the Stairs of Ashes here floods the level.
{7,12,20}Secret button opens door to the west.
{7,12,29}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.
{7,13,19}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}.
{7,13,26}Water!
{7,15,24}Destroyable statue, no text when examined.
{7,15,26}Destroyable statue, no text when examined.
{7,16,2}A wall switch removes and places a column at {7,18,2}, opening or blocking the way for the dark councillor in the room behind the pit.
{7,16,5}Stairs up and then ladder down back to this level at {7,16,7} south of here.
{7,16,7}Ladder to {6,16,7}, leads back to this level to the stairs north at {7,16,5} (dark councillor).
{7,17,4}HAWK... UNCLE... IS IT YOU... BUT WHY...
{7,17,15}LEIF SAYS I COULD BASH THIS DOOR
{7,17,19}You fall into this cell from {6,17,19}.
{7,17,24}Destroyable statue, no text when examined.
{7,18,3}Dark Councilor here carries Cerberus, 3 COMPETITION POINTS.
{7,18,22}Door can be bashed.
{7,18,26}Destroyable statue, no text when examined. There are an empty alcove an a double lock here.
{7,19,3}"Pit D".
{7,19,1}STAMM SAYS THE POWERGEM IS ORANGE. THIS IS A FAKE.
{7,19,9}GANDO SAYS THIS IS A MAGICAL LOCK
{7,19,22}The two adjacent prison cells are full of vexirks and thieves!
{7,19,23}There are two sets of bones "Victim of Solune" here and a scroll.
{7,20,22}Door can be bashed.
{7,20,23}"Jail of Solune"
{7,20,2}STAMM SAYS THIS GEM IS DEFINITELY NOT OUR DWARVEN POWERGEM.
{7,20,7}GANDO SAYS THIS IS A MAGICAL LOCK
{7,20,15}Vexirk here carries a Cerberus, 3 COMPETITION POINTS.
{7,20,26}Water!
{7,21,24}Destroyable statue, no text when examined.
{7,22,8}Teleporter to {7,3,19}.
{7,22,10}Water!
{7,22,23}Series of pits ending at {9,22,23}.
{7,23,14}NABI SAYS THE CHAMERLAIN IS THE GUARDIAN OF THE COUNCIL. ONLY MY SHIELD CAN PROTECT US AGAINST HIS TRAPS
{7,24,2}You come from a pit on the Crypt level at {5,24,2} or the Spiders level at {6,24,2}. {7,24,3}You can teleport up to the Spiders level at {6,24,3} from here. {7,25,14}LEIF SAYS WAIT... I COULD BREAK THE SECOND DOOR
{7,23,28}Ladder down to {8,23,28}.
{7,27,23}Kill Council here, 10 COMPETITION POINTS.
{7,27,26}"Council Backdoor"
{7,27,0}This pit goes down to {8,27,0}, then you reach {10,26,2} and finally {12,23,0} at the Moria entrance.
{7,30,14}Using lockpicks here creates two Coatls.
{7,30,16}GANDO SAYS THIS IS A MAGICAL LOCK
{7,30,27}Down to {8,30,27}, return via the ladder at {7,23,26}.

{7,30,0}"The Portals"
{7,26,2}"CELLAR": to {1,29,27}.
{7,26,3}"GUILDS": to {0,7,10}.
{7,28,5}"SPIDERS": to {6,17,24}.
{7,29,5}"CRYPT"
{7,31,2}"MINES"
{7,31,3}"MONASTERY"

Level 08 - The Emerald Level

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.

{8,1,13}There is a switch on the northern wall and a scorpion in this room.
{8,2,11}A Golem is in the room behind the pit.
{8,2,12}Pit down to {9,2,12}. You are dropped onto a pressure plate producing gigglers. You can teleport back from {9,3,13}.
{8,2,13}Inscription "Emerald Guardians"; you can teleport here if you fall throuh one of the adjacent pits.
{8,2,14}Pit down to {9,2,14}. You are dropped onto a pressure plate producing gigglers. You can teleport back from {9,3,13}.
{8,2,15}A Golem is in the room behind the pit.
{8,3,7}The Kitchen Lab of Solune is here, 5 COMPETITION POINTS.
{8,3,12}A Golem is in the room behind the pit.
{8,3,14}A Golem is in the room behind the pit.
{8,4,6}Down to a VI Altar at {9,4,6} if you enter facing the stairs.
{8,9,31}Lock here is lockpickable.
{8,7,16}Down, then up again to the adjacent stairs at {8,6,17}.
{8,6,17}Down, then up again to the adjacent stairs at {8,7,16}.
{8,9,16}Statue can be bashed. Choosing the "examine" action with empty hands reveals nothing.
{8,10,15}Flipping all four switches in the corners of this room makes a golden Gor coin in the alcove to the north.
{8,11,4}There are many bones here and a scroll. The teleporters take you back up. Rest before entering one.
{8,11,5}There are many bones here and a scroll. The teleporters take you back up. Rest before entering one.
{8,11,16}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}.
{8,11,17}The pressure pad here closes the wall south at {8,11,18}.
{8,11,19}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.
{8,12,0}A Golem is in this corridor.
{8,12,1}Going up the Stairs of Ashes here floods the level.
{8,14,3}You can open the door and the walls nearby. Fight a scorpion in this corridor.
{8,15,2}You can go up here and open the way for the dark councillor on level 7.
{8,16,1}Stairs of Ashes.
{8,18,15}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
{8,19,3}"Pit D".
{8,20,26}NABI SAYS HOLD YOUR POSITIONS. MY SHIELD WILL PROTECT US.
{8,21,17}Spell unlocked, Stoneskin, DES BRO RA.
{8,21,31}Fireballs are shot from here.
{8,22,23}Series of pits ending at {9,22,23}.
{8,23,18}GANDO SAYS I CANNOT SENSE ANYTHING ABOUT THIS PIT
{8,23,28}Entry down from and exit up to {7,23,28} at the Council Backdoor via the ladder here.
{8,24,2}You come from the Crypt level at {5,24,2} or the Spiders level at {6,24,2}. There are ordinary bones here.
{8,26,2}This pit goes down to {10,26,2} and finally {12,23,0} at the Moria entrance.
{8,27,30}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.
{8,29,22}Unique "Shield of Darc", "Doom of Stamm", it lowers your wisdom, but is apparently not cursed. The door closes again after taking it. {8,29,31}Switch, Mummies appear after use.
{8,30,27}Entry from a pit at {7,30,27} at the Council Backdoor, return via the ladder at {8,23,26}.

Level 09 - ROS: The Relicuary

Levels 9 to 12 overlap with the Moria and the Tower of Mampang, although unless you are mapping you should not realize it. Also, according to the 'text' at the bottom of each map, these four levels are named (likely) 'ROS', 'DAIN', 'NETA' and (probably) 'KU', in that order. Since the second and third levels are the Priest (NETA) and wizard (DAIN) endings, respectively, the levels have been renamed to something less confusing. Conflux names the ROS ending 'THE RELICUARY' in-game, the Commander is the name of the upgraded quest item for the Wizard ending, and the first hallway in the Fighter ending displays the word 'BEZERKER'(sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.

{9,4,6}The bottmom of "The Cruel Pit": there is a VI Altar here if you enter normally, there is a wall here if you enter backwards or sideways. Do not drop things onto the floor, they will vanish!
{9,3,13}Teleporter back up to {8,2,13}. This is switched on by the pressure plate which also produces Gigglers.
{9,16,1}Stairs of Ashes.
{9,19,3}"Pit D".
{9,21,0}Stairs of Ashes.
{9,21,26}Riddle "feed me with anger": Nobody knows the answer!
{9,22,23}A series of pits at {6-8,22,23} is endig here.
{9,23,21}Riddle: Place any item in the pit.
{9,26,2}This pit goes down to {10,26,2} and finally {12,23,0}.

Level 10 - DAIN: The Elemental Halls

Levels 9 to 12 overlap with the Moria and the Tower of Mampang, although unless you are mapping you should not realize it. Also, according to the 'text' at the bottom of each map, these four levels are named (likely) 'ROS', 'DAIN', 'NETA' and (probably) 'KU', in that order. Since the second and third levels are the Priest (NETA) and wizard (DAIN) endings, respectively, the levels have been renamed to something less confusing. Conflux names the ROS ending 'THE RELICUARY' in-game, the Commander is the name of the upgraded quest item for the Wizard ending, and the first hallway in the Fighter ending displays the word 'BEZERKER'(sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.

{10,11,30}THE BONE DOLL SINGS... WHERE S A LADY WHO S SURE ALL THAT GLITTERS IS GOLD AND SHE S BUYING A STAIRWAY TO HEAVEN
{10,16,4}Entrance to the Garden of Nostalgia. Plenty of food, permanent tree attacks.
{10,17,8}IADO SAYS THIS ALCOVE HAS A WEIGHT MECHANISM. SOME TRAP WILL BE TRIGGERED IF WE LIFT THE STAFF.
{10,19,0}Stairs of Ashes.
{10,19,3}"Pit D".
{10,21,0}Stairs of Ashes.
{10,22,15} Cancerberus
{10,23,0}This pit goes down to {12,23,0}.
{10,23,1}A button in the wall opens the door behind you at {10,27,1}.
{10,26,1}Pressure plate.
{10,26,2}You can come here from the Crypt level at {5,24,2} or the Spiders level at {5,24,2}. You can as well climb down into this room from levels 8 or 9. There are ordinary bones here.
{10,26,3}A button in the wall opens the door at {10,27,1}.
{10,27,1} The door is opened by the switches at {10,23,1} and {10,26,3}. and closed by the pressure plate at {10,28,1}.
{10,27,3}Pressure plate.
{10,28,0}In the alcove to the west is the unique axe LEVIATHAN.
{10,28,1}The pressure plate closes the door at {10,27,1}.
{10,28,2}Extinguished Black Flame. Skeletons and other monsters are in this room.
{10,29,1}Extinguished Black Flame. Skeletons and other monsters are in this room.
{10,29,3}In front of the altar lie Blast Spores.
{10,29,26} open door by shooting arrow to pressure plate at 31,31
{10,29,29} Tiny switch here toggles pit at 29,31
{10,30,20} Coin Slot, insert Gold Coin to get Crossbow and 2 Slayer Arrows
{10,31,31} Vorpal Blade (Voidness Edge) in alcove

Level 11 - NETA: The Commander

Levels 9 to 12 overlap with the Moria and the Tower of Mampang, although unless you are mapping you should not realize it. Also, according to the 'text' at the bottom of each map, these four levels are named (likely) 'ROS', 'DAIN', 'NETA' and (probably) 'KU', in that order. Since the second and third levels are the Priest (NETA) and wizard (DAIN) endings, respectively, the levels have been renamed to something less confusing. Conflux names the ROS ending 'THE RELICUARY' in-game, the Commander is the name of the upgraded quest item for the Wizard ending, and the first hallway in the Fighter ending displays the word 'BEZERKER'(sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.

{11,1,1} Door to the Special Level of Gothmog, Leader of the Mage Guild
{11,1,2} Tiny Switch here opens up wall at 05,00
{11,3,27} Descend here for Mistral Gust and Ice Winds
{11,5,0} Wall opened by the switch at 01,02
{11,6,0} Sack containing 1 Lo Sar Wine, 2 Mon Sar Wines, Guardian, empty waterskin and a steak
{11,7,14} Coin Slot, use Copper Coin (Fireballs?)
{11,8,15} Wall can be opened via a tiny switch at 14,18
{11,8,21} There are alcoves around this pillar, which contain Torso Plate and Coins
{11,9,5} Alcove with 4 Mon Kath Vinegars
{11,9,14} Coin Slot, use Silver Coin (Dispells?)
{11,14,0} Tiny switch here opens up wall at 18,14
{11,14,18} Tiny switch here opens up wall at 08,15
{11,15,13} Coin Slot, use Gold Coin (Spells?)
{11,16,22} Square Switch here
{11,18,14} Wall opened by switch at 14,00
{11,19,0}Stairs of Ashes.
{11,19,3}"Pit D".
{11,21,0}Stairs of Ashes.
{11,20,17} Door opened by stepping on an invisible pressure plate at 20,15
{11,21,12} Teleporter back to the Guild's Level
{11,21,15} Exit here, but beware, there will be a Cancerberus where these stairs lead to
{11,21,28}Tiny switch on pillar here opens wall at 18,29.
{11,22,4} There is a Wand of Ful, use its dispell or banish action for Efreets
{11,22,5} Opened by switch at 23,03
{11,23,3} Tiny switch here opens up wall at 22,05. TIGGY SAYS I ALREADY WENT ONCE IN THIS PLACE. I HID A STAFF OF MINE IN THIS SECTOR...
{11,23,10} Square Switch here
{11,24,19} Ra Key in alcove
{11,25,8} You need to put 3 party bones here to free the gem
{11,31,25} Possessing the Sorcerer Wand will open this door

Level 12 - KU: The Berserker

Levels 9 to 12 overlap with the Moria and the Tower of Mampang, although unless you are mapping you should not realize it. Also, according to the 'text' at the bottom of each map, these four levels are named (likely) 'ROS', 'DAIN', 'NETA' and (probably) 'KU', in that order. Since the second and third levels are the Priest (NETA) and wizard (DAIN) endings, respectively, the levels have been renamed to something less confusing. Conflux names the ROS ending 'THE RELICUARY' in-game, the Commander is the name of the upgraded quest item for the Wizard ending, and the first hallway in the Fighter ending displays the word 'BEZERKER'(sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.

{12,5,7} Morpanthrax the Immortal, God of Venom
{12,12,5} Cast DES GOR DAIN to open door, brandish Morpanthrax through it to reach stairs
{12,16,1}Stairs of Ashes.
{12,19,3}"Pit D".
{12,21,0}Stairs of Ashes.
{12,23,0}ZED SAYS KHAZUD DUM LATER CALLED MORIA. THE GRANDEST AND MOST FAMOUS OF THE MANSIONS OF THE DWARVES.
{12,23,1}IT LAYS IN THE CENTRAL PARTS OF THE MISTY MOUNTAINS TUNELLED AND CARVED THOUGH THE LIVING ROCK OF THE MOUNTAINS THEMSELVES SO THAT A TRAVELLER COULD PASS THROUGH IT FROM THE WEST OF THE RANGE TO THE EAST.
{12,23,2}IT WAS FOUNDED IN THE VERY ANCIENT DAYS BY DURIN THE DEATHLESS WHO CAME UPON A SHIMMERING LAKE BENEATH THE MOUNTAIN CELEBDIL WITH A CROWN OF STARS REFLECTED IN THS WATERS.
{12,23,3}HE NAMED THAT LAKE IN THE DWARVISH TONGUE KHELED ZARAM THE MIRRORMERE AND THER HE STARTED THE BUILDING OF KHAZAD DUM.
{12,23,4}MUCH OF ITS GREAT WEALTH OF WAS BASED ON THE MITHRIL THAT WAS FOUND IN ITS MINES AND AS THE CENTURIES PASSED THE DWARVES MINED DEEPER AND DEEPER FOR THE PRECIOUS METAL.
{12,24,4}ZED SAYS THE DWARVES DUG TOO DEEP AND UNLEASHED A NAMELESS TERROR FROM THE DEPTHS BEHEATH THE CITY THE CREATURE WREAKED DREAD DESTRUCTION...
{12,25,4}LEIF SAYS I COULD BASH THIS DOOR
{12,24,6}STAMM SAYS MORIA MORIA WONDER OF THE NOTHERN WORLD TOO DEEP WE DELVED THERE AND WOKE THE NAMELESS FEAR
{12,27,0}Leaving something on this plate holds the pit at {12,27,1} just south of here closed.
{12,27,1}This pit goes down to {17,27,1}. From there you can only teleport up to the crypt level to {5,25,5}.
{12,29,8}STAMM SAYS THIS WELL IS THE ONLY WAY OUT OF THE MORIA
{12,31,8}ZED SAYS I FEEL SOME FRESH AIR FROM UPSTAIRS

Level 13 - The Junction

Levels 13 to 15 contain bits and pieces of many different areas. In particular, the Moria occupies a significant fraction of the floor space here.

{13,9,10}Thirst for Death: use Zo Liqueur on Face for Mon Ven Egg and 2 Mon Blast Spheres
{13,16,1}The Stairs of Ashes end here.
{13,19,1}There is a dragon in this room.
{13,19,3}This is the bottom of "Pit D".
{13,19,6}There is a Black Flame monster here.
{13,19,7}There is a Black Flame monster here. There's also an immaterial water snake awaiting you in this room.
{13,19,8}There is a Black Flame monster here.
{13,20,7}The door is open, a rock and 2 boulders.
{13,21,7}"WESTGATE"
{13,23,21}STAMM SAYS DO NOT TOUCH ANYTHING
{13,25,18}ZED SAYS THIS IS WRITTEN IN KHUZDAL. IT MEANS BALIN SON OF FUNDIN LORD OF MORIA
{13,25,3}There's a Shining in the alcove.
{13,27,21}STAMM SAYS HERE IS THE BOOK OF MAZABUL. IT RECORDED THE FORTUNES OF THE PEOPLE OF BALIN THE DWARF
{13,29,3}Drop the Balrog down a pit here and get his whip, 3 COMPETITION POINTS.
{13,29,16}ZED SAYS I FEAR HE HAD ILL TIDINGS TO RECORD IN A FAIR HAND.
{13,29,17}STAMM SAYS THAT WOULD BE ORIGS HAND. HE COULD WRITE WELL AND SPEEDILY AND OFTEN USED THE ELVISH CHARACTERS.
{13,29,18}ZED SAYS WAIT. HERE IS SOMETHING. A LARGE BOLD HAND USING AN ELVISH SCRIPT.
{13,29,22}STAMM SAYS IT HAD BEEN SLASHED AND STABBED AND PARTLY BURNED.
{13,30,7}The door is locked.
{13,30,19}ZED SAYS LET ME SEE. NO THEY ARE TOO CUT AND STAINED. I CANNOT READ THEM. WE MIGHT DO BETTER IN THE LIGHT...
{13,30,20}ZED SAYS NOW THERE MUST BE A NUMBER OF LEAVES MISSING BECAUSE THEY BEGIN TO BE NUMBERED FIVE. THE FIFTH YEAR OF THE COLONY I SUPPOSE.
{13,30,21}ZED SAYS THERE ARE SEVERAL PAGES OF THE SAME SORT RATHER HASTILY WRITTEN AND MUCH DAMAGED BUT I CAN MAKE LITTLE OF THEM IN THIS LIGHT.
{13,30,22}STAMM SAYS IT WAS SO STAINED WITH BLACK AND OTHER DARK MARKS LIKE OLD BLOOD THAT LITTLE OF IT COULD BE READ.

Level 14 - The Clockwork Maze

Levels 13 to 15 contain bits and pieces of many different areas. In particular, the Moria occupies a significant fraction of the floor space here.

{14,00,25}ZED SAYS THIS PICTOGRAPHY REPRESENTS THE CONTEST OF BRAVERY. I HOPE I WON T GET SHORT OF BREATH. Click on the picture to create a Death Knight then force it back with the fright trump or a staff which has confuse until he walks on the pressure plate that removes the wall at 01,18.
{14,1,18}Dragon Shield here, 3 COMPETITION POINTS.
{14,2,22}THE BONE DOLL SINGS... THERE S A FEELING I GET WHEN I LOOK TO THE WEST AND MY SPIRIT IS CRYING FOR LEAVING
{14,7,17}THE BONE DOLL SINGS... DEAR LADY CAN T YOU HEAR THE WIND BLOW AND DID YOU KNOW YOUR STAIRWAY LIES ON THE WHISPERING WIND

Level 15 - Deep Moria

Levels 13 to 15 contain bits and pieces of many different areas. In particular, the Moria occupies a significant fraction of the floor space here.

{15,4,15}THE BONE DOLL SINGS... AND A NEW DAY WILL DAWN FOR THOSE WHO STAND LONG AND THE FOREST WILL ECHO WITH LAUGHTER
{15,7,17}THE BONE DOLL SINGS... AND A NEW DAY WILL DAWN FOR THOSE WHO STAND LONG AND THE FOREST WILL ECHO WITH LAUGHTER
{15,7,18}THE BONE DOLL SINGS... IN THE TREE BY THE BROOK THERE S A SONGBIRD WHO SINGS SOMETIMES ALL OF OUR THOUGHTS ARE MISGIVINGS
{15,7,19}THE BONE DOLL SINGS... IN MY THOUGHTS I HAVE SEEN RINGS OF SMOKE THROUGH THE TREES AND THE VOICES OF THOSE WHO STAND LOOKING
{15,10,3}SOMETIMES ALL OF OUT THOUGHTS ARE MISGIVEN
{15,16,9}Smaug here carries the Dragon chest, 3 COMPETITION POINTS.
{15,28,9}Giggler here carries the funeral One ring, 1 COMPETITION POINT.

Level 16 - The Apprentice

This level isn't for Apprentice characters.
{16,5,11}This door requires 4 B keys (on the west side).
{16,10,31} B key
{16,2,13} B key
{16,7,27} B key
{16,27,14} Mindflayers
{16,12,30}Spell unlocked, Energize dead spores, FUL GOR RA.
{16,19,26}Kill Xanathar here, 10 COMPETITION POINTS.
{16,27,28}Switch on east facing wall reveals Cerberus, 3 COMPETITION POINTS.

Level 17 - Aquantana

{17,16,30}An Evil Crab lives here, it carries the Coral poleyn, 5 COMPETITION POINTS.
{17,28,01}teleport to {05,25,5}

Level 18 - Curiosities

{18,9,24}Cursed Armoury here, 5 COMPETITION POINTS.

Level 19 - Dragons!

Level 20 - Deathtrap Dungeon I

Level 21 - Ye Olde King

There is a big, really big puzzle to gain access to the exits.

{21,7,28}open the wall at {21,9,30} {21,18,14}open the wall at {21,20,22} {21,7,26}open the wall at {21,13,27} {21,25,23}open the wall at {21,27,21} {21,24,7}open the wall at {21,27,20} {21,27,19}open the wall at {21,30,7} {21,20,21}open the wall at {21,30,6} {21,9,29}open the wall at {21,30,4} {21,24,13}open the wall at {21,26,23}

{21,9,30} opened at {21,7,28} {21,20,22} opened at {21,18,14} {21,13,27} opened at {21,7,26} {21,27,20} opened at {21,24,7} {21,27,21} opened at {21,25,23} {21,30,7} opened at {21,27,19} {21,30,6} opened at {21,20,21} {21,30,4} opened at {21,9,29} {21,26,23} opened at {21,24,13}

Level 22 - Deathtrap Dungeon III

Level 23 - Deathtrap Dungeon IV

Level 24 - Deathtrap Dungeon V

Level 25 - The Forgotten Level

{25,30,0} To Inferno {25,30,4} Back to Ye Olde King

Level 26 - Hell, Unleashed

This level holds Inferno, after completing the puzzle of Ye Old King.

{26,2,5}Red Dragon Generator
{26,3,30}Balrog Generator
{26,4,14}PressurPad to (28,3)
{26,5,4}PressurePad to (26,13)
{26,5,18}Specter Generator
{26,5,27}Fire Demon Generator
{26,7,6}PressurePad to (30,1)
{26,8,10}Willowwisp Generator
{26,8,29}Lemure Generator
{26,11,8}Reaper Generator
{26,11,16}PressurePad to (23,23)
{26,11,19}PressurePad to (14,17)
{26,11,28}PressurePAd to (24,06)
{26,12,7}PressurePad To (27,21)
{26,12,13}Tormentor Generator
{26,13,21}Zytaz Generator
{26,14,17}Efreet Generator
{26,15,23}PressurePad to (13,21)
{26,16,10}PressurePAd to (3,30)
{26,15,17}Wizard Wand Pushbutton to (14,17)
{26,17,8}PressurePad to (12,13)
{26,17,27}PressurePad to (11,8)
{26,18,19}PressurePad to (21,15)
{26,19,25}Red Scorpion Generator
{26,20,5}PressurePad to (19,25)
{26,21,15}Lich Generator
{26,22,21}PressurePad to (2,5)
{26,23,23}Wraith Generator
{26,24,6}Cancerberus Generator
{26,25,4}PressurePad to (29,29)
{26,25,15}PressurePad to (5,27)
{26,26,13}Grell Generator
{26,27,9}PressurePad to (8,29)
{26,27,15}PressurePAd to (5,18)
{26,27,21}Eye Tyrant Generator
{26,28,3}Hellhound Generator
{26,29,30}To the Chamber of Oblivion
{26,29,21}PressurePAd to (8,10)
{26,29,29}Demon Generator
{26,30,0}Entrance from a pit after solving Ye Old King {26,30,1}Lord Chaos Generator
{26,18,15}Back to Ye Old King

Level 27 - FIRE

Level 28 - AIR

{28,16,0} Shooter
{28,16,15} Shooter
{28,17,7} Zytaz Generator
{28,18,2} Muncher Generator
{28,18,13} Muncher Generator
{28,19,11} PressurePad to (29,30)
{28,20,4} PressurePad to (16,0)
{28,20,11} PressurePad to (16,15)
{28,23,1} Zytaz Generator
{28,24,14} Zytaz Generator
{28,27,4} PressurePad to (31,0)
{28,27,11} PressurePad to (31,15)
{28,29,2} Muncher Generator
{28,29,13} Muncher Generator
{28,30,8} Zytaz Generator
{28,31,0} Shooter
{28,31,15} Shooter

Level 29 - EARTH

{29,5,6} Rockpile Generator
{29,12,3} Golem Generator
{29,14,04} PressurePad to 29(14,4) and 29(13,14). There is an Earth Elemental here that possesses a Des Potion and three pressurePads targeting (29,30), (30,30), and (13,14)
{29,6,10} PressurePad to 29(9,10)
{29,8,9} Xorn Generator
{29,16,8} Ruster Generator
{29,5,18} PressurePad to 29(13,14)
{29,13,17} PressurePad to 29(13,14)
{29,13,14} AND/Or to 29(15,16) and 29(16,4)
{29,15,16} DSA Jitter
{29,16,4} DSA Sound
{29,29,30} DSA Teleport Party

Level 30 - WATER

Level 31 - DRAGON

Level 32 - TECHNO

This might be Outworld, not sure, haven't been there. - Hallways made of metal, stars moving fast outside the windows, strange creatures and stranger devices. Something is really, really wrong here.

Level 33 - Altar of Ancient Doors - Altar of Rose

The Altar of Ancient Doors: doors close, doors open, but somehow never the ones you really want to get through. Violence is not the answer here.
The Altar of Rose: conquer the Snapdragon.

{33,3,21}Walk up backwards to open the doors at {33,4,23} and {33,5,21}.
{33,9,25}There is one Snapdragon here, guarded by many green slimy monsters.
{33,14,13}Arrows shoot to the east out of this wall.
{33,17,11}Pressure plate.
{33,18,8}Teleporter, can become inactive somehow.
{33,18,9}There is an alcove with something in it behind this door.
{33,19,10}There is an alcove with something in it behind this door.
{33,21,6}Teleporter back to the Crypt in front of the Altar of Ancient Doors at {5,10,0}.
{33,21,7}You are teleported here from the Crypt from the Altar of Ancient Doors at {5,10,0}.
{33,21,8}Boulders shoot to the south out of this wall.
{33,22,15}There is an alcove with something in it behind this door.
{33,23,6}Thorns shoot to the south out of this wall.
{33,23,15}The teleporter at {33,25,11} brings you here.
{33,25,11}Teleporter to {33,23,15}.
{33,25,17}Daggers shoot to the north out of this wall.
{33,26,13}There is an alcove with something in it behind this door.
{33,26,20}Pressure plate.
{33,26,21}Pressure plate.
{33,27,8}There is an alcove with something in it behind this door.
{33,27,20}Pressure plate.
{33,28,11}Rocks shoot to the west out of this wall.
{33,28,18}I could not open this door, monsters paralyze and confuse you through it. You can shoot and throw at them as well as cast spells through the grate.
{33,29,18}There is something on the floor here, but heavily guarded by paralyzing and confusing monsters hanging from the ceiling.

Level 34 - Fur Trader with the Merchant Maze - The Repository - Stairway of the Altar of Rose

Two of the elevators from the mines on level 4 go here, those places are unreachable by other means: the Fur and Dagger Trader with the Merchant Maze, and the "Repository" with riddles and treasures. There are also a few additional staircases to adjacent levels. You are teleported here from the Altar of Rose, for example; the main part of this place is on the level above.

{34,0,26}"Ruby Masters only" to the south; empty alcove to the north.
{34,1,21}The teleporter brings you back in front of the "Altar of Rose" at {5,18,1}.
{34,1,25}Riddle: "I FOLLOWED A STEADY PACE BEFORE YOU TOOK ME OUT OF MY CAGE." (Dragon Heart; gives: Waraxe)
{34,1,27}Riddle: "I DANCE AND WIGGLE LIKE A DRUNK SPIRITS GET ME HIGH NOW I AM STARVING FOR ANOTHER CUNK QUICK BEFORE I DIE." (Torch; gives: Iron Key)
{34,2,21}You are teleported here from the "Altar of Rose" at {5,18,1}.
{34,3,21}Walk up backwards to {33,3,21} to open the doors there.
{34,3,23}Riddle: "LOOK TO MY FACE AND I WILL NOT TELL LIES EYES LOCKED TO YOUR EYES I WILL SHOW WHAt IS TRUE TILL YOU ASk DO I KNOW YOU." (Mirror of Dawn; gives: unique necklace "Gift of Tamiel", "BELIEVED TO HOLD THE ESSENCE OF GANDO")
{34,3,25}Riddle: "AS TEN MEN STRONG AS TEN MEN LONG UNFURLING ITS TWO ARMS IT EMBRACES YOU. IT DISARMS." (Rope; gives: Blast Spore; bronze Sar coin)
{34,3,26}The switch to the south opens the wall at {34,7,26}.
{34,4,22}Iron Key in the alcove.
{34,4,26}Empty alcove. At this place you'll find many boulders, rocks and ashes on the floor. One group of "thief type" monsters awaits you here.
{34,4,27}This is the elevator between this place and {4,17,15} on the "Mines" level. Press the switch to leave once you've solved everything down here.
{34,5,23}Riddle: "TWO BLACK BROTHERS WE ARE AND GREAT BURDEN WE BEAR BY WHICH WE ARE BITTERLY PRESSED. IN TRUTH WE MAY SAY WE ARE FULL ALL THE DAY BUT EMPTY WE GO TO OUR REST." (Dark Boots; gives: Elven Boots)
{34,6,24}Riddle: "I AM A PROMESS OF A NEW BEGINNING MY TALES ARE OF BEAUTY TO COME YET FOR MEN I REMIND THEM THEIR UGLY ENDING." (Skull Seeds; give: scroll "KEEP A DWARF WELL FED AND HE WILL BRING DOWN MOUNTAINS."; unique "Cape of the Chameleon")
{34,6,26}Riddle: "HUNTING THROUGH THE WOODS HE MET ME AND BROUGHT ME HOME. WE WERE AS ONE BUT HE WOULD HAVE NO REST UNTIL FINDING ME... UNTIL THE PAINFUL DIVORCE." (Thorn; gives: Glowing Stone; Philosophal Stone; Gold Key)
{34,7,25}Riddle: "WITHIN EMERALD HALLS LIES A TREASURE DEARER THAN GOLD. EXPLORE IN VAIN THE WALLS... THERE ARE NO DOOR FOR THIS STRONGHOLD." (Ven Egg; gives: silver coin; golden Gor coin)
{34,7,26}This wall is removed by the switch at {34,3,26}. The pressure plate here opens all the doors to the east. The doors are closed again by the pressure plates below them, injuring you. The plate at the end of the corridor floods the corridor with poisonous gas. Solution: Go backwards through the corridor, turn around, press the hidden wall switch, take the gem, run backwards out; be quick and at good health!
{34,15,26}An alcove with a green emerald appears here when turning around and pressing the hidden wall switch.
{34,15,3}To get the broken gauntlets and the axe in the force fields, put the required daggers and furs into the "locks". Be sure to give only ordinary daggers away!
{34,16,1}The trader is here. To trade, put items into the "locks" on the walls.
{34,17,1}For every rat fur you put into this "lock", a steak appears in the alcove at {34,15,1}.
{34,18,1}Switch to open the wall to the east.
{34,18,4}This is the elevator to the Mines at {4,14,9}.

Level 35

{35,9,19} Sar Key Lock - Bug decrements & increments 35(18,17) Gate so door 35(10,20) doesn't open

Level 36 - Altar of Nightmare

{36,16,15}Entrance from the crypt
{36,8,16}Way back to the crypt to {5,8,7}

Level 37

Level 38 - Priest Guild Cemetary

This level is reachable from the priest's guild through a ladder from {0,14,16} to {38,2,27}.
There is an area where you can find the graves of some Conflux heroes with "inscriptions" triggered by pressure plates.

{38,2,27}Ladder up to the priest's guild to {0,14,16}.
{38,2,30}There are many interesting graves around this place.
{38,6,30}Door to the east with skull lock to the north.

Level 39

Level 40

Level 41 - Altar of the Assault

Fight the invaders, save the city, get the girl! (Alright fine, there is no girl, but the rest is true.)

{41,29,22}Teleport back to the crypt

Level 42

Level 43

Level 44

Level 45

Level 46

Level 47

Level 48

Level 49

Level 50

Level 51

Level 52

Level 53

Level 54

Level 55

Level 56

Level 57

Level 58

Level 59

Level 60

Level 61

Level 62

Level 63 - Unleash Hell and Flood Test

There are Gigglers on this level.

{63,3,6} Wall switch for teleporters at {63,2,7}, {63,3,8}, {63,2,9}.
{63,2,7} Teleporter to {63,3,7} (one step back).
{63,3,8} Teleporter to {63,4,8} (one step back).
{63,2,9} Teleporter to {63,3,9} (one step back).
{63,13,8} Wall switch for the Flood Test on the eastern wall.
{63,16,6} Teleporter back to the Guild to {0,5,7}.
{63,16,7} You are teleported here from {0,5,7}.
{63,19,8} Unleash Hell.