Conflux/Levels notes
Format of this page and general notes about some levels and areas
THIS PAGE IS FULL OF SPOILERS!
The purpose of this file is to display hints and descriptions on this wiki's interactive Conflux maps. This file relies heavily on physical map coordinates, hence is useless without a map.
Level comments:
The levels must be separated with
=== Level nn ===
where nn is the level's number (00 to 63). 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 and should end with <br> or <br /> (if not, new level coordinates must follow on the next line rather than descriptional text for a level
- must end with a new line
The software doesn't care about the section coordinate lines appear in, the first text line occuring in the whole file for any coordinate will be displayed, so be careful with the numbers! DO NOT place coordinate hints under the wrong level headline!
DO NOT insert additional
=== headlines ===
on this page before or between the levels; if you do, links on the map pages will be broken!
I've moved some general notes from level 27 here, and changed them to add additional information.
The Steel Sphinx, and some other areas have not yet been located on the main map. The following levels are not situated for sure with respect to the main dungeon. Their position and ordering are therefore uncertain. There may be additional levels:
- 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.)
- Hellforge Alchemy Lab
Levels of completely located areas, where the physical level is not easy to identify:
- Altar of Love: 5 (Altar), 27 (main part)
- Altar of Rose: 5 (Altar), 34 (entrance), 33 (main part)
- Altar of Ancient Doors: 5 (Altar), 33 (main part)
- Altar of Nightmare: 5 (Altar), 36 (main part)
- Altar of the Assault: 5 (Altar), 41 (main part)
- Elemental Realms: 27 (Fire), 28 (Air), 29 (Earth), 30 (Water)
- Maze of Thieves: 13 (entrance), 15 (main part)
- Room of Fate, a sewer level with Gigglers and the "Unleash Hell" button, reachable via a teleporter from the Guild Hall: 63
- Future: 6 (after entering the time machine on level 2)
- Sometimes, when you're sleeping, you have a nightmare. As soon as you "wake up", you'll find your party teleported to a weird place: 33 (entrance), 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62 (15 similar small, square shaped rooms).
On a few map pages you find locations marked with "DSA". This means "Designer Specified Actuator" and is irrelevant for playing the game. Those are actually programmes doing something in the game (teleport things, for example), and I wanted to keep them in the map for reference despite of not having other useless things on the map like teleporters with no apparent effect for the player. See the CSBuild introduction for details.
Monster movement restrictions and summonings are often realised through hidden teleporters. Many of the map's blue teleportation fields have been removed, reserving the symbol more or less for party teleportation to make the maps more clear. The effects of such fields are described in this level notes file instead.
Level 00 - The Guilds
This is the entrance level, and one of only two to be lit. All other levels are located below this one. You will most likely find many hints on the map pages which you do not understand yet; don't worry, this is a very complex game, you will go to many places much, much later, which seem to be inaccessible now.
The unique compass "Learning Advisor" (found at {8,17,3}) says "STASIS FIELD" when examined on this level.
{0,0,3}Not in all Conflux versions this teleporter appears, if you step quickly forward from {0,13,26} to {0,13,27}, then back and forward again. You then begin the game in the Deathtrap Dungeon on level 19 instead of here.
{0,1,4}If you survive Deathtrap Dungeon, you are teleported here, the teleporter at {0,0,3} will be switched off then.
{0,13,24}Dungeon entrance. The game starts here.
{0,13,27}Teleporter to the Guilds to {0,0,2}. It takes a second before the teleporter is switched on. Some Conflux versions only: step quickly back to {0,13,26}, then go forward again to enter the Deathtrap Dungeon instead of the Guilds.
{0,14,24}Stepping here before going to {0,13,27} gives Zed one extra staff.
{0,27,9}You are teleported here from {8,0,7} in the Kitchen Lab. Kill the rats at {0,27,8} for furs and Steaks, then go there to make the teleporter back to {8,1,7} appear here.
This level contains the following areas:
- The Guilds, where you can recruit party members and advance your maximum class level.
{0,0,5}Maleficient Guild.
{0,3,3}To the sewers to {3,0,0}.
{0,3,7}To the Wine Cellar to {1,3,7}. Beware of the rats with a starting party. From there you can easily reach the Storage Cellar, the temple (locked from this side), and the sewers by the stairs at {1,9,20}.
{0,3,13}The alcove at {0,2,13} contains a Sword, Dark Boots, a Leather Jerkin, Leather Pants.
{0,4,14}Place an axe in the alcove at {0,3,14} to remove this force field. You may then take it back.
{0,4,4}Dwarven Elevator from {4,10,1}, which must be opened from the dwarven level, can then be used in both directions.
{0,4,7}The switch teleports you to {63,16,7}.
{0,4,9}Fighters Guild.
{0,4,14}Fighters Guild.
{0,5,10}In the Alcove at {0,5,11} you find the The Challenge (the Competition Scroll), a Torch, a Gorgonzola.
{0,6,3}To the cellar and the sewers.
{0,6,8}Teleporter to {11,22,12}. I don't have any clue how to activate it.
{0,6,12}Priests Guild.
{0,6,13}Bag with Scroll "PRESS OUT CHEWER PODS FOR A CURING JUICE".
{0,7,7}Behind the Grate at {0,6,7} is the spell scroll "YA KATH FIND NORTH."
{0,7,10}You are teleported here from {7,26,3}.
{0,7,15}Bag with Katana, Wooden Shield, Scroll: "LEARN HOW TO COUNTER ATTACK WITH A SHIELD OR BLADE".
{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.
{0,9,12}In the bookshelf at {0,9,11} is the spell scroll "YA STAMINA POTION"
{0,10,11}In the bookshelf at {0,10,12} is the spell scroll "FUL FOR FIRELIGHT"
{0,11,9}Alchemical oven. Use the oven once before opening each further door, or lose the extra oven uses. Each of up to 3 possible uses allows to produce one more item from this list (for abbreviations' meanings have a look at the scroll): V+K=>Blast Spore; K+S=>Z; S+Z=>Z+Z; V+S=>Dragon Heart; Z+K=>Corbum; Z+V=>Dragon Spit wand. The potions' strengths and which one you put into the oven first don't matter, but nothing can be produced twice.
{0,11,13}Place five VEN eggs in the hole.
{0,12,7}The fireball spell is unlocked here.
{0,12,10}Place ten scrolls in the right-hand-side frame at eye level.
{0,14,8}The Gigglers here carry a flask, 1 COMPETITION POINT.
{0,14,16}Ladder going far down directly to a cemetary to {38,2,27}. Down there is also a door with a Skull Lock at {38,7,30}.
- Two seemingly unrelated areas have a secret connection:
- A large maze that reportedly smells like vinegar, consisting of 3 parts:
- The Minotaur's Maze.
{0,17,17}Rocks are thrown to the east from here if you touch the water basin at {0,20,17}.
{0,19,17}Touching or using the water basin throws rocks from {0,17,17} at you.
{0,20,22}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 Funereal Stormring in the southern alcove at {0,20,21}. 1 COMPETITION POINT for the Funereal item. However, opening all the guild doors is more important, so do that first and spend only additional "guild items" here.
{0,25,23}This is the destination of the teleporter at {0,10,28}. 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}.
{0,26,24}Touching it with a Mirror of Dawn transmutes this mirror into an alcove with bones and a new Mirror of Dawn in it.
{0,27,21}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.
{0,31,24}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.
- A treasure area which must be opened up.
{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 at {0,18,3} and {0,19,3}, enter the illusionary walls at {0,18,11} and {0,19,7}.
{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}.
{0,21,8}LEIF SAYS I COULD BASH THIS DOOR
{0,22,3}Put a torch into the holder to keep the door open.
{0,23,30}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.
{0,25,26}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, later you'll find trees as well. Only trees and Gigglers respawn.
{0,24,10}Alcove in the western wall.
{0,25,8}GANDO SAYS... I FORSEE A PAINFUL END FOR THIS CORRIDOR...
{0,25,5}Switch on the wall at {0,26,5} opens door at {0,26,6}
{0,25,7}Inscripton on the southern wall: "TARRY NOT AT THE NARROW WAY TO WISDOM".
{0,25,9}Stepping onto this pressure plate teleports the party and any items on the floor onto the next square at {0,25,10} after a moment.
{0,25,10}Stepping onto this pressure plate teleports the party and any items on the floor onto the next square at {0,25,11} after a moment.
{0,25,11}Stepping onto this pressure plate teleports the party into the pit at {0,25,12} and any items on the floor back onto the square at {0,25,9} after a moment.
{0,25,12}This pit leads to the sewers at {3,26,12}. I somehow removed the wall to the east and reached this place beyond the pit. The level's main treasure (announced by the treasure location spell) is there.
{0,26,10}Inscripton on the eastern wall: "COUNTERWEIGHT FOR SALVATION".
{0,26,12}In the alcove at {0,26,11} you find the level's main treasure: a bag with seven boulders and a scroll advising you to take the "Lucky Stones" with you. Don't do it, those are normal boulders, keep only the bag. You also find a few other things here: a robe, a wooden shield, a Magic Slayer Arrow, and a throwing star. After opening up all the Ninja Guild doors and the final portrait, use the Shuriken at {0,20,19} to get the Funereal Stormring or the Funereal Rapier at {0,23,27}
- The MIPS riddle.
{0,26,15}There is a sling here and a tiny switch on the wall to the west at {0,25,15}.
{0,28,11}A rock monster awaits you in this small room; after killing it, you'll find an Emerald, a sapphire, a golden GOR Coin.
{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.
{0,29,15}This door can be broken with strong fireballs.
{0,30,14}Open this door with an Emerald at {0,30,13}.
{0,31,4}To the cellar.
{0,31,6}This pressure plate closes the pits at {0,31,7} and {0,31,11}. See also the hint at {0,31,12}. The alcove at {0,31,5} contains the spell scroll "Mischievous Bag" (YA GOR ROS), as well as a Turquoise Key.
{0,31,7}To the sewers to {3,31,7}.
{0,31,11}You fall into a teleporter transporting you to {0,29,11}.
{0,31,12}Bash this door, then stand here, open the door at {0,31,10} with DES GOR DAIN, then throw a rock through the door at {0,31,9} onto the pressure plate at {0,31,6}: the 2 pits in this corridor will now be closed, allowing you to retrieve the treasure in the alcove at {0,31,5}
- A part of one wisdom path of the Iron Temple, including the mysterious Cloning Experiment ring.
{0,0,0}To {0,0,7} and the temple to {2,0,3}.
{0,0,7}To {0,0,0} and the temple to {2,0,3}.
{0,15,19}Press the switch at {0,13,19} to open this door.
{0,18,22}You need a gem to open this door.
{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.
{0,21,27}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.
{0,22,27}The alcove contains a Crown of Pride (increases your wisom by 10) and the unique Funereal Rapier "FLESHBITE SUSTAINED". 1 COMPETITION POINT for the Funereal item.
- The food stores reachable only from the cellar, beware of the stronger monsters here with a starting party.
{0,11,26}To the cellar.
- A teleporter room accessible from far below spreads monsters on many levels.
{0,8,31}Teleporter to {6,13,12} on the spiders' level.
{0,9,30}The animated armour knights and you (if you follow them) are teleported here from the Darc Armour's room at {19,7,26}.
{0,11,28}Teleporter to {3,1,17} into the sewers.
{0,10,28}Teleporter to {0,25,23} into the Minotaur's Maze.
{0,10,31}Teleporter to {7,28,2} into the portal room on the Council's level.
{0,11,30}Once freed, the cartographers (see {13,2,4}) are teleported here, and then spread all over the levels 0 to 8.
{0,11,31}Teleporter to {8,23,6} near the High Sentinel and Sudden Death on the Emerald Level.
{0,12,28}Teleporter to {4,24,23} into the mines.
{0,12,29}Teleporter to {1,18,7} into the cellar.
{0,12,31}Teleporter to {7,29,3} into the portal room on the Council's level.
{0,13,29}Teleporter to {5,24,27} into the Black Crypt.
{0,13,30}Teleporter to {0,3,28}, a game ending, as it seems. I wasn't able to switch it on yet.
- One ending of the game.
{0,3,28}This triggers an end of game, and also seems to be the destination of the teleporter at {0,13,30}.
Level 01 - The Cellar
The unique compass "Learning Advisor" says "LOW POTENTIAL PLANE" when examined on this level.
{1,0,0}Wisdom Path: the stairs at {1,0,0} and {1,0,7} 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.
{1,0,3}To the temple.
{1,0,7}Wisdom Path: the stairs at {1,0,0} and {1,0,7} 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.
{1,3,0}To {3,0,0} in the Sewers.
{1,3,3}To {0,3,3} on the Guilds' level.
{1,13,27}Guild entrance teleporter to {0,0,2}.
{1,25,15}To the temple.
{1,25,17}To the temple.
{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}.
{1,31,7}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 CELLAR 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}.
{1,31,11}Teleporter to 00,29,11.
{1,31,14}The stairs belong to the Temple's Way of Tzu. Turn around to reveal an alcove.
{1,31,16}To {1,27,16}, {1,29,14}, {1,29,18}.
{1,31,22}Teleporter to {1,31,28}.
{1,31,28}The teleporters at {1,29,24} and {1,31,22} send you here.
- The Cellar occupies almost the whole level, but many parts are initially not easily accessible. Food and fairly easy fights abound in this neighbourhood, and novice adventurers should spend some time here training and exploring.
{1,17,27}Pull the ring at {1,18,27} to remove the barrel at {1,17,26} opening a passage to the cellar. The wall cannot be opened from the other side.
{1,17,29}Stairs from the Temple.
{1,26,0}2 groups of Chewer Trees await you.
{1,29,3}Message at this door: you can take a branch out of the side, causing it to close and injure you.
{1,31,4}To the Mildew area (Minotaur's Maze).
- The Wine Cellar
{1,0,19}ZO Liqueur in the alcove at {1,1,19}.
{1,0,25}Using rope on south wall causes death (as long as you can't survive MON OH VEN)!
{1,2,9}Torch in holder at {1,2,8}.
{1,3,7}To the Guilds.
{1,3,9}One of the rats in this area carries a Mace.
{1,2,20}SAR Wine and Iron key in the alcove at {1,3,20}.
{1,4,9}Torch in holder at {1,4,8}.
{1,6,18}Take the LO SAR Wine and the Silver Coin from the alcove at {1,5,18} to open the wall at {1,9,13}.
{1,7,9}Bag with Scroll in the alcove at {1,8,9}: "IN STOCK NINETY SEVEN SAR WINE ONE ZO LIQUEUR".
{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.
{1,9,20}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.
- and the Storage Cellar
{1,4,7}Touching the ring will create a monster behind you at {1,5,6}.
{1,5,2}The Waterskin here is cursed, it gives you minimum water.
{1,5,3}Using it or clicking on the water fountain will create Chewer Trees behind you at {1,5,1}. Use their Chewer Pods for food or to produce Juice.
{1,5,5}Rock, Bag with Gorgonzola, Empty Waterskin, Fine Robe.
{1,5,7}Door opened at 7,8.
{1,6,3}To the Guilds.
{1,7,5}Door is breakable by physical attack saving you an Iron Key.
{1,7,7}Door needs lockpicks at {1,7,6}, you need to click 20 times with them before the door opens. Winged Key will not work as the lock is jammed.
{1,7,8}Secret switch in the doorway here, opens door at {1,5,7}, needs 5 clicks before doors opens.
{1,8,8}To the Sewers.
{1,9,0}Door is breakable by magic saving you a Gold Key.
{1,9,2}Iron Key door.
{1,10,0}Gold key here.
{1,11,2}Bag with Iron Key and 2 Gorgonzolas 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}.
- communicate, although the passages need to be opened.
{1,10,9}Touch the Fountain of Wisdom at {1,9,9} to find a map scroll starting at {1,21,9}. Follow the dotted line from there to open a wall at {1,27,19}, climb down the pit there to find the Long Lost Wand. There are also two normal fountains here to the north and south.
{1,9,12}Monk Staff on south facing wall.
{1,9,15}Supplies for the strong, Shuriken, Gold Coin, Gaefusilfr, Silver Coin, taking Scimitar restarts closing door if jammed.
{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 {1,14,25}, Leather Boots at {1,9,22}.
{1,11,26}Upstairs are the Food Storages.
{1,12,1}Gorgonzola on the floor.
{1,12,8}Ladder down to the temple to {2,12,8}; the passage is normally blocked there.
{1,13,6}As soon as the Rat leaves through the openable wall behind it or dies, the pit at {1,14,6} will close forever.<b5r>
{1,13,17}Alcove at {1,14,17} with a Stone Mushroom behind a button operated iron grate door.
{1,14,6}To the Monastery area of the Temple near the High Apartments. A Rat just west of this pit keeps this pit open.
{1,14,12}Alcove at {1,14,11} with 2 Gorgonzolas behind a button operated iron grate door.
{1,15,25}The little switch at {1,14,25} opens the grate at {1,10,22}.
{1,15,3}The Door of Answers is opened at {1,23,0}. The alcove at {1,14,3} contains a Plasma, a Shining necklace, a copper SAR Coin.
{1,15,6}Boulder on the floor.
{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.
{1,16,9}Alcove at {1,16,10} with a Stone Mushroom.
{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}. Initially it contains a Moonstone necklace.
{1,18,7}This is the destination of the teleporter at {0,12,29} 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}.
{1,18,28}Teleport to {4,31,11}.
{1,19,3}"Pit D" can be opened and closed from the alcove at {1,18,4}, the VI Altar at {1,20,4}, and must initially be closed with the switch at {1,16,0}. The switch works only once: if you open the pit later and jump down afterwards, the alcove and the altar remain inaccessible. One worthless item should remain here.
{1,19,14}To the stairs between temple and sewers near the High Priest.
{1,19,22}Alcove at {1,20,22} with a Stone Mushroom behind a button operated iron grate door.
{1,20,4}Placing/taking items from the VI Altar on the west facing wall opens/shuts "Pit D" at {1,19,3}. Initially it contains
{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.
{1,20,21}Alcove at {1,20,22} with a Spitter Berry.
{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.
{1,22,0}This door is opened by placing something on the pad at {1,20,1}. Placing a Scroll in the Fountain of Ignorance at {1,23,0} opens the door at {1,15,3}. Do not use the Challenge Scroll!
{1,22,4}Alcove at {1,23,4} with 2 Spitter Berries behind a button operated iron grate door.
{1,22,18}Cross key on east facing wall.
{1,23,1}Secret switch here opens door at 23,2.
{1,23,2}Square Key door. Can be opened by a switch at the eastern side at {1,23,1} saving a Square Key. To do this, you must magically burn down a door above in the Mintoaur's maze at {0,29,15}.
{1,24,11}The Flask generated at {1,25,13} appears in the southern alcove, which also contains a Stone Mushroom.
{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}Solid Key in the alcove behind the grate door on the east facing wall.
{1,24,13}Placing a ZO Liqueur, a VEN Egg and a KATH Vinegar in the alcove with the Scroll telling you so at {1,25,13}, creates a Flask at {1,24,12} on the north facing wall around the corner: 1 COMPETITION POINT.
{1,24,24}Steak.
{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.
{1,27,18}Down to the "Long Lost Wand". Dust and a Boulder are also here.
{1,27,19}To open wall see {1,9,9}.
{1,27,22}Way back from the "Long Lost Wand", the initial entrance is the pit at {1,27,18}.
{1,28,19}Scroll "MORE SUPPLIES FOR THE STRONG", Magic Purse, Blast Spore, Monk Staff in the VI Altar on west facing wall.
{1,28,27}Cross key door, opened from western side, eastern can be reached saving a Cross key.
- There is also a rat lair.
{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.
{1,21,31}Gorgonzola.
{1,23,29}Gorgonzola.
{1,23,30}Gorgonzola.
{1,23,31}VEN Egg, Bones, Gorgonzola.
{1,24,31}Ladder to {0,24,31}, the mildew area and the minotaur maze.
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!
The unique compass "Learning Advisor" says "FIRST LESSONS BEGIN" when examined on this level.
{2,0,3}Wisdom Path: the stairs ultimately lead to the minotaur maze at {0,19,20} or down a pit to the spider level at {0,18,28}; beware of strong monsters.
{2,1,15}To the Council; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{2,1,19}This is a trap extorting an item "donation" from your party! This area is best circumvented and a good reason to take always a light piece of rubbish with you.
{2,3,1}Connection between {0,3,3} on the Guilds level and {3,0,0} on the Sewers level.
{2,4,19}This invisible force field simply turns you around into the direction you were coming from.
{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.
{2,6,12}You are teleported here from {8,0,5} in the Kitchen Lab. Kill the rats at {2,7,12} for furs and Steaks, then go there to make the teleporter back to {8,1,5} appear here.
{2,7,20}To the sewers.
{2,8,7}Way between cellar and sewers.
{2,8,13}Wands of light/looking through walls.
{2,8,19}Open this door with a Mirror of Dawn at {2,9,19} from the northern side (coming from the temple).
{2,9,20}To the Wine Cellar.
{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.
{2,10,24}You are teleported here from the Portal Room from {7,31,3}.
{2,11,0}From the Storage Cellar.
{2,11,7}To escape from here without going through the pit, you must drop all your belongings. I don't know where they are teleported to if you lay them onto the floor, so it's probably best to throw them down the pit where you can retrieve them later at a known place, or to go down there, keeping all your stuff.
{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}Couatl. The inscription SNAKES WATCH at the northern side of the wall at {2,16,10} warns you.
{2,14,21}Couatl. The inscription SERPENTS WATCH at the southern side of the wall at {2,16,22} warns you.
{2,16,11}Couatl. The inscription SNAKES WATCH at the northern side of the wall at {2,16,10} warns you.
{2,16,21}Couatl. The inscription SERPENTS WATCH at the southern side of the wall at {2,16,22} warns you.
{2,17,25}Sword in the alcove, bag with 3 normal scrolls and PASSWORD OF THE TEMPLE MAP.
{2,18,25}Push the lever to fall into the pit to the sewers.
{2,19,24}Pushing the wall briefly open the door at {2,19,25} and the pit at {2,20,25}. You must have a good rythm and be fast to pass.
{2,19,3}"Pit D".
{2,19,14}To THE FLOOD, the central area of the sewers.
{2,19,18}Don't waste a Mirror of Dawn here.
{2,19,27}VEN Egg and Iron Key in the alcove to the west at {2,20,27}.
{2,21,13}GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
{2,22,31}Put a Gold Key into the lock at {2,23,31} to the west to open the walls at {2,23,30} and {2,20,31}.
{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}.)
{2,25,12}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).
{2,25,15}To the cellar; the stairs at {2,25,15}, {2,25,17} and {2,27,16} are directly connected with a corridor on the level below.
{2,25,17}To the cellar; the stairs at {2,25,15}, {2,25,17} and {2,27,16} are directly connected with a corridor on the level below.
{2,27,16}To the cellar; the stairs at {2,25,15}, {2,25,17} and {2,27,16} are directly connected with a corridor on the level below.
{2,28,3}The pressure plate in the middle summons more monsters.
{2,28,11}Teleporter back north two steps.
{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. You can also examine Plasmas by holding them on the eye symbol in your inventory.
{2,31,10}To a corridor at {4,31,11}, and finally to {6,31,23}.
{2,31,25}There is a fast respawning monk here, casting spells down the hall at you. Press the button to stop the door from closing onto him, then kill him yourself, and step immediately in before he respawns. Then look in the sides of the door for the Unique Sword Fury, wich can regain a fireball charge from your Wisdom if burnt out.
{2,31,31}To the Sewers one level below (you can reach the Black Crypt from there, and the Tomb of Druafang), and to the Spiders' level at {6,31,28}.
- Unlock the Thunder spell to cast lightnings here.
{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 teleporter at the other end). There is a way to collect the stuff in this corridor.
{2,20,0}2 bags, Elven Doublet, ashes.
{2,21,0}Bones.
{2,22,0}SAR Wine, 2 used up Stormrings, Wooden Shield.
{2,23,0}2 Bags, Elven Huke, Leather Jerkin.
{2,24,0}4 Bags.
{2,25,0}Teleporter to {2,31,19}. The door there will be open now.
{2,30,19}Teleport to {2,19,0}: you need to go there to open that door with the scroll behind it.
{2,31,18}Spell unlocked: Thunder, OH GOR. A force field at {2,31,20} now seems to block your way, but you'll get rid of it easily.
{2,31,20}Put a Plasma in the alcove to open the door which closes behind you. You can take it back.
- Find the entrance from the Cellar, get the "Long Lost Wand!"
{2,23,22}The Long Lost Wand is hidden here; when you move around in its room, it is teleported to {2,26,19}.
{2,24,20}Screamers are here. You must put the Long Lost Wand into the alcove at {2,23,20} in order to remove the wall at {2,27,21} and the keyhole at {2,26,21}. With an Iron Key you can open the door at {2,25,22}. Since you can reach the other side of the stairs then, you can take the wand with you, even though the wall closes again.
{2,26,19}You will see the Long Lost Wand here for the first time. When you go there, it is teleported to {2,25,21} via a teleporter sequence: {2,19,29}, {2,28,21}, {2,19,27}.
{2,25,21}The wand will appear here. Items on this floor square, however, are teleported to {2,26,18} via {2,18,27} if you approach.
{2,26,18}Items on this floor square are teleported into the wall at {2,27,21} via {2,18,31} if you approach.
{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 of the wall, so you can keep the wand.
{2,27,22}Back to the cellar. If you haven't got an iron key, you must leave the wand in the alcove at {2,23,20} in order to leave this room.
{2,28,21}The Long Lost Wand appears in the hole in the eastern wall at {2,29,21}, 5 COMPETITION POINTS.
{2,29,20}Screamers are here. In each of the alcoves at {2,30,20} and {2,29,21} are 2 Gorgonzolas. On the western wall of {2,29,21} is a fountain.
- Travel to the future!
{2,20,15}This teleporter brings you to the future to {6,29,22} on the spiders' level.
{2,20,16}Put a potion of wisdom into the alcove at {2,21,17} to open this door. You can take it back.
- Kill the Tree of Fear and Courage to obtain an interesting weapon.
{2,18,6}The tree here drops a unique Branch of Fear and Courage when killed. This is one of the few weapons which affect immaterial monsters like Water Elementals. If your priest level is too low to see the special properties, distinguish it from other branches by the attack type when you wield it as a weapon. This one has "brandish" (scares monsters) and "berzerk" (hits monsters).
- Get curses removed by a blessing at the High Priest's altar.
{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.
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.
The unique compass "Learning Advisor" says "BUDDING CHAOS" when examined on this level.
{3,0,0}A stairway from the guild level.
{3,0,2}Spitter Tree.
{3,0,3}Spitter Tree.
{3,0,4}Spitter Tree.
{3,0,5}Spitter Tree.
{3,0,16}To the Council; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{3,1,1}Fountain at {3,0,1}.
{3,1,15}To the Temple; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{3,1,17}This is the destination of the teleporter at {0,11,28} 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}.
{3,3,3}When I went here and touched the hole in the wall at {3,3,4}, the wall at {3,4,3} opened.
{3,3,19}Gold Key in the opening on south wall.
{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
{3,5,2}You must leave an item on the hidden pressure plate at {3,8,2} to keep this wall open.
{3,8,2}Hidden pressure pad to open the wall at {3,5,2}.
{3,5,12}An Old Man is here, doing nothing but standing in your way.
{3,7,20}To the Wine Cellar; you can also open up a way from the Temple on the level above to these stairs.
{3,8,6}To the Guilds.
{3,9,2}In the drainhole at {3,9,3} is a Rock, a Fountain is at {3,9,1}.
{3,10,1}To the Elevator room at the Dwarven Maze's entrance, open a shortcut to and from the Guilds there. The pit is opened by using the elevator below for the first time.
{3,10,2}Fountain at {3,11,2}.
{3,10,7}Ashes, Boulder, Bones. The tiny rock says "GLOWING STONE" when examined. Glowing rocks have a limited amount of low level light spells. If your Priest level is too low to identify them, look for the action "LIGHT" when held in the weapon hand.
{3,10,12}The button at {2,9,12} alternatingly opens and closes the doors at {2,9,11} and {2,9,13}.
{3,10,14}Door with button.
{3,10,29}This door can be destroyed.
{3,11,7}Empty Scroll, Ashes.
{3,11,8}2 Snapdragons, Bones.
{3,12,0}To the Dwarven Fortress.
{3,12,7}The button at {3,12,6} switches the door at {3,12,10}. Snapdragon, Bones.
{3,12,8}Tabard.
{3,12,9}This room contains a special Moribund with an Arrow and Phosphoferric Powder, as well as 2 respawning Shambling Mounts. At {3,11,9} is a Fountain.
{3,12,11}The button at {3,11,11} switches the wall at {3,13,12}.
{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.
{3,13,7}Ashes, Fur Rags.
{3,13,8}Ashes, Gold Key, Bones.
{3,13,11}The button at {3,13,10} switches the door at {3,12,10}.
{3,13,12}The button at {3,13,13} switches the wall at {3,13,11}.
{3,13,23}Dagger on south wall grate.
{3,13,29}This door can be bashed.
{3,14,7}Ashes, Thorn, Bones, Elven Doublet, Branch.
{3,14,9}Fountain at {3,13,9}.
{3,14,10}Emerald Key in the hole at {3,14,11}.
{3,14,13}To the Mines.
{3,14,14}Stairs at 14,13 go to the mines near the FUR (also daggers) trader. Collect your furs before proceeding down.
{3,15,0}Fountain at {3,15,1}.
{3,15,3}Destroyable Old Statue, examine this one first, then the other one at {3,17,4} (2 times) and so on (2 times each)… It says: "DO NOT BELIEVE MY NEIGHBOR. YOU SHOUD DESTROY IT."; "HE IS THE LIAR.", "LIAR."; "CHEAP STONE.", "MOSSY ROCK"; "FAKER.", "PILE OF ROTTEN SILICATE"; "YOU ARE THE BASTARD. YOU NEVER LEFT A FINGER TO HELP ME.", "MOVE YOUR BOLLOCKS FOR ONCE IN YOUR LIFE."; "OH YEAH. HELLO", "WANT TO HEAR A SECRET..."; "NORTH THE END OF THE RIVER THERE IS A MECHANISM TO OPEN THE FLOODING GATES. HIDDEN BEHIND A TREE.", "YOU MUST LET THE WATER FILL THE TANKS FOR A HUMONGOUS FLOOD."; "AH AH. THAT WAS VERY PRECISE. THANK YOU.", "DID YOU MENTION THE THINGY THING THAT DOES A THING."; "IT IS CALL ALCHEMY YOU IDIOT.", now the sequence begins again with the first sentence.
{3,15,5}Dagger behind the grate at {3,15,4}.
{3,15,8}Fountain at {3,14,8}.
{3,15,10}Only Water Elementals can fall through the grates at {3,15,10}, {3,17,17}, {3,20,16}, {3,21,19}, {3,25,20}.
{3,15,15}Switch at {3,15,16} opens gate at {3,17,11}. Run there immediately so that the gigglers don't get out.
{3,16,1}Fountain at {3,17,1}.
{3,16,2}Spitter Tree.
{3,16,5}Fountain at {3,17,5}.
{3,16,31}You are teleported here from {8,3,5} in the Kitchen Lab. Kill the rats at {3,16,30} for furs and Steaks, then go there to make the teleporter back to {8,2,5} appear here.
{3,17,0}ZED SAYS THESE RUNES MEAN DEEP END
{3,17,4}Destroyable Old Statue, see also {3,15,3}! It says: "I AM THE ONE SAYING THE TRUTH. THE OTHER IS LYING.", "HE IS A LIAR. LIAR."; "LOW COST STATUE.", "DEAD BRAIN."; "POSER.", "HYPOCRITE."; "LAMESTONE.", "SELFISH LAZY GUY."; "MIND YOUR FILTHY MOUTH. CANNOT YOU SEE WE HAVE A FLESHY GUEST.", "HELLO BIPEDAL SOFT THING. WHAT DO YOU WANT."; "DO NOT LISTEN TO HIM. HE IS TRYING TO BE INTERESTING", "I KNOW SECRETS. REAL SECRETS. ARCANES."; "BAH. I KNEW IT ALREDY. THAT IS NO SECRET.", "HERE IS MINE... YOU CAN MAKE THINGS OUT OF THINGS."; "WELL I MEAN YOU CAN COMBINE COMPONENTS. YOU CAN GRIND THEM. MIX THEM. BOIL THEM.", "IT IS TRUE. BELIEVE ME."
{3,17,11}Open and close this door with switches at {3,17,12}, {3,15,16}; so you can safely rest in this room.
{3,17,17}Only Water Elementals can fall through the grates at {3,15,10}, {3,17,17}, {3,20,16}, {3,21,19}, {3,25,20}.
{3,18,5}Fountain at {3,18,4}.
{3,18,12}Switch at {3,17,12} closes and opens the door. Good for resting.
{3,19,3}"Pit D" is opened and closed on this level by touching the hole in the south facing wall at {3,20,2}.
{3,19,11}This room contains 2 Gigglers and 4 blue Trollins, they give 2 Silver Coins and 1 GOR Coin. Door is opened at 15,15
{3,19,14}To the Iron Temple.
{3,19,16}Switch north at {3,19,15} for the door at {3,20,15}.
{3,19,20}Door with button.
{3,20,1}The hole at {3,20,2} is the switch for "Pit D" at {3,19,3}.
{3,20,15}Open and close this door with switches at {3,19,15}, {3,21,15}; so you can safely rest in this room.
{3,20,16}Only Water Elementals can fall through the grates at {3,15,10}, {3,17,17}, {3,20,16}, {3,21,19}, {3,25,20}.
{3,20,18}Bones.
{3,20,24}THE BONE DOLL SINGS...IT S JUST A SPRING CLEAN FOR THE MAY QUEEN
{3,21,0}Into the Dwarven Fortress.
{3,21,2}Fountain at {3,20,2}.
{3,21,14}Switch south at {3,21,15} for the door at {2,20,15}.
{3,21,19}Only Water Elementals can fall through the grates at {3,15,10}, {3,17,17}, {3,20,16}, {3,21,19}, {3,25,20}.
{3,22,3}Spitter Tree.
{3,23,2}Fountain at {3,23,3y}.
{3,23,4}2 SAR Wines, ZO Liqueur, GOR Coin at {3,23,3}.
{3,23,16}Door with button.
{3,23,27}You come back at {3,24,26} when going down here.
{3,24,26}Back up from the pit at {3,23,27}.
{3,25,13}Emerald Key in the hole at {3,25,14}.
{3,25,20}Only Water Elementals can fall through the grates at {3,15,10}, {3,17,17}, {3,20,16}, {3,21,19}, {3,25,20}.
{3,26,20}The button at the western side of {3,26,18} opens and closes this door. Inside are many Antmen!
{3,28,21}The button at the northern side of {3,27,21} opens and closes this door.
{3,28,22}To the Mines.
{3,29,0}To the Dwarven Fortress.
{3,29,23}If you fall through one of the pits at {3,29,23}, {3,29,25}, {3,31,24}, you will come back up the stairs at {3,31,27}, but most likely have to fight some stronger Water Elementals below. If a pit at {4,29,25} is open, you can end up at {6,29,25} in the Golem and Trees Room instead.
{3,29,27}To the Black 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.
{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}.
{3,31,10}You fall down from {2,31,10} from a secret passage near the Purple Circle of Invocation.
{3,31,11}Down to {4,31,11}.
{3,31,24}If you fall through one of the pits at {3,29,23}, {3,29,25}, {3,31,24}, you will come back up the stairs at {3,31,27}, but most likely have to fight some stronger Water Elementals below. If a pit at {4,29,25} is open, you can end up at {6,29,25} in the Golem and Trees Room instead.
{3,31,27}If you fall through one of the pits at {3,29,23}, {3,29,25}, {3,31,24}, you will come back up the stairs at {3,31,27}, but most likely have to fight some stronger Water Elementals below. If a pit at {4,29,25} is open, you can end up at {6,29,25} in the Golem and Trees Room instead.
- Get the map of this place.
{3,18,26}You come back here after retrieving the password scroll being stuck in the pit at {3,20,25}.
{3,20,25}Go through this pit to find the PASSWORD FOR THE SEWERS MAP on the level below. Come back at {3,18,26}.
- Find a way across the river, and get a unique weapon.
{3,23,23}3 springs in the surrounding walls, a boulder, 2 rocks, and a Gaefusilfr Coin on the floor. To reach this place, stand on {3,22,24} and move very quickly to the east, then north; be sure to have high strength and stamina as well as a low load (grey, not yellow or red coloured numbers).
{3,23,24}The strong current pushes you via {3,24,24}, {3,24,25}, {3,25,25}, {3,26,25}, {3,27,25}, {3,28,25}, {3,28,24} to {3,29,24}.
{3,24,24}The strong current pushes you via {3,24,25}, {3,25,25}, {3,26,25}, {3,27,25}, {3,28,25}, {3,28,24} to {3,29,24}.
{3,24,25}The strong current pushes you via {3,25,25}, {3,26,25}, {3,27,25}, {3,28,25}, {3,28,24} to {3,29,24}.
{3,25,25}The strong current pushes you via {3,26,25}, {3,27,25}, {3,28,25}, {3,28,24} to {3,29,24}.
{3,26,22}3 springs in the surrounding walls, a unique "Sling of the Killer" on the floor. To reach this place, stand on {3,22,24} and move very quickly 2 steps to the east, then stop; you are most likely now at {3,25,24}, because the current brought you one step further. Be sure to have high strength and stamina as well as a low load (grey, not yellow or red coloured numbers), when you now move very fast one step to the east and 2 steps to the north.
{3,26,23}The strong current pushes you via {3,26,24}, {3,26,25}, {3,27,25}, {3,28,25}, {3,28,24} to {3,29,24}.
{3,26,24}The strong current pushes you via {3,26,25}, {3,27,25}, {3,28,25}, {3,28,24} to {3,29,24}.
{3,26,25}The strong current pushes you via {3,27,25}, {3,28,25}, {3,28,24} to {3,29,24}.
{3,27,24}An Old Man is here, doing nothing but standing in your way.
{3,27,25}The strong current pushes you via {3,28,25}, {3,28,24} to {3,29,24}.
{3,28,24}The strong current pushes you back to {3,29,24}.
- Get unique items from monsters.
{3,2,13} Knight spawns here who carries a Divine Mask.
{3,19,2}The tree here carries the Funereal Thorn. 1 COMPETITION POINT.
{3,27,30} Knight spawns here who carries Holy Greaves.
- Learn that many hidden places can only be accessed through pits.
{3,2,0}Go through this pit to reach the corridors at {4,2,0} (item here, forgotten which one) and {3,5,0}.
{3,5,0}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}.
{3,27,2}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
- Visit the Grey Hermit, fetch a Vorpal Blade from the Haven of Meditation.
{3,15,20}Grey Hermit.
{3,16,19}Black Flame monster.
{3,16,20}PRAY FOR A MIRACLE: Just wait about 3 seconds here and you will be teleported to an area on the Crypt level at {5,5,5} where you can turn on an emerald switch and obtain an Open Helm and a Vorpal Blade, from there you can teleport back to {3,18,20}.
{3,16,21}Killing the flame monster here gets you a Blast Spore. Use the Vorpal Blade's "Disrupt" attack.
{3,18,20}There is a blue Mud Man in here, he drops a Monk Staff. He looks tough, has about 84~101 hit points.
- Fetch the Dwarven Treasure from here after solving the pressure plate riddle below.
{3,0,24}After you've solved the pressure plates riddle on the level below, go down through one of the pits at {3,0,24} or {3,1,22} to easily reach a place near the Dwarven Treasure. The spell from {3,0,26} and a compass might help you.
{3,0,26}Spell unlocked, Treasure Detection, OH IR ROS.
{3,1,22}After you've solved the pressure plates riddle on the level below, go down through one of the pits at {3,0,24} or {3,1,22} to easily reach a place near the Dwarven Treasure. The spell from {3,0,26} and a compass might help you.
- You can enter the Temple's Wisdom Path of Tao here.
{3,29,25}If you fall through one of the pits at {3,29,23}, {3,29,25}, {3,31,24}, you will come back up the stairs at {3,31,27}, but most likely have to fight some stronger Water Elementals below. If a pit at {4,29,25} is open, you can end up at {6,29,25} in the Golem and Trees Room instead.
{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 {2,31,31}.
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 unique compass "Learning Advisor" says "LITTLE SPIN WHEEL OF FORTUNE" when examined on this level.
{4,16,28}You are teleported here from {8,2,2} in the Kitchen Lab. Kill the rats at {4,16,29} for furs and Steaks, then go there to make the teleporter back to {8,2,3} appear here.
{4,29,27}To the sewers behind an imaginary wall.
{4,29,30}To the crypt cemetary.
The level contains:
- Dwarven Fortress (here)
{4,12,0}To the sewers.
{4,15,5}Into the main room of the Crypt.
{4,19,3}"Pit D".
{4,21,2}To the Crypt and Spiders' levels.
{4,22,1}This door can be broken with strong fireballs.
{4,22,2}There are quite a few Blast Spores on the floor and in the southern alcove here.
{4,22,8}Lock requiring solid key. Opens door at 22,9
{4,22,9}This door can be destroyed saving a key.
{4,23,2}To the Crypt and Spiders' levels.
{4,23,9}3 daggers in alcove at east wall, one of them is a BROKEN FUNEREAL DAGGER, 1 COMPETITION POINT.
{4,23,11}To the Crypt level near the Dwarven Champion Mirrors and the Spiders' level.
{4,26,15}To the Dwarven Hall on the Crypt level.
{4,27,3}Entered from pit above 3,27,3. East wall contains 2 iron keys, gold key and emerald key.
{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.
{4,28,15}To the Dwarven Hall on the Crypt level.
{4,29,0}To the sewers.
{4,29,17}See the note at {4,0,4}.
{4,29,20}To the Dwarven Obituary Hall.
- Dwarven Forge (here)
{4,21,4}This door can be broken with strong fireballs.
{4,22,4}There is a Bolt Blade in the northern alcove.
{4,27,5}To the Dwarven Hall on the Crypt level.
{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. I've put a Katana, and after that a unique Mace of Order into the forge, and got an additonal axe out of it.
{4,27,7}To the Dwarven Hall on the Crypt level.
{4,24,8}PASSWORD FOR THE MINES MAP
- Dwarven Maze (here)
{4,0,0}From the Crypt.
{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 {4,1,7} closes.
{4,0,8}You fall down two storeys to the spider level to {6,0,8}.
{4,0,16}To the temple; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{4,0,18}To the Council; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{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.
{4,1,7}This wall closes if you come near from the north from {4,0,5}.
{4,1,22}Climb down to this place from a pit above. Rock Monsters live here.
{4,2,7}ZED SAYS MORE PRECISELY... LEFT DANGER.
{4,2,15}ZED SAYS MORE PRECISELY... LEFT DANGER
{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.
{4,2,25}To remove this wall, follow the instructions given at {4,2,24}. Step on each plate exactly once in the order given, going twice on any of them requires a restart at number ONE. After number FOUR, go up to the sewers at {4,14,13} without touching one of the plates again and come down through one of the pits near this place to {4,0,24} or {4,1,22}. You might have to close "Pit D" on the sewer level.
{4,5,16}Into the room with Undead Champion Mirrors near Vecna on the Crypt level.
{4,5,23}Into the Amber Crypt with Lor's remains and the Altar of Love.
{4,6,11}Into the room with Undead Champion Mirrors near Vecna on the Crypt level.
{4,6,12}ZED SAYS MORE PRECISELY... RIGHT DANGER.
{4,6,13}Into the room with Undead Champion Mirrors near Vecna on the Crypt level.
{4,6,21}ZED SAYS MORE PRECISELY... LEFT DANGER
{4,6,24}Into the Amber Crypt with Lor's remains and the Altar of Love.
{4,8,7}ZED SAYS MORE PRECISELY... RIGHT DANGER
{4,8,24}Into the Amber Crypt with Lor's remains and the Altar of Love.
{4,9,2}This door is breakable.
{4,9,22}Into the Amber Crypt with Lor's remains and the Altar of Love.
{4,9,26}Dwarven Treasure here, 1 COMPETITION POINT.
{4,10,1}Elevator to The Guilds {0,4,4}
{4,10,16}Into the main room of the Crypt.
{4,10,26}After getting the dwarven treasure, stand here and open the door at {4,12,26} with DES GOR DAIN. If you then run there quickly, you'll be hit by fireballs from the explosion when stepping onto the pressure plate at {4,11,26}, but you'll probably survive. Take the torch and black powder from the alcove at {4,13,26}. You can either leave the way you came from or go through
{4,11,1}IAIDO SAYS THIS WALL IS ABOUT TO CRUMBLE
{4,11,3}IAIDO SAYS THIS WALL IS ABOUT TO CRUMBLE
{4,11,25} provided you've opened the wall there. Do not attempt to open any door while standing on the "explosion point" at {4,11,26}!
{4,11,26}Going to this place causes a DANGEROUS explosion!
{4,11,30}Waraxe and item transporter into the Forge at {4,28,6}.
{4,12,2}Weak wall. Switch to open the door at {4,13,2}.
{4,12,30}Ruby and item transporter into the south facing wall of {4,11,4}.
- The Dwarven Mines (here)
{4,10,6}The Scroll in the alcove at {4,9,6} warns about the unstable floor here. After a short time you fall down to the Spiders' level, after another short time to the Council's Circus Game.
{4,10,18}Chalcedony in the wall.
{4,11,5}Alcoves: {4,10,5} Square Key, {4,12,5} Iron Key. A Ruby is supposed to appear at {4,11,4}, but you must perform an action.
{4,11,14}Into the main room of the Crypt.
{4,13,9}Boulder.
{4,13,17}Into the main room of the Crypt.
{4,14,13}To the Sewers.
{4,15,10}Apparently Water Elementals can fall through the grates from the sewers above to {4,15,10}, {4,17,17}, {4,20,16}, {4,21,19}, {4,25,20}, but not exist here. The party and items seem to be held back by a "force field" and stay on the upper level.
{4,16,10}Into the main room of the Crypt.
{4,16,11}GANDO SAYS I SENSE THIS PIT LEADS TO THE CRYPT
{4,17,17}Apparently Water Elementals can fall through the grates from the sewers above to {4,15,10}, {4,17,17}, {4,20,16}, {4,21,19}, {4,25,20}, but not exist here. The party and items seem to be held back by a "force field" and stay on the upper level.
{4,18,13}Sapphire in the wall.
{4,18,16}Rope.
{4,18,17}Into the main room of the Crypt.
{4,18,28}Boulder in the wall.
{4,19,17}Pressure plate "FOUR", see also {4,24,29}, {4,21,17}, {4,19,30} and {4,2,24}.
{4,19,30}Pressure plate "THREE", see also {4,24,29}, {4,21,17}, {4,19,17} and {4,2,24}; Glowing Stone in the wall.
{4,20,14}You are teleported here from {7,31,2} in the Portal Room.
{4,20,16}Apparently Water Elementals can fall through the grates from the sewers above to {4,15,10}, {4,17,17}, {4,20,16}, {4,21,19}, {4,25,20}, but not exist here. The party and items seem to be held back by a "force field" and stay on the upper level.
{4,20,17}Into the main room of the Crypt.
{4,20,23}Into the Black Crypt.
{4,21,17}Pressure plate "TWO", see also {4,24,29}, {4,19,30}, {4,19,17} and {4,2,24}.
{4,21,18}To the Tombstone of Druafang on the Crypt level.
{4,21,19}Apparently Water Elementals can fall through the grates from the sewers above to {4,15,10}, {4,17,17}, {4,20,16}, {4,21,19}, {4,25,20}, but not exist here. The party and items seem to be held back by a "force field" and stay on the upper level.
{4,21,29}Into the Black Crypt.
{4,23,17}Rock (Glowing Stone)
{4,24,21}Boulder.
{4,24,23}This is the destination of the teleporter at {0,12,28} 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}.
{4,24,29}Pressure plate "ONE", see also {4,21,17}, {4,19,30}, {4,19,17} and {4,2,24}.
{4,25,19}To the Tombstone of Druafang on the Crypt level.
{4,25,20}Apparently Water Elementals can fall through the grates from the sewers above to {4,15,10}, {4,17,17}, {4,20,16}, {4,21,19}, {4,25,20}, but not exist here. The party and items seem to be held back by a "force field" and stay on the upper level.
{4,27,16}Boulder in the wall at {4,27,15}.
{4,28,21}9 informational Scrolls in the book shelf at {4,28,20}, only the last one contains useful information about Glowing Stones.
{4,28,22}To the Sewers.
{4,28,31}Silver Coin in the wall at {4,29,31}.
- Elevator to the Fur Trader to {34,18,4}.
{4,14,9}Entrance to Fur Trader to {34,18,4} here, 1 COMPETITION POINT.
- Elevator to the Repository to {34,4,27}.
{4,18,15}ZED SAYS... THOSE RUNES TRANSLATE ROUGHLY AS THE REPOSITORY. You need an Iron Key to enter and one more for each future entry so it's best to do all the riddles down there in one go. The answers are Thorn, VEN Egg, Skull Seeds, Dark Boots, Mirror of Dawn, Rope, Dragon Heart, Torch, and MON Ruby.
- A part of the Monks' Wisdom Path of Tao.
{4,29,25}To the exit room of the Wisdom Path of Tao. Beware of the Golem! Whenever I was here, the grate was closed.
{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}.
{4,31,29}To the sewers and the Iron Temple.
{4,31,31}To a secret room on the Spiders' Level, an exit of the Temple's Path of Tao.
- Some deeper parts of the sewers: a part of a puzzle and where some pits, grates, and the flood lead to as well as the sewers' map.
{4,2,0}Go through the pit at {3,2,0} to find Dust and a Flamebain here and leave upstairs to the east.
{4,4,0}From a pit at {3,2,0} you come down at {4,2,0}, go back to the sewers via {4,6,0} and {4,9,0}.
{4,6,0}You find Bones here.
{4,9,0}Back to the sewers.
{4,18,26}Back to the sewers.
{4,20,25}PASSWORD FOR THE SEWERS MAP (found only when falling through the pit just above).
{4,24,26}Back to the sewers.
{4,31,27}Back to the sewers.
Level 05 - The Crypt
The Halls of the dead. Welcome, enjoy your stay.
The unique compass "Learning Advisor" says "GROUND OF PROPHECIES" when examined on this level.
{5,10,5}This staircase connects the Spiders' level downstairs with the Mines level's elevator room to the Guilds. You can also reach the "Pits and Teleporters Game" on the Council level through the pit to the south.
The level contains:
- The Black Crypt with the Dwarven Hall form this level's main part.
{5,0,0}Going up those stairs you can't do much on the Mines' Level above; jumping through the pit there you fall through {5,0,8} to the Spiders' Level below. The same room is reachable via the stairs at {5,8,0}.
{5,6,1}Spiked mace at {5,7,1}, MON Moon SAR Wine at {5,6,0}.
{5,6,3}Dragon Heart at {5,6,4}.
{5,7,1}Skull Lock.
{5,7,2}Putting a Skeleton Key into the lock at {5,7,1} removes the walls at {5,6,1}, {5,8,1}, {5,9,1} and {5,6,3}, {5,8,3}, {5,9,3} revealing alcoves and a pit.
{5,8,0}To a secret room, a shortcut to the Stairs of Ashes.
{5,8,1}Spiked mace at {5,7,1}.
{5,8,3}Gold powder at {5,8,4}.
{5,9,1}Thorn "IMPERVIOUSITY" at {5,9,0}.
{5,9,3}Iron Key at {5,10,3}.
{5,12,3}To the Council's Circus Game; can be closed somehow.
{5,15,14}You are teleported here from the Portal Room from {7,29,5}.
{5,15,24}You can pick the lock at {5,16,24} to open this door.
{5,19,3}"Pit D" can be opened and closed on this level with the button at {5,25,3}.
{5,20,3}GANDO SAYS THIS PIT LOOKS DEADLY
{5,22,6}To {5,23,7} and the Spiders' level.
{5,23,7}To {5,22,6} and the Spiders' level.
{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.
{5,24,27}This is the destination of the teleporter at {0,13,29} 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}.
{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.
{5,26,3}The button at {5,25,3} switches "Pit D" at {5,19,3}.
{5,28,0}The Stairs of Ashes begin here. Open the door below later from the other side without a key.
{5,29,20}To the Dwarven Fortress.
{5,29,30}To the sewers at the imaginary wall west of {3,29,27}.
- The Dungeon Crypt of Amber with the remains of Lor and the Altar of Love
{5,4,22}There's a VI Altar at {5,4,21}.
{5,10,19}There's a VI Altar at {5,10,18}.
{5,12,24}This door is opened with a Gold Key at {5,12,25}; there's an inscription "THE DUNGEON CRYPT OF AMBER" at {5,12,23}.
- The secret entrance hall to the tomb of Druafang.
{5,22,17}Stairs down to the treasure of Druafang. Beware of the dragon.
{5,24,18}Stepping here for the first time creates a skeleton monster south of you.
- 5 altars teleporting you to distant sublevels.
{5,8,7}Touching the "Altar of Nightmare" teleports you to {36,16,15}, you come back to this place from {36,8,16}.
{5,8,27}Touching the "Altar of Love" at {5,8,28} for the first time teleports you to {27,6,29}. Do not come back from there without having solved the secret; the Altar seems to teleport you only once, so enter with a strong and healthy party.
{5,10,0}Touching the "Altar of Ancient Doors" teleports you to {33,21,7}.
{5,18,1}Touching the "Altar of Rose" teleports you to {34,2,21}.
{5,23,31}The "ALTAR OF THE ASSAULT" teleports you to {41,16,23} when touched. When you enter here, take all the cursed items you own with you as well as one SAR Wine of Titans found in the Wine Cellar. The wine opens a secret passage there to even more wine, the curses can be removed by a free blessing you will receive at the end of the level. You must be rather strong to survive this level, but you don't need to take items with you except a flask, food (there isn't any where you go, but a long fight awaits you), as well as good weapons and armour against normal and undead enemies. Bring along empty bags instead to retrieve the items on the level all at once. When fighting there, have a low load, this also saves food.
- 2 rooms with champion portraits and an altar in case your party isn't complete yet.
{5,4,26}Put a Snapdragon onto the Altar at {5,4,27} to revive Lor. You can then choose him as a party member. You can also unlock the portraits at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12}, {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into each image. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of those portraits at once.
{5,5,16}You can unlock the portraits of the undead at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12} and of the dwarves at {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into the images. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of the portraits at once. Lor at {5,4,26} is an exception: place a Snapdragon on the altar. Unlocked champion images can be used as party members just like in the guilds, if you haven't already four of them.
{5,6,11}You can unlock the portraits of the undead at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12} and of the dwarves at {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into the images. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of the portraits at once. Lor at {5,4,26} is an exception: place a Snapdragon on the altar. Unlocked champion images can be used as party members just like in the guilds, if you haven't already four of them.
{5,6,12}You can unlock the portraits of the undead at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12} and of the dwarves at {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into the images. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of the portraits at once. Lor at {5,4,26} is an exception: place a Snapdragon on the altar. Unlocked champion images can be used as party members just like in the guilds, if you haven't already four of them.
{5,7,4}You can unlock the portraits of the undead at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12} and of the dwarves at {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into the images. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of the portraits at once. Lor at {5,4,26} is an exception: place a Snapdragon on the altar. Unlocked champion images can be used as party members just like in the guilds, if you haven't already four of them.
{5,7,12}You can unlock the portraits of the undead at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12} and of the dwarves at {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into their images. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of the portraits at once. Lor at {5,4,26} is an exception: place a Snapdragon on the altar. Unlocked champion images can be used as party members just like in the guilds, if you haven't already four of them.
{5,16,0}You can unlock the portraits of the undead at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12} and of the dwarves at {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into the images. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of the portraits at once. Lor at {5,4,26} is an exception: place a Snapdragon on the altar. Unlocked champion images can be used as party members just like in the guilds, if you haven't already four of them.
{5,23,15}There is a horn in an alcove, champion portraits are on the walls.
{5,23,16}You can unlock the portraits of the undead at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12} and of the dwarves at {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into the images. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of the portraits at once. Lor at {5,4,26} is an exception: place a Snapdragon on the altar. Unlocked champion images can be used as party members just like in the guilds, if you haven't already four of them.
{5,24,14}You can unlock the portraits of the undead at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12} and of the dwarves at {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into the images. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of the portraits at once. Lor at {5,4,26} is an exception: place a Snapdragon on the altar. Unlocked champion images can be used as party members just like in the guilds, if you haven't already four of them.
{5,24,15}You can unlock the portraits of the undead at {5,5,16}, {5,6,11}, {5,6,12}, {5,7,12} and of the dwarves at {5,23,16}, {5,24,14}, {5,24,15} by putting a set of bones into the images. Alternatively, each of the locks at {5,7,4} and {5,16,0} unlocks a whole group of the portraits at once. Lor at {5,4,26} is an exception: place a Snapdragon on the altar. Unlocked champion images can be used as party members just like in the guilds, if you haven't already four of them.
- Get the level's main treasure from Vecna.
{5,5,21}VI Altar reachable from {5,6,21}, containing the Bones of the Cartographer and the PASSWORD FOR THE CRYPT MAP.
{5,6,17}If you choose to enter here to meet Vecna at {5,6,21}, there seems to be no way to escape her curse in the current Conflux version. So kill her to get all the treasure from {5,5,21}, {5,7,21} and {5,6,22}. Almost all items in your possession which aren't contained in bags will be cursed, so take only the necessary things with you. The Branch of Fear and Courage and the unique Mace of Order worked best against Vecna for me. If you dare to defend the Altar of the Assault's town (reachable at {5,23,31}) while being cursed (which is likely a bad idea, because even uncursed food tastes like ashes and barely nourishes as long as the party is cursed), you can receive a bless there, otherwise spend one of the many coins you've got then at the High Priest's altar at {2,18,16}.
{5,6,21}Meet Lich Vecna here, 1 COMPETITION POINT. If you kill Vecna at {5,6,22} you'll find cursed bones and the (interestingly still uncursed) Silk Shirt "Body of Vecna" on the floor at the western side on this square; after killing her, you are relatively safe at this place to get the treasure from the VI Altars at {5,5,21} and {5,7,21}.
{5,6,22}On the floor on the southern end of this square you'll find: 2 sets of bones; an empty bag; a bag with 8 GOR Coins; a bag with 7 GOR Coins and the unique cursed Funereal Mace of Order "WINDU", 1 COMPETITION POINT. Grab the treasure; you are damaged by lightnings and poison clouds coming out of the altar at {5,6,23}, those travel on the same routes as the poison clouds on this level did before. Wait until you are teleported to {5,8,6}, if you leave through {5,6,16} instead, mummies are created in this room.
{5,7,16}ZED SAYS WE SHOULD NOT STAY HERE... NO MORTAL CAN FIGHT A LICH...
{5,7,21}VI Altar reachable from {5,6,21}, containing a cursed Monk Staff; a Skull Seed; a normal scroll; a spell scroll, and spell unlocked: Vampiric Starvation, ZO VEN SAR.
- The entrance to one of the many endings of this game.
{5,27,20}Open the door with a Powergem at {5,28,20}.
{5,29,28}Go up here to one of the games' endings.
- The treasure room.
{5,2,4}To the Spiders' level, same room as the stairs at {5,5,7} lead to.
{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. He'll open the door, saving you a SAR key, but deceive you. You'll get a treasure and your items back if you kill the thief later, whom you will likely find in the room below.
{5,5,7}From the Spiders' level.
- The Haven of Meditation is accessible only from a teleporter in the sewers.
{5,3,3}To the north at {5,3,2} is a VI Altar with an Open Helm and a Vorpal Blade (Voidness Edge), a weapon against immaterial monsters such as Ghosts and Water Elementals.
{5,5,4}The switch to the north at {5,5,3} opens the wall at {5,4,4}.
{5,5,5}"Haven of Meditation": you are teleported here from the Sewers' level from {3,16,20}.
{5,6,5}Teleporter back to the Sewers' level to {3,17,20}.
- A puzzle area accessible from the level below.
{5,0,16}To the Council; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{5,0,18}To the temple; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{5,0,20}"Spiteful 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 onto the plate from {5,1,21}, 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.
{5,1,17}Open this door with an Emerald Key at {5,2,18}. This is only a shortcut, both sides of this door are accessible without spending a key.
{5,1,22}On the western wall is a switch on the head. I think this closes the pit at {5,0,24}.
- The temple's Wisdom Path of Tao has staircases here.
{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}.
{5,31,28}To a secret room on the Spiders' Level, an exit of the Temple's Path of Tao.
{5,31,31}To the sewers and the Iron Temple.
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.
The unique compass "Learning Advisor" says "FATE UNFURLING" when examined on this level.
{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. 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. See also {6,0,8} and {6,2,4}.
{6,0,8}You can fall down here from a pit at {4,0,8}. See also {6,0,2} and {6,2,4}.
{6,0,14}LEYLA SAYS BEAUTIFUL GEM... I THINK I COULD RETRIEVE IT WITH A DAGGER... (Note: dagger vanishes, gives gem)
{6,0,16}To the temple; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{6,0,18}To the Council; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{6,2,17}Open this door with an Emerald Key at {6,1,18} or {6,3,18}. This is only a shortcut, both sides of this door are accessible without spending a key.
{6,3,21}Helmet here.
{6,4,13}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,5,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{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
{6,8,14}You can be teleported to this place from the Maze of Thieves from {15,14,29}.
{6,8,16}It seems that a teleporter from here to {6,26,4} can be activated.
{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.
{6,9,20}Down and up again to the adjacent stairs to {6,7,20} west of here and down to the "Canteen" on the Council level.
{6,10,6}Move quickly, or you will fall down into the pits-and-teleporters "game" on levels 7 and 8.
{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.
{6,12,3}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.
{6,12,18}"Revenge Room" Enter at {6,13,24} or {6,9,20} via {6,7,20}.
{6,12,23}"Revenge Room" Enter at {6,13,24} or {6,9,20} via {6,7,20}.
{6,13,12}This is the destination of the teleporter at {0,8,31} 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}.
{6,13,19}Going here opens a pit dropping you to into a prison cell at {7,13,19} immediately. Enter this room at {6,13,24} or {6,9,20} via {6,7,20}.
{6,13,24}To the backdoor hall of the Council.
{6,15,9}To {6,17,9}.
{6,15,23}This door is locked, behind it is a teleporter.
{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.
{6,17,6}Water basin to the east.
{6,17,9}To {6,15,9}.
{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}.
{6,18,5}Water basin to the south. Touching the statue on the west wall closes and opens "Pit D" at {6,19,3}.
{6,18,6}Bones, rope, many VEN Eggs. You are hit by a spell which is triggered when entering and leaving this place. Try to lure a worm from the secret treasure room around {6,27,9} here.
{6,18,7}Water basin to the north.
{6,18,23}Pit into Solune's prison cells. Many Vexirks and Thieves!
{6,19,3}"Pit D".
{6,19,23}A cobweb throws back items.
{6,19,30}You are teleported here from {8,0,2} in the Kitchen Lab. Kill the rats at {6,19,29} for furs and Steaks, then go there to make the teleporter back to {8,0,3} appear here.
{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.
{6,21,1}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.
{6,21,23}GANDO SAYS I THINK THIS PIT LEADS TO A PRISON
{6,22,23}Series of pits ending at {9,22,23}.
{6,26,4}You can be teleported here from {6,8,16}.
{6,26,20}THE BONE DOLL SINGS... AND IT MAKES ME WONDER
{6,27,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.
The level contains many interesting puzzles and treasures:
- Look for statues in the walls. Many give you hints about an item they want, and give another one in exchange or open a path. The conversion works only once per statue.
{6,0,28}Riddle (Master of the keys): Iron Key. (opens door)
{6,0,31}Riddle (Herakles): Gauntlets. (gives unique magical ashes)
{6,2,1}Riddle: Scroll. (PASSWORD FOR THE SPIDERS LAIR MAP)
{6,2,21}Riddle (Gnomekin): SAR Wine. (gives ZO Liqeur)
{6,2,30}Riddle (Arianna): Rope. (opens wall)
{6,6,4}Riddle: Bones. (gives Skebow)
{6,7,18}Riddle (Elfkin): Bow. (gives elven boots)
{6,8,18}Riddle (Orckin): Club. (gives Magic Purse)
{6,9,18}Riddle (Trollkin): Stone club. (gives Icewinds)
{6,9,23}Riddle (Heroes touched by fortune): Gaefusilfr. (gives Scroll of Teleport); on floor: Blast Spore, Kath Vinegar.
{6,12,14}Riddle (lost wanderer): Arrow. (gives compass)
{6,13,3}Riddle (Shoulders): Cape. (gives leather jerkin)
{6,16,12}Riddle (true companion): The Shining. (gives glowing stone)
{6,19,21}Riddle (protector of warriors): Wooden Shield. (gives unique small Shield of NETA: increases vitality)
{6,23,3}Riddle (Atlas): Boulder. (gives stone club)
{6,27,27}Riddle: Scroll.
{6,29,14}Riddle (Prometheus): Torch.
- The FUL Statue Riddle is a special one not requiring an item, but not easy to solve.
{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.
{6,4,31}You come from {6,15,31}.
{6,5,27}Teleporter to {6,17,30}.
{6,5,29}Teleporter to {6,21,24}.
{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}.
{6,10,29}You come from {6,15,27}.
{6,11,27}Teleporter to {6,12,30}.
{6,11,31}Teleporter to {6,8,30}.
{6,12,28}Teleporter to {6,21,24}.
{6,12,29}There is a Ra Key here. One is in the lock at {6,18,29}.
{6,12,30}There is a Monk Staff here. You come from {6,11,27}.
{6,14,29}You come from {6,21,25}.
{6,15,27}Teleporter to {6,10,29}.
{6,15,29}Teleporter to {6,21,24}.
{6,15,31}Teleporter to {6,4,31}.
{6,17,27}Teleporter to {6,21,24}.
{6,17,30}You come from {6,5,27}.
{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.
{6,19,28}The button opens the door at {6,8,28}.
{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. Whenever you get teleported back here without having finished the puzzle, do not go north, or you'll have to open this door at the statue again. Simply go back south into the teleporter; you don't need any items from outside the area.
{6,21,25}Teleporter to {6,14,29}.
{6,21,27}You come from {6,8,27}.
{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}.
- The entrance and exit from a pit of a treasure room on the level above.
{6,2,4}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 one of the corners at {6,0,2} or {6,0,8} 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.
{6,5,7}To a treasure room, take lock picks and a golden GOR Coin with you.
- A secret room.
{6,26,8}A Scorpion appears behind you when you enter here for the first time. There are VEN Eggs in the wall.
{6,27,6}CHANI SAYS THOSE BABY WORMS... IF WE COULD DROWN ONE WE COULD OBTAIN THE WATER OF DEATH (See also the note at {6,27,8}.)
{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. Don't kill all the worms here, lure them into the "shower" at {6,18,6}.
{6,28,10}A Scorpion appears behind you when you enter here for the first time. There are VEN Eggs in the wall.
- The Stairs of Ashes have a puzzle on this level.
{6,8,0}The button at {6,8,1} removes the wall at {6,9,0}. You get here only from a locked up pit on the Crypt level.
{6,10,1}Going down the Stairs of Ashes here floods the level.
{6,25,0}This door can be opened without a key (at least from the western side.)
{6,28,0}Stairs of Ashes.
- Teleporter shortcuts to many levels above and the pits down to the entrance of the Moria.
{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.
{6,28,3}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.
- The temple's Wisdom Path of Tao ends here.
{6,29,25}Water to the west. There are trees and a Golem here.
{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}.
- The Spider Queen corridor with the Scorching Silk Whip (this level's main treasure).
{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 end 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.
{6,11,24}The level's main treasure location, get it from {6,12,24}. Shuriken, bones, bag with Hosen, cape, golden key on the floor.
{6,12,24}Scorching Silk Whip here, 1 COMPETITION POINT.
- The way to one of the many endings of this game.
{6,29,28}You come from the Dwarven Obituary Hall through the door with the Powergem Lock on the Crypt Level.
{6,29,30}Throw Corbums at these doors to free the Leader of the Council, 10 COMPETITION POINTS.
- The grave of Druafang.
{6,20,20}Dragon helm on east facing wall, 3 COMPETITION POINTS. Not in 3.5B8 any more!
{6,21,20}Spell unlocked, Ultimate Sacrifice, ZO BRO NETA.
{6,22,17}To the room of the grave of Druafang on the crypt cemetary.
{6,23,19}Fight the dragon.
{6,23,21}Door lockpickable.
{6,23,23}Furx, the weapon of Druafang here, 3 COMPETITION POINTS.
{6,25,20}This wall must be opened from the western side.
- The Cruel Pit Riddle.
{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?.
- The Time Machine in the future.
{6,29,18}There are player bones, 3 scrolls and an Emerald Key in the alcove at {6,29,17}. At {6,28,18} is a wall decoration instead of an alcove. There might be something interesting hidden.
{6,29,21}This door is closed as long as there aren't bones in all of the alcoves at {6,28,19}, {6,29,17}, {6,30,18}, {6,30,19}. To keep the additional player bones, exchange them with normal bones.
{6,29,22}There are a VI Altar at {6,28,22} and a bookshelf at {6,30,22}. You find scrolls and a Gaefusilfr Coin in them.
{6,29,23}This teleporter brings you back to {2,20,16} into the Iron Temple.
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 Councillor, however.
The unique compass "Learning Advisor" says "SHAPING OPPORTUNITIES" when examined on this level.
{7,0,18}To the temple; exits to this stairwell from the levels 3 to 6 must be unlocked from the other sides.
{7,2,19}Teleporter to {7,22,9}.
{7,4,19}GANDO SAYS THIS IS A MAGICAL LOCK
{7,8,17}Pressing a button at {11,20,12} near the weapon replicator on the lowest level of THE SUDDEN DEATH area teleports you here.
{7,10,1}Going up the Stairs of Ashes here floods the level.
{7,12,1}Going down the Stairs of Ashes here floods the level.
{7,13,24}To the "Revenge Room" on the Spiders' level, which must be entered from here or the stairs at {7,9,20}. The third "entrance" is a trap throwing you into the cell at {7,13,19}.
{7,13,26}Water!
{7,15,24}Destroyable statue, no text when examined.
{7,15,26}Destroyable statue, no text when examined.
{7,16,7}Ladder to {6,16,7}, leads back to this level to the stairs north at {7,16,5} (Dark Councillor).
{7,17,15}LEIF SAYS I COULD BASH THIS DOOR
{7,17,24}Destroyable statue, no text when examined.
{7,18,22}Door can be bashed.
{7,18,26}Destroyable statue, no text when examined. There are an empty alcove and a double lock here. The lock requires 2 Iron Keys and puts an Emerald Key into the alcove. I'm not sure whether it also activates the teleporter at {7,11,24}, probably not.
{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!
{7,23,14}NABI SAYS THE CHAMERLAIN IS THE GUARDIAN OF THE COUNCIL. ONLY MY SHIELD CAN PROTECT US AGAINST HIS TRAPS
{7,23,23}Inscriptions on all surrounding walls.
{7,23,28}Ladder down to {8,23,28}.
{7,25,14}LEIF SAYS WAIT... I COULD BREAK THE SECOND DOOR
{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 Couatls.
{7,30,16}GANDO SAYS THIS IS A MAGICAL LOCK
{7,30,27}Down to {8,30,27}, return via the ladder at {7,23,28}.
{7,11,24}Teleporter to {8,20,12}, probably switched on from down there at {8,21,11} (or from the lock at {7,17,26}, not sure…)
{7,24,25}Press the small button at {7,24,24} to open and close the wall at {7,23,25}.
Places:
- The Officers' Canteen: unlimited food and water as well as some hidden things. See also here.
{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.
{7,7,23}Unlimited food and water! Vexirks disturb you from time to time. Below all the Chewer Pods ad Worm Rounds are buried: 2 Spitter Berries and a Stone Mushroom to the north; a Gorgonzola and a Shuriken to the west; a Spitter Berry to the south; a Stone Mushroom and a Gold Key to the west.
{7,8,20}A small button on the northern wall {7,8,19} opens the southern wall {7,8,21}.
{7,9,20}To the "Revenge Room" on the Spiders' level, which must be entered from here or the stairs at {7,13,24}. The third "entrance" is a trap throwing you into the cell at {7,13,19}.
- The White Chambers.
{7,5,15}The White Chambers, sack them, 5 COMPETITION POINTS. GANDO SAYS THIS IS A MAGICAL LOCK
- The Circus.
{7,10,2}Circus Prize 99 in door side in east facing wall, 1 COMPETITION POINT.
{7,11,4}The pits at {7,11,4} and {7,11,5} never close, and lead to a place safe to rest. The adjacent pits drop you into teleporters bringing you back up onto a different square from where you fall down into the next teleporter.
{7,11,5}The pits at {7,11,4} and {7,11,5} never close, and lead to a place safe to rest. The adjacent pits drop you into teleporters bringing you back up onto a different square from where you fall down into the next teleporter.
- Solune, the Dark Councillor.
{7,16,2}A wall switch removes and places a column at {7,18,2}, opening or blocking the way for Solune, the Dark Councillor in the room behind the pit.
{7,16,5}Stairs up and then ladder down back to this level at {7,16,7} south of here.
{7,17,4}HAWK... UNCLE... IS IT YOU... BUT WHY...
{7,18,1}PASSWORD FOR THE EMERALD LEVEL MAP + Turquoise key + Ruby.
{7,18,3}Dark Councilor here carries Cerberus, 3 COMPETITION POINTS.
{7,19,3}"Pit D".
{7,19,1}STAMM SAYS THE POWERGEM IS ORANGE. THIS IS A FAKE.
{7,20,4}To the Emerald Level, the Garden of Nostalgia, and the bottom of Pit D with the Maze of Thieves and the Stairs of Ashes.
- The Prison, where the Dark Councillor keeps his victims.
{7,11,19}Vexirk, items in alcove
{7,11,21}"Uncurable Crimes"
{7,12,20}Secret button opens door to the west.
{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}.
{7,17,19}You fall into this cell from {6,17,19}.
{7,22,22}The door here can be destroyed with a fireball from {7,22,23}.
{7,22,23}Series of pits ending at {9,22,23}, from {9,23,24} you are teleported up here again. There is a Scimitar here. This pit opens with a delay when you stand on it, letting you time to eventually destroy the prison door.
- The Council.
{7,27,23}Kill Council here, 10 COMPETITION POINTS.
{7,27,26}"Council Backdoor"
- The Torture Chamber: a nice shortcut to the Emerald Level below.
{7,11,26}"Torture Chamber", door with button.
{7,11,30}Use the pits at {7,11,30}, {7,14,28}, {7,14,30} as a shortcut to an area on the level below to save precious keys.
{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; the Vexirk can hurl spells at you, though.
{7,14,28}Use the pits at {7,11,30}, {7,14,28}, {7,14,30} as a shortcut to an area on the level below to save precious keys.
{7,14,30}Use the pits at {7,11,30}, {7,14,28}, {7,14,30} as a shortcut to an area on the level below to save precious keys.
- The Portals and the Moria entrance, a nice shortcut from levels 5 and 6 above to other levels.
{7,30,0}Inscription "The Portals".
{7,26,2}"CELLAR": to {1,29,27}, the temple's region of the cellar at the south west.
{7,26,3}"GUILDS": to {0,7,10} into the main guilds' entrance room.
{7,28,5}"SPIDERS": to {6,17,24} near the Revenge Room.
{7,29,5}"CRYPT": to {5,15,14} onto the pressure plate in the central room; beware of poison clouds and undead monsters.
{7,31,2}"MINES": to {4,20,14} near the Repository entrance.
{7,31,3}"MONASTERY": to {2,10,24} into an initially monster infested room to the south west.
{7,27,1}A Giggler holds the PASSWORD FOR THE SUDDEN DEATH MAP. Unfortunately, it can use any of the teleporters so it can be anywhere near the places reachable from here.
{7,28,3}Entrance to "The Portals" from the pit at {6,28,3}.
{7,28,2}This is the destination of the teleporter at {0,10,31} in a portal room on the Guilds' level. Gigglers and the freed Cartographers from {13,0,4} can appear here, as well as the Darc Armour knights and yourself down from {19,7,26}. The knights cannot exist on this level, you'll find rust, a Spiked Mace, a Basinet Helmet and a Darc Armour part (all cursed). See also {7,29,3}.
{7,29,3}This is the destination of the teleporter at {0,12,31} in a portal room on the Guilds' level. Gigglers and the freed Cartographers from {13,0,4} can appear here, as well as the Darc Armour knights and yourself from {19,7,26}. The knights cannot exist on this level, you'll find rust, a Spiked Mace, a Basinet Helmet and a Darc Armour part (all cursed). See also {7,28,2}.
{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.
- The Oracle reachable from downstairs only. This room is worth the Emerald Key needed to open it! Get a fifth character for your party!
{7,28,7}You can only enter this room from the Emerald Level with an Emerald Key.
{7,29,8}The bookshelf at {7,28,8} contains 3 scrolls about the history of Vecna.
{7,30,6}"THE ORACLE": at {7,29,6} you see an inscription "A FATE IS AWAITING FOR YOU IN A DISTANT PLACE" and a button. After pressing it, you receive a message: "REACH $LOCATION UPON THE $NUMBER GONG TO FIND IT OUT." Follow the link to the Wiki in the right level description column for details.
{7,30,7}A wizard here has the unique Dragon Head, Helm of Druafang, and a Magic Purse. You also get worm slices, an empty Waterskin and a Gaefusilfr Coin.
{7,30,9}At {7,30,10} there are an inscription "MINISTRY" and a Square Key lock for the door at {7,31,10}.
{7,31,7}The bookshelf at {7,31,6} contains a scroll mentioning a prophecy about your party. Have a look at {7,30,6} to receive it.
{7,31,10}You can open this door with a Square Key at {7,30,10} from the northern side, but both sides are reachable without opening it, saving a key.
- The Tower of Mampang.
{7,00,21}Kill the Archmaster of Mampang and put the Crown of kings here, 10 COMPETITION POINTS.
- The Cruel Pit from the Spiders' Level
{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 members at the VI Altar down the stairs at {7,8,6} on level 9 as well as to pick up all your belongings here and the treasure in the alcove at {7,8,5}.
{7,8,5}The alcove contains an Emerald, a Gold and an Iron Key; a Stormring.
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.
The unique compass "Learning Advisor" says "FULFILLING FUTURE" when examined on this level.
{8,0,0}To the ROS level (Ninja Guildmaster Leyla's game ending). This staircase connects all the Guild Masters' endings.
{8,1,0}A golem awaits you here and pushes you back into the poisoned corridor occasionally.
{8,2,0}Open this door by taking the key out of the alcove at {8,2,1}.
{8,2,23}Mace and Emerald Key at {8,1,23}.
{8,3,1}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.
{8,3,21}The lever at {8,2,21} removes the wall at {8,7,24}.
{8,4,21}The lever at {8,4,20} removes the wall at {8,7,23}.
{8,5,0}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}.
{8,5,8}Fountain at {8,4,8}, inscription "ENERGIC WATER" at {8,5,7}.
{8,5,24}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.
{8,6,8}Use an Emerald Key at {8,7,9}.
{8,6,21}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.
{8,6,23}Emerald Key at {8,6,22}.
{8,6,25}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.
{8,6,31}To the Emerald Forest.
{8,7,8}"VINEGAR TRANSMUTER": Transmute a KATH Vinegar into a dead MON Blast Spore at {8,7,7}.
{8,7,16}Down, then up again to the adjacent stairs at {8,6,17}.
{8,7,23}The lever at {8,7,22} removes the wall at {8,5,24}.
{8,7,24}The lever at {8,8,24} removes the wall at {8,2,23}.
{8,7,30}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.
{8,8,1}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.
{8,8,8}Use an Emerald Key at {8,9,7}.
{8,8,21}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.
{8,9,0}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.
{8,9,8}Teleporter to {8,10,8}.
{8,9,9}Inscription "TRANSMUTATIONS EXPERIMENTS" at {8,8,9}.
{8,9,16}Statue can be bashed. Choosing the "examine" action with empty hands reveals nothing.
{8,9,31}Lock here is lockpickable.
{8,10,0}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.
{8,10,8}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.
{8,10,15}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.
{8,11,0}Bash this door.
{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.
{8,11,14}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.
{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.
{8,11,25}In the alcove at {8,11,24} are a Flamebain armour (this level's main treasure) and a Magic Purse.
{8,11,27}Go to {8,14,23} to open the wall.
{8,11,30}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}.
{8,11,31}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.
{8,12,0}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.
{8,12,1}Going up the Stairs of Ashes here floods the level.
{8,12,8}Immobile Golden Golem; in the alcove at {8,12,7} are the golem recipe scroll, ashes, bones, a boulder, a GOR Coin.
{8,12,10}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.
{8,12,11}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.
{8,12,31}Kill the monsters here with spells from {8,7,31}; retreat downstairs or to the north.
{8,13,6}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.
{8,13,9}In a crack in the pillar at {8,13,8} is another scroll about Golem research mentioning a Power Gem.
{8,13,15}Secret stairwell to the Council's and Spiders' levels.
{8,13,19}Recipe scroll for a Bone Golem in the alcove at {8,13,18}; button at {8,12,19}.
{8,14,3}You can open the door and the walls nearby. Fight a scorpion in this corridor apparently generated by the pressure plate here.
{8,14,6}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.
{8,14,8}Immobile Silver Golem; in the alcove at {8,14,7} are the golem recipe scroll, ashes, bones, a boulder, a Silver Coin.
{8,14,11}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}.
{8,14,23}Going here opens the wall at {8,11,27} releasing monsters from {8,11,26} and {8,11,25}.
{8,14,28}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}.
{8,14,29}This door has a button and can be destroyed.
{8,14,30}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}.
{8,14,31}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.
{8,15,2}You can go up here and open the way for the Dark Councillor on level 7.
{8,15,6}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.
{8,15,10}Immobile Copper Golem; in the alcove at {8,16,10} are the golem recipe scroll, ashes, bones, a boulder, a SAR Coin.
{8,15,23}Touching the crack at {8,16,23} opens the wall at {8,15,22}.
{8,15,31}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.
{8,16,1}Stairs of Ashes.
{8,16,6}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.
{8,16,18}Immobile Golem, has a Stone Club.
{8,16,28}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.
{8,16,29}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}.
{8,16,31}This door has a button and can be destroyed.
{8,17,6}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.
{8,17,8}The alcove at {8,16,8} contains a Magic Purse, Icewinds, a Stone Club.
{8,17,28}This door has a button and can be destroyed.
{8,17,31}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.
{8,18,4}To the Garden of Nostalgia and the bottom of Pit D with the Maze of Thieves and the Stairs of Ashes.
{8,18,6}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.
{8,18,11}"Only" a SAR Coin in the slot at {8,18,10} makes an alcove with a Snapdragon and fun of you with a scroll.
{8,18,12}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}.
{8,18,13}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".
{8,18,14}4 Chalcedonies and 4 Sapphires in the slot at {8,17,14} create an EE Ruby in the southern alcove at {8,19,12}.
{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
{8,18,18}Immobile Golem, has a Stone Club.
{8,18,28}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.
{8,18,29}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.
{8,18,30}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.
{8,18,31}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.
{8,19,3}"Pit D".
{8,19,8}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.
{8,19,11}A SAR Coin in the slot at {8,19,12} makes a normal fountain.
{8,19,12}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}.
{8,19,14}A SAR Coin in the slot at {8,19,15} makes an alcove with a Casque 'n Coif helmet.
{8,19,16}Immobile Golem, has a Stone Club.
{8,20,4}To the room of Solune, the Dark Councillor.
{8,20,7}This Emerald Key lock consumes a key, but seems to do nothing.
{8,20,8}There's a button at {8,20,9} for the door at {8,19,9}. There's a lock at {8,20,7}.
{8,20,10}This Emerald Key lock consumes a key, but seems to do nothing.
{8,20,11}4 Emeralds and 4 Rubies in the slot at {8,20,10} open the wall at {8,19,10}.
{8,20,14}A Silver Coin in the slot at {8,20,15} makes an alcove with an Icewinds.
{8,21,5}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.
{8,21,12}A Silver Coin in the slot at {8,21,11} makes a teleporter bringing you to {7,24,25} near the Council Backdoor.
{8,21,13}A GOR Coin in the slot at {8,22,13} makes an alcove with an Elven Mail and a magical Claw weapon.
{8,21,14}A GOR Coin in the slot at {8,21,15} makes an alcove with a Flamebain Mail.
{8,21,16}Immobile Golem, has a Stone Club.
{8,21,17}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.
{8,22,8}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}.
{8,22,18}Take the scrolls out of the alcove here and put something into it to open the wall at {8,24,18}.
{8,22,20}Going here opens the wall at {8,22,21} releasing monsters from {8,22,22}.
{8,22,21}Go to {8,22,20} to open the wall.
{8,22,23}Series of pits ending at {9,22,23}.
{8,23,1}A Skull Lock is at {8,22,1}.
{8,23,3}To the Golem Prison.
{8,23,5}The alcove at {8,23,4} contains a cape.
{8,23,6}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}.
{8,23,10}Going here opens the wall at {8,22,10} releasing monsters from {8,21,10}.
{8,23,11}Touching the wall ornament at {8,22,11} shoots a fireball at you.
{8,23,13}Touching the wall ornament at {8,24,13} shoots a fireball at you.
{8,23,14}Going here opens the wall at {8,24,14} releasing monsters from {8,25,14}.
{8,23,17}Fake pit…
{8,23,18}GANDO SAYS I CANNOT SENSE ANYTHING ABOUT THIS PIT
{8,24,1}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}.
{8,24,4}The bookshelf at {8,24,3} contains a recipe scroll.
{8,24,6}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?
{8,24,10}You fall into a teleporter to {8,11,5}.
{8,24,14}Go to {8,23,14} to open the wall.
{8,24,16}This pressure plate shoots fireballs and poison at you.
{8,24,18}Take the scrolls out of the alcove at {8,22,18} and put something into it to open this wall.
{8,25,3}Door with button.
{8,25,4}Inscription "HIGH SENTINEL" at {8,26,4}.
{8,25,5}The bookshelf at {8,26,5} contains a recipe scroll.
{8,25,8}The alcove at {8,25,9} contains a cape.
{8,25,10}A destroyable statue is here.
{8,26,2}This pit goes down to {10,26,2} and finally {12,23,0} at the Moria entrance.
{8,26,8}The alcove at {8,26,9} contains a cape.
{8,27,0}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.
{8,27,7}There is an Emerald Key lock at {8,27,6}. It's worth to spend a key here to go upstairs.
{8,28,7}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.
{8,30,21}Circus Prizes 12/13/21/44/78/83 + PASSWORD FOR THE GUILDS MAP + PASSWORD FOR THE COUNCIL MAP.
Interesting places:
- The Sudden Death
{8,21,6}To THE SUDDEN DEATH.
{8,31,9}From 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).
{8,16,24}Teleporter to {16,13,30} on the Apprentice Level.
{8,17,23}The lever at the northern side of the wall at {8,18,23} opens this door.
{8,18,24}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}.
- A path into the Council Chamber
{8,20,26}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.
{8,20,27}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.
{8,20,28}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.
{8,20,29}Put a coin into the slot at {8,21,29} to escape if trapped here; there is an inscription "LEFTOVERS" at {8,19,29}.
{8,21,22}Open the door with the button at {8,21,22} from the western side.
{8,24,26}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.
{8,27,24}You fall down to {10,27,24}. You can be teleported back from {11,27,25} to {8,29,24}.
{8,29,24}You are teleported back here from {11,27,25}. To go down there, enter the pit at {8,27,24}.
{8,29,25}"THERE ARE VOICES UP HERE. WE ARE IN THE COUNCIL UNDERWAY..."
{8,29,26}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}.
- A treasure room below the Council Backdoor.
{8,21,31}Fireballs are shot from here.
{8,22,29}Unique "Shield of Darc", "Doom of Stamm", it lowers your wisdom, but is not cursed. The door closes again after taking it.
{8,23,28}Entry down from and exit up to {7,23,28} at the Council Backdoor via the ladder here.
{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.
{8,29,31}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 {8,23,28}.
- Solune's Kitchen Lab is heavily guarded by Golems and Salamanders.
{8,0,2}Teleporter to {6,19,30}. Kill the rats, then teleport back to {8,0,3}.
{8,0,5}Teleporter to {2,6,12}. Kill the rats, then teleport back to {8,1,5}.
{8,0,7}Teleporter to {0,27,9}. Kill the rats, then teleport back to {8,1,7}.
{8,1,3}Mage Caduceus.
{8,1,13}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.
{8,1,21}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.
{8,2,2}Teleporter to {4,16,28}. Kill the rats, then teleport back to {8,2,3}.
{8,2,9}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.
{8,2,11}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.
{8,2,12}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}.
{8,2,13}Inscription "Emerald Guardians" to the east; you can teleport back here if you fall throuh one of the adjacent pits.
{8,2,14}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}.
{8,2,15}A Golem is in the room behind the pit, dropping an Emerald Key and a Stone Club when killed.
{8,3,5}Teleporter to {3,16,31}. Kill the rats, then teleport back to {8,2,5}.
{8,3,7}The Kitchen Lab of Solune is here, 5 COMPETITION POINTS.
{8,3,8}Press the button at {8,2,8} to open the wall at {8,3,9} until you go back to {8,2,11}.
{8,3,9}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.
{8,3,12}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}
{8,3,14}A Golem is in the room behind the pit, dropping an Emerald Key and a Stone Club when killed.
{8,4,2}Teleporter to {8,1,21}. Kill the rats, then teleport back to {8,4,3}.
{8,4,4}Bag with 8 Stone Mushrooms.
{8,5,3}Teleporter to a small room on a deep level. Kill the rats, then teleport back to {8,4,3}.
{8,6,4}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}.
{8,6,17}Down, then up again to the adjacent stairs at {8,7,16}.
- The path to the VI Altar of "The Cruel Pit".
{8,4,6}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.
{8,8,6}From "The Cruel Pit" at {6,7,6} and back up to the Spiders' level.
- The 3rd floor of the Tower of Mampang.
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 and the oracle's hints, these four levels are named 'ROS', 'DAIN', 'NETA' and '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 'BERZERKER'. If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it. The unique compass "Learning Advisor" says "MEETING DESTINY" when examined on these four levels.
{9,0,0}To the staircase of the Stairs of Ashes on the Emerald level.
{9,2,0}To the DAIN level (Priest Guildmaster Mophus' game ending).
{9,3,13}Teleporter back up to {8,2,13}. This is switched on by the pressure plate which also produces Gigglers.
{9,24,10}From the pit above you fall into this teleporter to {8,11,5}.
Interesting places:
- Leyla's Ending.
{9,1,0}If you have Leyla in your party, she opens the door at {9,1,1} when facing it. This staircase connects all the Guild Masters' game endings with the Stairs of Ashes on the Emerald level and the Cartographers' area at {13,0,0}.
{9,1,2}Among other monsters you can kill 2 Gigglers here carrying a Spitter Berry, a compass, a Plasma, a Moonstone necklace (increasing your Mana when worn) a Geafusilfr and a bronze SAR Coin, an arrow, a Shuriken, as well as a Solid Key.
{9,8,1}Switch at {9,9,1}.
{9,10,1}The destroyable statue here says nothing when examined.
{9,15,3}At {9,16,3} is a mechanism pushing you violently back to {9,14,3} when touched, injuring your party.
{9,21,26}Riddle "feed me with anger": Nobody knows the answer!
{9,23,21}Riddle: Place any item in the pit.
- The Muncher Queen from Mophus' Ending.
{9,5,2}Down to the DAIN level (Priest Guildmaster Mophus' game ending).
{9,5,4}Kill the munchers here to obtain the unique "Backbone of the Queen of the Munchers", a special Vorpal Blade (Voidness Edge).
{9,9,6}Switch at {9,9,7}.
- A part of the Council's prison.
{9,22,23}A series of pits at {6-8,22,23} is endig here. You find bones and a Snapdragon. Standing here deactivates the teleporter at {9,23,24} for a short time.
{9,22,24}Inscription "BACK TO PRISON" at {9,22,25}.
{9,23,24}The alcove at {9,23,25} contains nothing. The teleporter brings you up to {7,22,23}.
- The Sudden Death.
{9,22,4}Alcove with 8 normal, 4 LO VEN Eggs and a living one (something wiggles inside) at {9,22,3}.
{9,22,5}VI Altar at {9,21,5}.
{9,22,6}This wall seems to be removed when you come down the stairs at {9,21,6}.
{9,23,5}Switch at {9,23,6} opening and closing the wall at {9,22,4}.
{9,24,8}Switch at {9,25,8} (probably removing the wall at {9,23,5}).
{9,24,5}The switch at {9,24,4} deactivates the force field at {9,30,10}.
{9,26,8}There's a strong poisonous creature in this corridor, Gigglers steal your things.
{9,30,10}A force field preventing you from going downstairs is established here when you go up and come back down the stairs at {9,31,9}. Upstairs is a dead end, and nothing to find. Switch off this field at {9,24,4}.
- The Golem Prison belongs to the High Sentinel's area on the Emerald Level above. The Old Way to the Moria leads through it.
{9,23,1}Inscription "Golem Prison" at {9,22,1}.
{9,23,3}To the High Sentinel.
{9,24,0}Bones.
{9,24,1}A Golem is in this room.
{9,25,0}Switch at {9,26,0}.
{9,26,2}This pit goes down to {10,26,2} and finally to {12,23,0} at the Moria entrance.
- The Tower of Mampang.
- The VI ALtar at the bottom of the Cruel Pit.
{9,4,6}The bottom 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!
- A secret passage from the Emerald Level into the Council Chamber.
{9,27,24}You fall through this pit down from the Emerald Level (a trapped path to the Council Chamber.)
- The path from the Emerald Level to the Emerald Forest
{9,8,30}You are teleported back into the ashes trap to {8,8,21} if you take ashes out of the alcove at {9,8,29} and move then. There's an inscription "ASH STASH" at the southern side of {9,7,30}; under all the ashes is a scroll making fun of you.
{9,6,31}To the Emerald Level.
{9,7,31}Destroyable statue, reveals nothing if examined.
{9,11,31}To the Emerald Forest, as the inscription at {9,10,30} announces. You can climb down through the pit above to this place circumventing a locked door on the level above, but you will need ashes to be teleported back up from the Ash Stash in this corridor or 3 to 4 Emerald Keys to close 4 pits upstairs to make your way back.
- The Stairs of Ashes connect the levels 5 to 8, the way to the Guild Master endings, the bottom of "Pit D" with the Maze of Thieves on level 13.
{9,16,1}Stairs of Ashes.
{9,21,0}Stairs of Ashes.
- The Stairs around "Pit D" connect the bottom of the pit with the Maze of Thieves on level 13, the Garden of Nostalgia and the levels 7 and 8, where you find Solune, the Dark Councillor who holds a Powergem needed for one of the endings.
{9,18,4}To the Emerald Level and Solune, the Dark Councillor.
{9,19,3}"Pit D".
{9,20,4}To the Garden of Nostalgia, the bottom of Pit D with the Maze of Thieves and the Stairs of Ashes.
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 and the oracle's hints, these four levels are named 'ROS', 'DAIN', 'NETA' and '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 'BERZERKER'. If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it. The unique compass "Learning Advisor" says "MEETING DESTINY" when examined on these four levels.
{10,0,0}To the NETA level (Wizard Guildmaster Gothmog's game ending).
{10,1,0}If you have Mophus in your party, he opens the door at {10,1,1} when facing it. This staircase connects all the Guild Masters' game endings with the Stairs of Ashes on the Emerald level and the Cartographers' area at {13,0,0}.
{10,2,0}To the ROS level (Ninja Guildmaster Leyla's game ending).
{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
{10,22,15} Cancerberus
{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
Interesting places:
- The Sudden Death.
{10,15,8}The door is initially open. Removing the Magic Purse and the wand from the alcove at {10,14,8} closes the door on you; you can take revenge and bash it. Leave one of the burnt out torches in the alcove to open the doors at {10,20,8} and {10,21,8} again.
{10,17,8}IADO SAYS THIS ALCOVE HAS A WEIGHT MECHANISM. SOME TRAP WILL BE TRIGGERED IF WE LIFT THE STAFF.
{10,22,9}The switch at {10,21,9} opens the doors at {10,21,8} and {10,20,8}.
- The 1st floor of the Tower of Mampang with the exit from the Tower of Loops.
- The Old Way to the Moria. Find the Leviathan and the Upper Armouries!
{10,13,27}There is an inscription "UPPER ARMOURIES" at {10,12,27}. The door at {10,13,28} is opened with a button.
{10,13,30}Bash this door.
{10,14,27}Stairs from a room in the Moria on level 12 below.
{10,14,31}In the alcove at {10,14,30} are the unique Dragon Feet, a Mithral Mail and a Mithral Aketon; in the alcove at {10,15,31} are Gauntlets and a Basinet Helmet.
{10,17,30}Ladder down; at {10,16,31} is an altar; I haven't found a use for it.
{10,23,0}This pit goes down to {12,23,0} at the Moria entrance.
{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 from {6,24,2} or {6,28,3}. 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}.
{10,26,28}PASSWORD FOR THE MORIA MAP.
{10,27,1} The door is opened by the switches on the western wall sides 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. Whenever you take it into your hands, your strength will be reduced to 1. It slowly regenerates, which you can accelerate with VI IR KU potions. As long as you keep the axe in your hands afterwards, it is a strong weapon.
{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.
- A secret passage from the Emerald Level into the Council Chamber.
{10,13,19}You are falling into a teleporter to the Council Room to {7,27,23} and are immediately attacked by strong Vexirks.
{10,13,20}"THERE ARE VOICES DOWN THERE. SOMEHOW WE ARE JUST ABOVE THE COUNCIL CHAMBER".
{10,13,22}The doors at {10,13,22}, {10,16,24}, {10,19,25} keep closed as long as you carry the wrong items with you. The force fields push you back.
{10,14,24}Inscription "NO RINGS" and alcove at {10,14,25}. Put any Rings you carry into the alcove to proceed.
{10,16,24}The doors at {10,13,22}, {10,16,24}, {10,19,25} keep closed as long as you carry the wrong items with you. The force fields push you back.
{10,18,25}Inscription "NO PURSES" and alcove at {10,18,26}. Put any Magic Purses into the alcove to proceed.
{10,19,25}The doors at {10,13,22}, {10,16,24}, {10,19,25} keep closed as long as you carry the wrong items with you. The force fields push you back.
{10,21,24}Inscription "NO WINDS" and alcove at {10,21,23}. Put any Icewinds and Magic Purses into the alcove to proceed.
{10,22,24}Door with button.
{10,27,24}You fall down to this place from the Emerald Level on your way to the secret Council backdoor. If you want to return to the Emerald Level, take the stairs down at {10,27,26}.
{10,27,26}Back to {8,29,24} on the Emerald Level via a teleporter downstairs at {11,27,25}.
- The path from the Emerald Level to the Emerald Forest
{10,11,28}To the Emerald Forest.
{10,11,29}Put a coin into the slot at {10,10,30}.
{10,11,31}To the Emerald Level.
- The Stairs of Ashes connect the levels 5 to 8, the way to the Guild Master endings, the bottom of "Pit D" with the Maze of Thieves on level 13.
{10,19,0}Stairs of Ashes.
{10,21,0}Stairs of Ashes.
- The Stairs around "Pit D" connect the bottom of the pit with the Maze of Thieves on level 13, the Garden of Nostalgia and the levels 7 and 8, where you find Solune, the Dark Councillor who holds a Powergem needed for one of the endings.
{10,16,4}Entrance to the Garden of Nostalgia. Plenty of food and water, but permanent plant attacks.
{10,18,4}To the bottom of Pit D with the Maze of Thieves and the Stairs of Ashes.
{10,19,3}"Pit D".
{10,20,4}To the Emerald Level and Solune, the Dark Councillor.
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 and the oracle's hints, these four levels are named 'ROS', 'DAIN', 'NETA' and '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 'BERZERKER'. If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it. The unique compass "Learning Advisor" says "MEETING DESTINY" when examined on these four levels.
{11,0,0}To the DAIN level (Priest Guildmaster Mophus' game ending).
{11,1,0}If you have Gothmog in your party, he opens the door at {11,1,1} when facing it. This staircase connects all the Guild Masters' game endings with the Stairs of Ashes on the Emerald level and the Cartographers' area at {13,0,0}.
{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; the force field redirects spells.
{11,2,0}To the KU level (Fighter Guildmaster Halk's game ending).
{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 of Titans, Guardian wand, empty Waterskin and a Steak
{11,7,1}There is a WANTED DEAD poster of Gothmog at {11,7,0}.
{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?)
{11,11,1}There are a bovine head and shooter holes on the wall at {11,11,0}.
{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
{11,17,0}To the Stairs of Ashes to {12,17,0} near their bottom end.
{11,18,14} Wall opened by switch at 14,00
{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.
{11,22,4} 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
Some places:
- The Moria.
{11,13,26}Stairs from a room in the Moria on level 12 below.
{11,13,30}There is a Monk Staff here.
{11,14,27}To the Upper Armouries.
{11,16,29}Rust on the floor; cursed unique Gauntlet of Laziness in the alcove at {11,15,29}.
{11,17,30}Unique Gloves of Swiftness in the alcove at {11,17,31}. Ladder up on the wall at {11,16,30} to {10,17,30}.
{11,21,26}The stairs at {11,21,26} and {11,23,26} are connected on the level below.
{11,21,28}Tiny switch on pillar here opens wall at 18,29.
{11,21,30}To the Second Hall of the Moria.
{11,23,0}The Old Way to the Moria.
{11,23,26}The stairs at {11,21,26} and {11,23,26} are connected on the level below.
{11,24,30}To the Third Hall of the Moria.
{11,25,26}Find the password for the Moria's map on the level above.
{11,28,27}The stairs at {11,28,27} and {11,30,27} connect 2 adjacent rooms on the level below; the door between those rooms isn't openable.
{11,30,27}The stairs at {11,28,27} and {11,30,27} connect 2 adjacent rooms on the level below; the door between those rooms isn't openable.
- The Tower of Mampang's areas with the Tower of Loops' entrance.
{11,6,6}To the Tower of Mampang's main area.
{11,7,6}This is a weird place, because you are teleported into an identically looking room in the Tower of Loops to {18,1,0} from here without noticing it.
{11,7,7}Down to {12,7,7} on the entrance level of the Tower of Mampang into the Beholder's cell, which you kill jumping down here or teleporting back from {19,1,1} from the Tower of Loops.
{11,8,6}To the Tower of Mampang's entrance level with the immortal Scorpion Morpanthrax and down to the Dragons' Lair or the Moria. When coming back from the Tower of Loops, jump through the pit at {11,7,7} to go back to the entrance.
- The Sudden Death
{11,18,11}Inscription "WEAPON REPLICATOR" at {11,17,11}, alcove at {11,18,12}. You can make a copy of exactly one weapon here, but not all properties can be copied (special descriptions and uniqueness get lost on the copy, for example.) The copy seems to be worse than the original.
{11,19,10}You and any items or spells are teleported to {11,19,11} from here.
{11,19,11}The monster in this room has got 2 Icewinds; a Magic Purse; a teleportation scroll (1 COMPETITION POINT); a Dexhelm; a Stormring.
{11,19,12}Inscription "TO THE COUNCIL" at {11,19,13}, button at {11,20,12}; this teleports you to {7,8,17} after a second or two unless you leave this place immediately. The teleporter at {11,19,10} in front of the stairs is switched off when the teleporter here is triggered, so you can choose whether you leave this room through the stairs you came from or get teleported away.
- A secret passage from the Emerald Level into the Council Chamber.
{11,13,19}Coming from a secret passage to the Council from the Emerald Level, you are falling into a teleporter to the Council Room to {7,27,23} and are immediately attacked by strong Vexirks.
{11,27,25}Back to the Emerald level to {8,29,24}.
{11,27,26}Come down these stairs from the secret backdoor to the Council if you want to teleport back to the Emerald level from {11,27,25}.
- The path from the Emerald Level to the Emerald Forest
{11,11,26}To the Emerald Forest.
{11,11,28}To the Emerald Level.
- The Stairs of Ashes connect the levels 5 to 8, the way to the Guild Master endings, the bottom of "Pit D" with the Maze of Thieves on level 13.
{11,19,0}Stairs of Ashes.
{11,21,0}Stairs of Ashes.
- The Stairs around "Pit D" connect the bottom of the pit with the Maze of Thieves on level 13, the Garden of Nostalgia and the levels 7 and 8, where you find Solune, the Dark Councillor who holds a Powergem needed for one of the endings.
{11,18,4}To the Garden of Nostalgia, the Emerald Level and Solune, the Dark Councillor.
{11,19,3}"Pit D".
{11,20,4}To the bottom of Pit D with the Maze of Thieves and the Stairs of Ashes.
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 and the oracle's hints, these four levels are named 'ROS', 'DAIN', 'NETA' and '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 'BERZERKER'. If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it. The unique compass "Learning Advisor" says "MEETING DESTINY" when examined on these four levels.
{12,0,0}To the Dragons' Lair and the Cartographers' Guild. Beware of Gigglers and Leprechauns stealing from you. You can only leave the Dragons' Lair if you kill at least one Dragon.
{12,2,0}To the NETA level (Wizard Guildmaster Gothmog's game ending).
{12,5,31}To {12,7,31} via the level above.
{12,7,31}From {12,5,31} via the level above.
Some places:
- The Moria.
{12,13,25}Open this door with a Chalcedony Gem at {12,14,25}. You should have found many of these by now, or you can magically produce more with the Mischievous Bag Spell.
{12,13,26}To the Upper Armouries.
{12,13,28}In the alcove at {12,12,28} are a scroll "FRAIR FELL HERE BRAVELY", the Bones of Frair, an Eckhart Cross necklace.
{12,13,29}In the alcove at {12,12,29} are a scroll "LOINI FELL HERE BRAVELY", the Bones of Loini.
{12,13,30}In the alcove at {12,12,30} are a scroll "NAILI FELL HERE BRAVELY", the Bones of Naili, ashes.
{12,13,31}The stairs at {12,13,31}, {12,31,23}, {12,31,31} are connected via the level below.
{12,15,22}There is a Steel Sphinx Dragon in this room. It is best defeated with Furx; fairly good weapons for your second fighter are the Funereal Rapier or the Caliburn Sword. Use OH VEN or brandish or confuse the dragon to keep it away from you; cast a Fireshield Spell. I got 2 Boulders, 2 Dragon Hearts and 7 Steaks from the dead beast.
{12,16,29}The Bridge of the Second Hall.
{12,18,24}The stairs at {12,18,24} and {12,25,25} are connected on the level below.
{12,19,21}Open this door with a Skeleton Key at {12,20,20}. You need to spend a key here if you want to obtain the full Dragon Armour.
{12,20,21}The Skeleton here drops a Skeleton Key when killed. You can use it at {12,20,20} to open the door at {12,19,21} to reach the Upper Armouries.
{12,21,26}The stairs at {12,21,26} and {12,21,30} are connected via the level above.
{12,21,30}The stairs at {12,21,26} and {12,21,30} are connected via the level above.
{12,22,21}Use an Emerald Key in the lock at {12,22,22} to open the door at {12,21,21}. This is the only way to the Upper Armouries.
{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.
{12,23,14}From the hidden Hollin Gate below, near the Moria's entrance.
{12,23,19}There's a bag with a dagger in the alcove at {12,22,19}. You are attacked by Orcs.
{12,23,26}The stairs at {12,23,26} and {12,24,30} are connected via the level above.
{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...
{12,24,14}"THIRD KEEP"; bones in the alcove at {12,24,13}.
{12,24,6}STAMM SAYS MORIA MORIA WONDER OF THE NOTHERN WORLD TOO DEEP WE DELVED THERE AND WOKE THE NAMELESS FEAR
{12,24,19}The pits at {12,24,19}, {12,25,18}, {12,25,20}, {12,26,19} were closed somehow after I came back from the UPPER ARMOURIES.
{12,24,22}There are bones and a Snapdragon in the alcove at {12,24,23}.
{12,24,30}The stairs at {12,23,26} and {12,24,30} are connected via the level above.
{12,25,2}To the Moria.
{12,25,3}This door must be bashed in order to enter the Moria for the first time. If you are not yet strong enough, leave at {12,27,1}
{12,25,4}LEIF SAYS I COULD BASH THIS DOOR
{12,25,18}The pits at {12,24,19}, {12,25,18}, {12,25,20}, {12,26,19} were closed somehow after I came back from the UPPER ARMOURIES. You receive a message that the bag in the alcove at {12,26,18} is heavy. It is full of bags containing more bags, 28 in total, a Torso Plate Mail and a boulder. You must leave an item in the alcove to keep the pit at {12,26,19} closed.
{12,25,20}The pits at {12,24,19}, {12,25,18}, {12,25,20}, {12,26,19} were closed somehow after I came back from the UPPER ARMOURIES.
{12,25,25}The stairs at {12,18,24} and {12,25,25} are connected on the level below.
{12,26,19}The pits at {12,24,19}, {12,25,18}, {12,25,20}, {12,26,19} were closed somehow after I came back from the UPPER ARMOURIES. The alcove at {12,26,18} contains a bag full of empty bags. The pit at {12,25,18} is opened and closed by removing something from the alcove.
{12,26,20}There's a bag with ashes and bones in the alcove at {12,27,20}.
{12,26,30}The Bridge of the Third Hall.
{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}.
{12,27,24}There's only a pit below leading to {14,27,25}.
{12,28,23}The alcove at {12,27,23} contains the unique sword Caliburn, Arm of Wu Tse.
{12,28,27}The stairs at {12,28,27} and {12,30,27} are connected on the level above.
{12,29,8}STAMM SAYS THIS WELL IS THE ONLY WAY OUT OF THE MORIA
{12,29,9}The teleporter below transports you to {12,20,0} onto the Stairs of Ashes.
{12,29,25}This door cannot be opened but the stairs at {12,28,27} and {12,30,27} are connected on the level above. Orcs are in both rooms.
{12,30,21}Going here for the first time fills the whole room with Hellhounds! Kill the one to the south, then go there to defend yourself. Use OH GOR to hit several monsters at once, and OH VEN to keep them away from you. The alcove at {12,29,21} contains only bones.
{12,30,27}The stairs at {12,28,27} and {12,30,27} are connected on the level above.
{12,30,30}Gem of Ages in alcove at {12,31,30}.
{12,31,0}To the "Balrog Bridge".
{12,31,8}ZED SAYS I FEEL SOME FRESH AIR FROM UPSTAIRS
{12,31,23}The stairs at {12,13,31}, {12,31,23}, {12,31,31} are connected via the level below.
{12,31,31}The stairs at {12,13,31}, {12,31,23}, {12,31,31} are connected via the level below.
- The Tower of Mampang
{12,5,7} Morpanthrax the Immortal, God of VENom
{12,7,7}There is a Beholder trapped in this cell, you can only kill it by jumping onto it from the pit at {11,7,7}; then open the door at {12,6,7} with the secret switch at {12,7,6}.
{12,8,6}To the entrance of the Tower of Loops.
{12,8,8}To the entrance from the Dragons' Lair and the Moria.
{12,11,7}If you want a Steak and some experience, open this door with the switch at {12,11,6} and kill the Hell Hound at {12,10,7}.
{12,12,5} Cast DES GOR DAIN to open door, brandish Morpanthrax through it to reach stairs
- Halk's Ending
{12,0,14}Foot Plate.
{12,0,17}Basinet Helmet.
{12,1,0}If you have Halk in your party, he opens the door at {12,1,1} when facing it. This staircase connects all the Guild Masters' game endings with the Stairs of Ashes on the Emerald level and the Cartographers' area at {13,0,0}.
{12,1,13}Elven Aketon.
{12,2,14}Torso Plate.
{12,7,11}2 Icewinds, Magic Purse.
{12,7,26}This door can be bashed.
{12,8,22}This door can be bashed.
- A secret passage from the Emerald Level into the Council Chamber.
{12,13,19}Coming from a secret passage to the Council from the Emerald Level, you are teleported into the Council Room to {7,27,23} from here, and immediately attacked by strong Vexirks.
- The path from the Emerald Level to the Emerald Forest
{12,7,29}VI Altar at {12,6,29}.
{12,9,29}The alcove at the north contains a scroll: "SAR KEY FOUR EMERALD KEYS". On the southern side is an Emerald Key lock.
{12,10,25}To the Emerald Forest.
{12,10,27}Put a coin into the slot at {12,9,26}. The door closes again, so don't enter without a reason.
{12,11,26}To the Emerald Level.
{12,11,29}The alcove at {12,12,29} contains a Magic Purse.
- The Stairs of Ashes connect the levels 5 to 8, the way to the Guild Master endings, the bottom of "Pit D" with the Maze of Thieves on level 13.
{12,16,1}Stairs of Ashes.
{12,20,0}Leaving the Moria with a teleporter below the pit at {12,29,9} brings you here.
{12,21,0}Stairs of Ashes.
- The Stairs around "Pit D" connect the bottom of the pit with the Maze of Thieves on level 13, the Garden of Nostalgia and the levels 7 and 8, where you find Solune, the Dark Councillor who holds a Powergem needed for one of the endings.
{12,18,4}To the Garden of Nostalgia, the Emerald Level and Solune, the Dark Councillor.
{12,19,3}"Pit D".
{12,20,4}To the bottom of Pit D with the Maze of Thieves and the Stairs of Ashes.
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.
The unique compass "Learning Advisor" says "FLOURISHING EVENTS" when examined on this level.
{13,0,0}To the KU level (Fighter Guildmaster Halk's game ending). This staircase connects this level with all the Guildmasters' game endings and the Stairs of Ashes on the Emerald level. There is a bag with 2 latin scrolls here.
Places of interest:
- The Moria.
{13,5,15}Leaving the pressure plate at {13,6,15} creates a Golem there, revives the Black Flames at {13,6,14}, {13,6,16} and releases Goblins into this room. The alcove at {13,4,15} contains: 1 crossbow, 3 arrows, 1 Magic Slayer arrow, 1 mace, 1 Gaefusilfr Coin, 1 scimitar, 1 Dexhelm (dexterity +10), 1 Mail Aketon, 1 bag with: 2 MON Blast Spores, 2 VEN Eggs, 2 Magic Purses. Inscription EE LEGACY at {13,5,14}.
{13,7,17}Both sides of this door are reachable without opening it. There is a Skull Lock at the southern side of the wall at {13,8,17}. Skeleton Keys are rare, so I suggest not to waste one here.
{13,11,11}The door can be opened, inscription "THE GUARDROOM" at {13,10,10}. The room beyond is full of Leprechauns and Gigglers.
{13,13,21}You can open a shortcut to this place from {13,13,25} by repairing a bridge there.
{13,13,25}You must repair a bridge downstairs in order to open a shortcut to {13,13,21} from here.
{13,14,9}Inscription "THE FIRST HALL" at {13,14,8}.
{13,14,17}THE GREAT GATE; boulders and a rock are in the area around {13,14,16}, {13,14,17}, {13,14,18}, as well as bones at {13,13,12}.
{13,14,27}In the alcove at {14,13,27} is a Moonstone necklace.
{13,18,10}WITH DIFFICULTY YOU MANAGE YOUR WAY THROUGH THE MASS OF FALLEN ROCKS
{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.
{13,22,22}Going down here or throwing something into the pit summons the Balrog and an Orc army into this room! You fall down two storeys into a teleporter, which transports you to {13,27,14}. The only way to go from there is further down to {15,27,15}.
{13,20,7}The door is open, a rock and 2 boulders.
{13,21,7}"WESTGATE"
{13,21,14}The door at {13,22,14} is locked, use the Sapphire Key from {13,25,19} in the keyhole at {13,21,15}. The key is not lost by using it here, but "consumed" in the keyhole at {13,29,8}! There's an inscription "HOLLIN GATE" at {13,21,13}.
{13,22,14}Use the Sapphire Key from {13,25,19} in the keyhole at {13,21,15}. The key is not lost by using it here, but "consumed" in the keyhole at {13,29,8}! This is the way to the Upper Armouries.
{13,23,14}These stairs are the only way to the Upper Armouries.
{13,23,21}STAMM SAYS DO NOT TOUCH ANYTHING
{13,23,22}Bones: A FRAGILE SKELETON.
{13,24,17}Bones.
{13,25,2}From the Moria entrance.
{13,25,3}There's a Shining in the alcove.
{13,25,18}ZED SAYS THIS IS WRITTEN IN KHUZDAL. IT MEANS BALIN SON OF FUNDIN LORD OF MORIA
{13,25,19}Inscription "BALIN FUNDINUL UZBAD KHAZADDZUMU" on the northern side of the wall. In the southern alcove: Bones of Balin, Mail Aketon, Leg Mail, mace, Funereal Waraxe: 1 COMPETITION POINT, Sapphire Key.
{13,25,20}Get this level's main treasure from {13,25,19}.
{13,25,25}The stairs at {13,25,25}, {13,27,24}, {13,31,23} are connected via the two levels above.
{13,26,16}Ashes.
{13,26,19}Boulder.
{13,27,1}Down to {17,27,1}, from {17,28,1} you teleport to {5,25,5} on the Crypt level.
{13,27,10}To the unique sword "CALIBURN".
{13,27,14}Only reachable from the pit at {13,22,22}. The only way to go from here is via {13,27,15} further down to {15,27,15}.
{13,27,21}STAMM SAYS HERE IS THE BOOK OF MAZABUL. IT RECORDED THE FORTUNES OF THE PEOPLE OF BALIN THE DWARF
{13,27,24}The stairs at {13,25,25}, {13,27,24}, {13,31,23} are connected via the two levels above.
{13,27,25}To {14,27,25}.
{13,27,28}The stairs at {13,27,28}, {13,31,25} are connected via the level below.
{13,29,3}Drop the Balrog down a pit here and get its whip, 3 COMPETITION POINTS.
{13,29,9}To {12,20,0} on the Stairs of Ashes.
{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. Get a Sapphire key at {13,25,19}, but use it first at {13,21,15} before you put it into the lock at {13,29,8}!
{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.
{13,31,0}The stairs at {13,31,0} and {13,31,9} are connected on the level above.
{13,31,9}The stairs at {13,31,0} and {13,31,9} are connected on the level above.
{13,31,23}The stairs at {13,25,25}, {13,27,24}, {13,31,23} are connected via the two levels above.
{13,31,25}The stairs at {13,27,28}, {13,31,25} are connected via the level below.
- The Dragons' Lair is reachable from the Stairs of Ashes via level 8 through the stairs in the northwesern corner. Kill the small dragon to obtain the key for the lock to permanently re-open the door. You can also free the Cartographers here to gain access to more map passwords.
{13,2,0}Going to this place opens the door at {13,2,1}.
{13,2,1}Kill the small dragon to get an Onyx Key for the lock at {13,1,2} to open this door again. Once you go through this door you are trapped in the room until you kill one of the dragons to get its key.
{13,2,2}From a latin scroll "ECCE DRACO" on the floor you learn that a dragon is here. Going to this place closes the door at {13,2,1}; you need an Onyx Key from a little dragon to open it permanently from here at the keyhole at {13,1,2}. In this room is also another big dragon, which drops a Master Key for the lock at {13,4,7} opening the door at {13,5,7} when killed; you get also 5 Steaks and a dragon heart.
{13,2,4}The switch at {13,2,3} opens the wall at {2,5}. Inscription "Guild of the Cartographers" at {13,1,4}.
{13,2,5}Opened at {2,4}. The switch at {13,2,6} turns off the teleporter at {0,6} which frees the cartographers who hold the PASSWORD FOR THE DRAGONS LAIR MAP + PASSWORD FOR THE TOWER OF MAMPANG MAP + PASSWORD FOR THE KNIGHTS LAIR MAP + PASSWORD FOR THE EMMY FOREST MAP. They can go to the teleporter at {0,4} which leads to {0,11,30}. Unfortunately, they can use any of the teleporters there, so they can be anywhere. Good hunt!
{13,3,2}There is an invisible force field here, which holds back monsters, so at the place {13,2,2} you're safe from physical attacks.
{13,3,4}The Black Flame spots at {13,3,4}, {13,3,6}, {13,8,1}, {13,9,6}, {13,15,7}, {13,16,3} make pressure plate sounds. I suspect they generate more Rives.
{13,3,6}The Black Flame spots at {13,3,4}, {13,3,6}, {13,8,1}, {13,9,6}, {13,15,7}, {13,16,3} make pressure plate sounds. I suspect they generate more Rives.
{13,5,7}Kill the great dragon to get a Master Key for the lock at {13,4,7} to open this door.
{13,8,1}The Black Flame spots at {13,3,4}, {13,3,6}, {13,8,1}, {13,9,6}, {13,15,7}, {13,16,3} make pressure plate sounds. I suspect they generate more Rives.
{13,8,2}Staff.
{13,9,4}2 sets of bones.
{13,9,6}The Black Flame spots at {13,3,4}, {13,3,6}, {13,8,1}, {13,9,6}, {13,15,7}, {13,16,3} make pressure plate sounds. I suspect they generate more Rives.
{13,15,7}The Black Flame spots at {13,3,4}, {13,3,6}, {13,8,1}, {13,9,6}, {13,15,7}, {13,16,3} make pressure plate sounds. I suspect they generate more Rives.
{13,16,3}The Black Flame spots at {13,3,4}, {13,3,6}, {13,8,1}, {13,9,6}, {13,15,7}, {13,16,3} make pressure plate sounds. I suspect they generate more Rives.
- Halk's ending.
{13,0,12}Going down a pit above this place brings you here.
{13,1,11}This room is only reachable from above from Halks ending. Here are a Golem and a Hell Hound. The alcove contains a scroll "TICKLE THE DEMONS" and a Steak.
{13,3,9}Stairs from and to the upper part of Halk's ending.
{13,10,20}Stairs from and to the upper part of Halk's ending.
{13,19,12}Stairs from and to the upper part of Halk's ending.
- The entrances to the Clockwork Maze and the Tower of Mampang can be reached either by defeating the big dragon in the lair or from the Moria if you solve some riddles.
{13,4,11}To the Clockwork Maze.
{13,4,13}There's a riddle scroll in the alcove at {13,4,12}: "THE EARTH IS MY LORD THE SEA IS MY VASSAL". A Moonstone necklace in the alcove removes the wall at {13,5,13} opening a shortcut.
{13,7,9}Inscription at {13,7,8}: "To the Tower of Mampang".
{13,8,8}To the Tower of Mampang.
{13,8,9}The alcove at {13,9,9} contains a flask with a MON (Stamina) Potion, 1 COMPETITION POINT; 2 Magic Purses.
{13,9,10}Thirst for Death: use ZO Liqueur on face for MON VEN Egg and 2 MON Blast Spheres
{13,10,4}2 sets of bones; spell scroll "Protection from Fire", "FUL BRO".
{13,10,10}Inscription "Thirst for Death" and a stone mouth ornament on the western side of the wall. Placing any ZO Liqeur here opens an alcove at {13,9,11}.
{13,18,22}There's a riddle scroll in the alcove at {13,17,22}: the door at {13,17,21} stays open as long as there's a ring in the alcove.
- The bottom of "Pit D": the Maze of Thieves has its entrance here and the Stairs of Ashes begin here. Kill the grey Steel Sphinx dragon to obtain the key for the door. The other stairs go to the Garden of Nostalgia and the Council level; you can meet Solune, the Dark Councillor up there.
{13,16,1}The Stairs of Ashes end here.
{13,18,2}Touch the wall ornament at {13,19,2} to open the wall at {13,20,0}. The flood in this room and on the Stairs of Ashes decreases as long as the way to the drain hole at {13,22,0} is free and the hole open. Touch the altar at {13,21,1} to open the sewer hole for a short time; repeat this until there is no water left.
{13,19,1}There is a grey dragon in this room, dropping an Onyx Key when killed.
{13,19,3}This is the bottom of "Pit D".
{13,20,1}Touch the altar at {13,21,1} to open the sewer hole at {13,22,0} for a short time; repeat this until there is no water left. Before you do so, remove the wall at {13,20,0} with the switch on the western side of {13,19,2}.
{13,20,2}Going here closes the wall at {13,20,0} increasing the flood in this room and on the Stairs of Ashes as long as the flood isn't stopped yet. You are teleported back from the Maze of Thieves from {15,15,28} to this spot.
{13,22,2}Back from the Maze of Thieves from {15,9,30}, {15,14,31}, {15,16,22}, {15,16,26}, {15,17,28}, {15,18,1}, {15,20,4}, {15,22,1}, {15,23,4}, {15,25,1}, {15,26,4}.
{13,23,1}To {15,18,2} into the Maze of Thieves.
{13,23,2}Inscription "Maze of Thieves" at {13,24,2}. The maze is on level 15; in most of the rooms is a button to teleport you back to {13,22,2}. From the treasure room you can get back to {13,20,2} or to {6,8,14} on the Spiders' level.
{13,23,3}To {15,22,15} into the Maze of Thieves.
- The path from the Emerald Level to the Emerald Forest
{13,7,25}To the Emerald Forest.
{13,10,25}To the Emerald Level.
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.
The unique compass "Learning Advisor" says "MEET YOURSELF" when examined on this level.
{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
{14,10,19}Passages to Smaug's cave in the Moria: {14,10,19}, {14,11,18}, {14,13,18}, {14,13,16}, {14,14,20}, {14,15,17}, {14,16,16}.
{14,11,18}Passages to Smaug's cave in the Moria: {14,10,19}, {14,11,18}, {14,13,18}, {14,13,16}, {14,14,20}, {14,15,17}, {14,16,16}.
{14,13,18}Passages to Smaug's cave in the Moria: {14,10,19}, {14,11,18}, {14,13,18}, {14,13,16}, {14,14,20}, {14,15,17}, {14,16,16}.
{14,13,16}Passages to Smaug's cave in the Moria: {14,10,19}, {14,11,18}, {14,13,18}, {14,13,16}, {14,14,20}, {14,15,17}, {14,16,16}.
{14,14,20}Passages to Smaug's cave in the Moria: {14,10,19}, {14,11,18}, {14,13,18}, {14,13,16}, {14,14,20}, {14,15,17}, {14,16,16}.
{14,15,17}Passages to Smaug's cave in the Moria: {14,10,19}, {14,11,18}, {14,13,18}, {14,13,16}, {14,14,20}, {14,15,17}, {14,16,16}.
{14,16,16}Passages to Smaug's cave in the Moria: {14,10,19}, {14,11,18}, {14,13,18}, {14,13,16}, {14,14,20}, {14,15,17}, {14,16,16}.
Some places:
- The Clockwork Maze
{14,0,4}You are teleported from {14,6,8} to this place. You are likely attacked from the south from Death Knights, Gigglers and a Minotaur here.
{14,0,9}The secret switch at {14,1,9} opens the wall at {14,1,10}.
{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.
{14,1,1}Empty alcove west.
{14,1,3}Empty alcove east.
{14,1,10}Open this wall at {14,1,9}. The switch at {14,1,11} opens the wall at {14,3,10}.
{14,1,18}Spiked Mace, unique Dragon Wrath shield at {14,2,18}, 3 COMPETITION POINTS.
{14,2,3}Invisible teleporter to {14,6,7}.
{14,3,10}Open this wall at {14,1,11}.
{14,3,11}The alcove north contains the spell scroll "Infrared Vision", "OH BRO ROS".
{14,4,11}To the Tower of Mampang, the Dragons' Lair and/or the Moria, if you've opened the paths from there.
{14,4,14}Empty alcove south.
{14,5,1}Empty alcove south.
{14,5,14}Empty alcove south.
{14,6,7}You are teleported from {14,2,3} to this place.
{14,6,8}Invisible teleporter to {14,0,4}.
{14,6,12}Empty alcove north.<br
{14,8,0}You are teleported from {14,8,2} to this place.
{14,8,2}Invisible teleporter to {14,8,0}.
{14,8,15}The secret switch at {14,8,16} opens the wall at {14,10,14}.
{14,7,0}Invisible teleporter to {14,7,13}.
{14,7,8}Alcove west.
{14,7,13}You are teleported from {14,7,0} to this place.
{14,8,3}Alcove north.
{14,8,13}Invisible teleporter to {14,10,15}.
{14,9,7}The alcove north contains the unique Crystal Blade of Leyla.
{14,9,15}Invisible teleporter to {14,11,4}.
{14,10,14}Open this wall at {14,8,15}.
{14,10,15}You are teleported from {14,8,13} to this place.
{14,11,1}Empty alcove north.
{14,11,4}You are teleported from {14,9,15} to this place. You are attacked from both sides from Death Knights, Gigglers and Leprechauns here.
{14,11,9}Empty alcove west.
{14,12,5}Alcove with Cooked MON VEN Egg, ZO Liqeur south. Leave something worthless in exchange to keep the door at {14,13,10} open.
{14,13,10}Leave something in the alcove at {14,12,5} to keep the door open.
{14,15,14}Put a Ruby, a Chalcedony, an Emerald and a Sapphire into the lock at {14,16,15}.
{14,14,14}A Group of Xorns, they leave Rust and Ashes.
{14,14,15}Door with a button.
{14,14,16}Alcove with a Stormring, a Mage Caduceus wand, a Cooked MON VEN Egg, an Open Helm, an Elven Aketon, an Elven Mail north.
{14,15,1}Empty alcove south.
{14,16,1}Empty alcove south.
{14,17,8}A Group of Rock Monsters.
{14,18,8}Empty alcove west.
- The Moria.
{14,10,25}You need a wooden club (from the Trollins in the sewers) which is lost in the process and a rope which you keep to close this pit.
{14,10,26}"THE BRIDGE OF THE TOWER OF CHAOS IS DOWN. MAYBE TYING A ROPE TO SOME STRONG CLUB OF WOOD INSIDE THIS CRACK WE COULD CROSS IT..."; there is a crack in the wall at {14,10,27}.
{14,11,26}A switch at {14,11,27} closes the pit at {14,12,26} for a very short time.
{14,12,26}The alcove at {14,12,27} contains a burnt out torch. Taking it you fall down to {15,12,26}, from where you can escape only through the dragon Smaug's cave.
{14,13,21}To the Guild Endings, the Tower of Mampang, the Clockwork Maze.
{14,13,26}A switch at {14,13,27} closes the pit at {14,12,26} for a very short time.
{14,15,27}You can reach both sides of these doors without opening them: {14,15,27}, {14,24,14}, {14,25,3}, {14,25,7}, {14,25,13}, {14,26,8}, {14,27,12}, {14,29,8}, {14,29,9}.
{14,17,10}To the dragon Smaug's cave.
{14,18,26}Door with button; rock, branch.
{14,18,27}Door with button; boulder, branch.
{14,19,10}Apparently only a boulder downstairs.
{14,22,12}This door has a button.
{14,22,29}Riddle scroll in alcove at {14,22,28}: "BREAKS SWORDS OF THE BEST STEEL BEATS EVEN THE BEST CHAIN MAILS YET CANNOT DEFEAT A CLUB". Put rust into the lock at {14,22,30} to open the door at {14,23,29}. There is a rather strong Ruster monster at {14,24,29}, so wield wooden weapons or whips, prepare spells.
{14,23,13}Open this door with the button at {14,22,14} or bash it.
{14,24,3}A dangerous Disk guards this corridor; killing it gives Titanium, Copper Sulfate, Nitro Titanium, Ferro Silicate.
{14,24,12}You can bash this door.
{14,24,13}Bones.
{14,24,14}You can reach both sides of these doors without opening them: {14,15,27}, {14,24,14}, {14,25,3}, {14,25,7}, {14,25,13}, {14,26,8}, {14,27,12}, {14,29,8}, {14,29,9}.
{14,24,27}Riddle scroll in alcove at {14,23,28}: "BREAKS SWORDS OF THE BEST STEEL BEATS EVEN THE BEST CHAIN MAILS YET CANNOT DEFEAT A CLUB". Put rust into the lock at {14,25,28} to open the door at {14,24,28}. There is a rather strong Ruster monster at {14,24,29}, so wield wooden weapons or whips, prepare spells.
{14,24,29}Many piles of rust and ashes and a ruby.
{14,24,31}Riddle scroll in alcove at {14,25,30}: "BREAKS SWORDS OF THE BEST STEEL BEATS EVEN THE BEST CHAIN MAILS YET CANNOT DEFEAT A CLUB". Put rust into the lock at {14,25,30} around the corner at the pit to open the door at {14,24,30}. There is a rather strong Ruster monster at {14,24,29}, so wield wooden weapons or whips, prepare spells.
{14,25,3}You can reach both sides of these doors without opening them: {14,15,27}, {14,24,14}, {14,25,3}, {14,25,7}, {14,25,13}, {14,26,8}, {14,27,12}, {14,29,8}, {14,29,9}.
{14,25,5}You can bash this door.
{14,25,7}You can reach both sides of these doors without opening them: {14,15,27}, {14,24,14}, {14,25,3}, {14,25,7}, {14,25,13}, {14,26,8}, {14,27,12}, {14,29,8}, {14,29,9}.
{14,25,13}You can reach both sides of these doors without opening them: {14,15,27}, {14,24,14}, {14,25,3}, {14,25,7}, {14,25,13}, {14,26,8}, {14,27,12}, {14,29,8}, {14,29,9}.
{14,25,29}Many piles of rust and ashes and a teleportation scroll. 1 COMPETITION POINT! The Treasure of the Ruster is this level's main treasure.
{14,26,8}You can reach both sides of these doors without opening them: {14,15,27}, {14,24,14}, {14,25,3}, {14,25,7}, {14,25,13}, {14,26,8}, {14,27,12}, {14,29,8}, {14,29,9}.
{14,26,18}Deep pit; entrance to Ye Old King under the Mountain, leads down to {21,26,18}. There are side entrances on levels 18 and 20 below.
{14,27,1}Down to {17,27,1}, from {17,28,1} you teleport to {5,25,5} on the Crypt level.
{14,27,12}You can reach both sides of these doors without opening them: {14,15,27}, {14,24,14}, {14,25,3}, {14,25,7}, {14,25,13}, {14,26,8}, {14,27,12}, {14,29,8}, {14,29,9}.
{14,28,0}In the alcove at {14,29,0} are a Ruby and a Ruby Key.
{14,29,8}You can reach both sides of these doors without opening them: {14,15,27}, {14,24,14}, {14,25,3}, {14,25,7}, {14,25,13}, {14,26,8}, {14,27,12}, {14,29,8}, {14,29,9}.
{14,29,9}You can reach both sides of these doors without opening them: {14,15,27}, {14,24,14}, {14,25,3}, {14,25,7}, {14,25,13}, {14,26,8}, {14,27,12}, {14,29,8}, {14,29,9}.
{14,13,25}The stairs at {14,13,25}, {14,19,29}, {14,31,25} are connected via the level above.
{14,17,19}The stairs at {14,17,19}, {14,17,23}, {14,19,17}, {14,20,16}, {14,20,25}, {14,25,23} are connected via the level above.
{14,17,23}The stairs at {14,17,19}, {14,17,23}, {14,19,17}, {14,20,16}, {14,20,25}, {14,25,23} are connected via the level above.
{14,18,9}The stairs at {14,18,9}, {14,20,8}, {14,20,12}, {14,23,7} are connected via the level below.
{14,18,11}The stairs at {14,18,11}, {14,20,19}, {14,22,16}, {14,22,19}, {14,24,17} are connected via the level below.
{14,18,25}The stairs at {14,18,25}, {14,18,30}, {14,19,21}, {14,23,31}, {14,23,31} are connected via the level below.
{14,18,30}The stairs at {14,18,25}, {14,18,30}, {14,19,21}, {14,23,31}, {14,23,31} are connected via the level below.
{14,19,17}The stairs at {14,17,19}, {14,17,23}, {14,19,17}, {14,20,16}, {14,20,25}, {14,25,23} are connected via the level above.
{14,19,21}The stairs at {14,18,25}, {14,18,30}, {14,19,21}, {14,23,31}, {14,23,31} are connected via the level below.
{14,19,29}The stairs at {14,13,25}, {14,19,29}, {14,31,25} are connected via the level above.
{14,20,8}The stairs at {14,18,9}, {14,20,8}, {14,20,12}, {14,23,7} are connected via the level below.
{14,20,12}The stairs at {14,18,9}, {14,20,8}, {14,20,12}, {14,23,7} are connected via the level below.
{14,20,16}The stairs at {14,17,19}, {14,17,23}, {14,19,17}, {14,20,16}, {14,20,25}, {14,25,23} are connected via the level above.
{14,20,19}The stairs at {14,18,11}, {14,20,19}, {14,22,16}, {14,22,19}, {14,24,17} are connected via the level below.
{14,20,25}The stairs at {14,17,19}, {14,17,23}, {14,19,17}, {14,20,16}, {14,20,25}, {14,25,23} are connected via the level above.
{14,22,16}The stairs at {14,18,11}, {14,20,19}, {14,22,16}, {14,22,19}, {14,24,17} are connected via the level below.
{14,22,19}The stairs at {14,18,11}, {14,20,19}, {14,22,16}, {14,22,19}, {14,24,17} are connected via the level below.
{14,23,7}The stairs at {14,18,9}, {14,20,8}, {14,20,12}, {14,23,7} are connected via the level below.
{14,23,20}The stairs at {14,30,26}, {14,27,22}, {14,23,20} are connected via the level below.
{14,23,31}The stairs at {14,18,25}, {14,18,30}, {14,19,21}, {14,23,31}, {14,23,31} are connected via the level below.
{14,24,17}The stairs at {14,18,11}, {14,20,19}, {14,22,16}, {14,22,19}, {14,24,17} are connected via the level below.
{14,25,23}The stairs at {14,17,19}, {14,17,23}, {14,19,17}, {14,20,16}, {14,20,25}, {14,25,23} are connected via the level above.
{14,26,11}The stairs at {14,26,11}, {14,27,9}, {14,27,17}, {14,31,7}, {14,31,10}, {14,31,12} are connected via the level below.
{14,27,9}The stairs at {14,26,11}, {14,27,9}, {14,27,17}, {14,31,7}, {14,31,10}, {14,31,12} are connected via the level below.
{14,27,17}The stairs at {14,26,11}, {14,27,9}, {14,27,17}, {14,31,7}, {14,31,10}, {14,31,12} are connected via the level below.
{14,27,22}The stairs at {14,30,26}, {14,27,22}, {14,23,20} are connected via the level below.
{14,30,26}The stairs at {14,30,26}, {14,27,22}, {14,23,20} are connected via the level below.
{14,31,7}The stairs at {14,26,11}, {14,27,9}, {14,27,17}, {14,31,7}, {14,31,10}, {14,31,12} are connected via the level below.
{14,31,10}The stairs at {14,26,11}, {14,27,9}, {14,27,17}, {14,31,7}, {14,31,10}, {14,31,12} are connected via the level below.
{14,31,12}The stairs at {14,26,11}, {14,27,9}, {14,27,17}, {14,31,7}, {14,31,10}, {14,31,12} are connected via the level below.
{14,31,25}The stairs at {14,13,25}, {14,19,29}, {14,31,25} are connected via the level above.
{14,31,31}The stairs at {14,18,25}, {14,18,30}, {14,19,21}, {14,23,31}, {14,23,31} are connected via the level below.
- The path from the Emerald Level to the Emerald Forest
{14,2,20}Put a SAR Key into the lock at {14,3,21}.
{14,4,17}From the Emerald Forest.
{14,4,19}Put a SAR Key into the lock at {14,3,20}.
{14,7,20}To the Emerald Forest.
{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
{14,7,25}To the Emerald Level.
Level 15 - Deep Moria - The Emerald Forest - The Maze of Thieves
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.
The unique compass "Learning Advisor" says "DREAMS BECOME TRUE" when examined on this level.
{15,16,5}You are teleported here from {8,6,4} in the Kitchen Lab. Kill the rats at {15,16,4} for furs and Steaks, then go there to make the teleporter back to {8,5,4} appear here; take the Emerald Key out of the alcove at {15,17,4}.
Some places:
- The Moria.
{15,8,14}Ashes; sword, 3 sets of bones; Steak, bones.
{15,9,13}Black Flame with 3 lives.
{15,9,15}Sapphire Key in the alcove at {15,9,16}.
{15,10,8}Bag with Mithral Mail and Mithral Aketon.
{15,10,10}Gold Key.
{15,10,11}Black Flame with 3 lives; GOR Coin.
{15,10,15}Gaefusilfr Coin.
{15,10,23}Ruby Key in the alcove at {15,10,24}.
{15,11,9}Black Flame.
{15,11,14}Black Flame with 3 lives; Silver Coin.
{15,11,15}Gold Key, SAR Coin; GOR Coin, Sapphire; rust, ruby , Chalcedony, GOR Coin, Silver Coin. Smaug's treasure here is this level's main treasure.
{15,11,26}Press the hardly visible switch at {15,13,28} to open and close this wall.
{15,12,7}Black Flame with 3 lives.
{15,12,13}Black Flame with 3 lives.
{15,12,26}You can only reach this place by falling down from {14,12,26}.
{15,13,7}Emerald.
{15,13,10}Black Flame with 3 lives.
{15,13,12}SAR Coin.
{15,13,13}Rust.
{15,13,14}This door opens when you step on {15,13,13}; there is a button to open and close it at {15,14,15}.
{15,13,27}Press the hardly visible switch at {15,13,28} to open and close the wall at {15,11,26}.
{15,14,6}Black Flame with 3 lives.
{15,15,6}Ashes.
{15,15,8}Black Flame with 3 lives.
{15,15,9}The blue dragon Smaug here carries the Dragon Chest mail, 3 COMPETITION POINTS; he'll also drop a Dragon Heart, a Magic Slayer arrow and 5 or 6 Steaks.
{15,15,11}Black Flame with 3 lives.
{15,16,7}Sapphire.
{15,16,9}Rock and boulder on the floor.
{15,16,10}Inscription "CAVERN OF SMAUG" at {15,15,10}. This removable wall is open if you come from the stairs at {15,17,10}, but closes if you go to {15,16,9}; there is a lock at {15,17,9} to open it again with the Ruby Key from {15,10,24}.
{15,16,12}Gem of Ages necklace.
{15,17,10}The stairs at {15,17,10}, {15,18,9}, {15,18,11}, {15,19,10} are connected via the level above.
{15,18,9}The stairs at {15,17,10}, {15,18,9}, {15,18,11}, {15,19,10} are connected via the level above.
{15,18,11}The stairs at {15,17,10}, {15,18,9}, {15,18,11}, {15,19,10} are connected via the level above.
{15,18,25}The stairs at {15,18,25} and {15,18,30} are connected via the level above.
{15,18,30}The stairs at {15,18,25} and {15,18,30} are connected via the level above.
{15,19,10}The stairs at {15,17,10}, {15,18,9}, {15,18,11}, {15,19,10} are connected via the level above.
{15,19,21}The stairs at {15,19,21}, {15,20,19} are connected via the level above.
{15,26,18}Deep pit from the Moria at {14,26,18} down to Ye Old King under the Mountain to {21,26,18}. There are side entrances on levels 18 and 20 below.
{15,20,8}The stairs at {15,20,8}, {15,20,12}, {15,27,9} are connected via the level above.
{15,20,10}Boulder in the alcove at {15,21,10}.
{15,20,12}The stairs at {15,20,8}, {15,20,12}, {15,27,9} are connected via the level above.
{15,20,19}The stairs at {15,19,21}, {15,20,19} are connected via the level above.
{15,20,30}In the alcove at {15,20,31} is the spell scroll "Awake the Spirits of Armors", "FUL BRO SAR".
{15,21,12}Touching the broken down wall at {15,21,13} you get the message: "YOU CANNOT PASS THROUGH THE RUMBLE". Umber Hulks appear here.
{15,21,14}Touching the broken down wall at {15,21,13} you get the message: "YOU CANNOT PASS THROUGH THE RUMBLE". You also get a rock out of the wall each time you touch it. Umber Hulks appear here.
{15,22,16}The stairs at {15,27,17}, {15,22,16} are connected via the level above.
{15,22,19}The stairs at {15,22,19}, {15,23,20} are connected via the level above.
{15,22,22}From {13,22,22}; teleports you to {13,27,14}, finally you reach {15,27,15}.
{15,23,7}The stairs at {15,23,7}, {15,31,7} are connected via the level above through a door that can be bashed.
{15,23,9}Skeleton Key in the alcove at {15,24,9}.
{15,23,20}The stairs at {15,22,19}, {15,23,20} are connected via the level above.
{15,23,31}The stairs at {15,23,31}, {15,31,31} are connected via the level above.
{15,24,17}The stairs at {15,24,17}, {15,31,12}, {15,31,21} are connected via the level above.
{15,25,19}In the alcove at {15,25,18} is a SAR Key.
{15,25,24}Bones.
{15,26,29}Switch at {15,26,28}, rust.
{15,27,1}Down to {17,27,1}, from {17,28,1} you teleport to {5,25,5} on the Crypt level.
{15,27,2}Ashes.
{15,27,9}The stairs at {15,20,8}, {15,20,12}, {15,27,9} are connected via the level above.
{15,27,17}The stairs at {15,27,17}, {15,22,16} are connected via the level above.
{15,28,0}To Ye Old King under the Mountain, Inferno and the Chamber of Oblivion. You can also jump into a pit teleporting you back onto the Crypt level.
{15,28,9}Giggler Gollum carries the unique cursed Funereal One Ring, 1 COMPETITION POINT.
{15,29,3}Bones. You land here if falling down from the Balrog fight.
{15,30,14}You can easily reach both sides of this door without opening it.
{15,31,2}Bones.
{15,31,7}The stairs at {15,23,7}, {15,31,7} are connected via the level above through a door that can be bashed.
{15,31,12}The stairs at {15,24,17}, {15,31,12}, {15,31,21} are connected via the level above.
{15,31,21}The stairs at {15,24,17}, {15,31,12}, {15,31,21} are connected via the level above.
{15,31,31}The stairs at {15,23,31}, {15,31,31} are connected via the level above.
- The Emerald Forest
{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
{15,7,20}To the Emerald Level.
{15,10,3}SOMETIMES ALL OF OUR THOUGHTS ARE MISGIVEN
- The Maze of Thieves
{15,0,22}To {15,15,22}.
{15,0,26}From {15,18,22}.
{15,1,23}To {15,8,31}.
{15,1,25}To {15,15,27}.
{15,8,29}To {15,15,22}.
{15,8,31}From {15,19,0}, {15,1,23}, {15,18,4}, {15,17,31}.
{15,9,28}To {15,15,27}.
{15,9,30}Press the button at {15,8,30} to return to {13,22,2}.
{15,10,29}To {15,23,1}.
{15,13,31}From {15,24,0} and {15,19,28}.
{15,14,28}Press the button at {15,13,28} to switch on the teleporter, then step quickly back to {15,15,28} to return to {13,20,2}.
{15,14,29}Inscription "To Friends" at {15,14,30} to the south. Touch the altar to the west at {15,13,29} to be teleported to {6,8,14} on the Spiders' level.
{15,14,31}Press the button at {15,14,30} to return to {13,22,2}.
{15,15,22}From {13,23,3} in the Steel Sphinx Room at the Stairs of Ashes and {15,0,22}, {15,24,5}, {15,29,8}.
{15,15,25}To {15,17,29}.
{15,15,27}From {15,1,25}, {15,9,28}, {15,20,1}.
{15,15,28}Press the button at {15,13,28} to switch on the teleporter for a short time to return from here to {13,20,2}.
{15,15,29}This blue force field apparently doesn't do anything. In the alcove at {15,16,29} is the thieves' treasure.
{15,16,22}Press the button at {15,16,23} to return to {13,22,2}.
{15,16,24}To {15,23,3}.
{15,16,26}Press the button at {15,16,27} to return to {13,22,2}.
{15,16,30}To {15,25,2}.
{15,17,0}To {15,23,1}.
{15,17,21}To {15,21,4}.
{15,17,23}To {15,17,26}.
{15,17,26}From {15,17,23} and {15,26,6}.
{15,17,28}Press the button at {15,16,28} to return to {13,22,2}.
{15,17,29}From {15,15,25} and {15,21,2}.
{15,17,31}To {15,8,31}.
{15,18,1}Press the button at {15,19,1} to return to {13,22,2}.
{15,18,2}From {13,23,1} in the Steel Sphinx Room at the Stairs of Ashes and {15,19,3}.
{15,18,4}To {15,8,31}.
{15,18,22}To {15,0,26}.
{15,18,27}To {15,25,4}.
{15,19,0}To {15,8,31}.
{15,19,3}To {15,18,2}.
{15,19,28}To {15,13,31}.
{15,20,1}To {15,15,27}.
{15,20,4}Press the button at {15,20,3} to return to {13,22,2}.
{15,21,0}To {15,25,2}.
{15,21,2}To {15,17,29}.
{15,21,4}From {15,17,21} and {15,22,5}.
{15,22,1}Press the button at {15,22,0} to return to {13,22,2}.
{15,22,5}To {15,21,4}.
{15,23,1}From {15,17,0} and {15,10,29}.
{15,23,3}From {15,16,24} and {15,27,5}.
{15,23,4}Press the button at {15,24,4} to return to {13,22,2}.
{15,24,0}To {15,13,31}.
{15,24,5}To {15,15,22}.
{15,25,1}Press the button at {15,26,1} to return to {13,22,2}.
{15,25,2}From {15,16,30} and {15,21,0}.
{15,25,4}From {15,18,27} and {15,26,0}.
{15,26,0}To {15,25,4}.
{15,26,4}Press the button at {15,27,4} to return to {13,22,2}.
{15,26,6}To {15,17,26}.
{15,27,5}To {15,23,3}.
Level 16 - The Apprentice
This level isn't for Apprentice characters.
The unique compass "Learning Advisor" says "OMEGA POINT" when examined on this level.
{16,0,24}To the Darkness Chamber, the Gardening Challenge, the Sundrier, the Cursed Armoury. The stairs at {16,0,24} and {16,8,22} are connected on the level below.
{16,0,25}The switches at {16,1,25} and {16,3,30} open and close the pit at {16,4,29}.
{16,0,29}Press the button at {16,0,28} to close the pit at {16,8,30}. Go quickly over the closed pit to avoid falling down; the teleporter is pushing you back there.
{16,0,30}Close the pit at {16,2,30}.
{16,1,13}Brandish or confuse worms into the teleporter niche at {16,2,8} standing at {16,2,10}, then quickly press the button at {16,3,10} to bring the worm(s) onto the pressure plate at {16,4,9}. Do this also with the niche at {16,3,19} and the switch at {16,1,19} belonging to the pressure pad at {16,0,20}. This door will then open.
{16,1,15}Open the door at {16,1,12}.
{16,1,12}The button to the west switches the door at {16,1,15}.
{16,1,18}Brandish or confuse worms into the teleporter niche at {16,3,19}, then quickly press the button at {16,1,19} to bring the worm(s) onto the pressure plate at {16,0,19}. After doing the same with the pad at {16,4,9}, the door at {16,1,13} will open.
{16,1,22}There seem to be force fields holding back monsters at {16,1,22}, {16,3,14}, {16,4,16}, {16,8,12}, {16,8,14}, {16,8,16}.
{16,2,10}Brandish or confuse worms into the teleporter niche at {16,2,8}, then quickly press the button at {16,3,10} to bring the worm(s) onto the pressure plate at {16,4,9}. After doing the same with the pad at {16,0,20}, the door at {16,1,13} will open.
{16,2,13}Bag with a Key of B and a scroll: "CHEST B KEY".
{16,2,30}At all three walls at {16,1,30}, {16,2,29}, {16,3,30} are switches closing the pit at {16,0,30}. The teleporter goes on and off, pushing you back to {16,2,31} repeatedly, where you are hit by fireballs from the east.
{16,3,14}This pressure pad seems to summon worms in the western corridor. Whenever a worm steps onto it, it is teleported to {16,4,14}.
{16,3,24}Open the door at {16,5,22}. Face east when teleporting around to use the button.
{16,3,29}Inscription "PIT B KEY" on the northern side of the fake wall; switches for the pit at {16,4,29} are at {16,3,30} and {16,1,25}.
{16,4,11}This door requires 4 B keys (on the west side).
{16,4,14}You are transported to {16,3,14}.
{16,4,16}There seem to be force fields holding back monsters at {16,1,22}, {16,3,14}, {16,4,16}, {16,8,12}, {16,8,14}, {16,8,16}.
{16,4,24}Scroll: "DOOR B KEY". Later I found also a Key of B here.
{16,4,25}Destroyable door.
{16,4,29}The switches at {16,1,25} and {16,3,30} open and clos
e this pit.
{16,4,31}Going here shoots fireballs from the east.
{16,5,21}Black Flame.
{16,5,22}The button to the west switches the door at {16,3,24}. Face east when teleporting around to use that.
{16,5,24}Destroyable door.
{16,6,28}Press the button at {16,6,27} to close the pit at {16,9,31}. Go quickly over the closed pit to avoid falling down; the teleporter is pushing you back there.
{16,6,29}Close the pit at {16,8,29}.
{16,7,27}B key (none found in 3.5B8 yet)
{16,8,5}Way back if fallen down at {16,8,8}.
{16,8,8}After falling down here, you come back at {16,8,5}.
{16,8,12}You are transported to {16,7,12}. Monsters seem to be held back as well.
{16,8,14}There seem to be force fields holding back monsters at {16,1,22}, {16,3,14}, {16,4,16}, {16,8,12}, {16,8,14}, {16,8,16}.
{16,8,16}There seem to be force fields holding back monsters at {16,1,22}, {16,3,14}, {16,4,16}, {16,8,12}, {16,8,14}, {16,8,16}.
{16,8,22}To the Darkness Chamber, the Gardening Challenge, the Sundrier, the Cursed Armoury. The stairs at {16,0,24} and {16,8,22} are connected on the level below.
{16,8,29}Press the button at {16,8,28} to close the pit at {16,6,29}. Go quickly over the closed pit to avoid falling down; the teleporter is pushing you back there.
{16,8,30}Close the pit at {16,0,29}.
{16,9,25}In the alcove at {16,10,25} are a MON Blast Spore and a scroll: "ONE OF THE DOORS CAN BE BASHED, ANOTHER CAN BE BLASTED."
{16,9,31}Close the pit at {16,6,28}.
{16,10,31}Key of B at {16,10,30}.
{16,14,19}Leaving this pressure pad summons a spider around the corner.
{16,17,19}A Golem is standing here.
{16,19,26}Kill Xanathar here, 10 COMPETITION POINTS.
{16,27,1}Down to {17,27,1}, from {17,28,1} you teleport to {5,25,5} on the Crypt level.
{16,27,3}Dead Black Flame.
{16,27,14} Mindflayers
{16,27,28}Switch on east facing wall reveals Cerberus, 3 COMPETITION POINTS.
{16,2,22}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,2,23}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,2,24}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,2,25}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,2,26}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,3,22}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,3,26}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,4,20}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,4,21}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,4,22}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,4,26}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,5,20}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,5,26}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,6,20}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,6,21}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,6,22}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,6,23}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,6,24}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,6,25}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
{16,6,26}You are teleported around counterclockwise as soon as you step on one of those squares: {16,6,23}, {16,6,22}, {16,6,21}, {16,6,20}, {16,5,20}, {16,4,20}, {16,4,21}, {16,4,22}, {16,3,22}, {16,2,22}, {16,2,23}, {16,2,24}, {16,2,25}, {16,2,26}, {16,3,26}, {16,4,26}, {16,5,26}, {16,6,26}, {16,6,25}, {16,6,24}.
Places:
- The Soap and Water Room
{16,12,23}Touching one of the fountains around the columns at {16,12,23} and {16,16,25} unlocks new magic: "VIEW SPELL GRANTED. SOAP AND WATER."; because it expires again, you must unlock the spell repeatedly.
{16,12,29}You receive the message "KEEP WASHING" if you press the button to the north of the wall as long as there are any red footprints left in this room. If there are no footprints left, the door at {16,12,30} and the wall at {16,8,23} are opened instead.
{16,12,30}Open the door from {16,12,27} after solving the riddle here. Corbum at {16,11,30}; spell unlocked: Energize Dead Spores, FUL GOR RA.
{16,13,29}Door with button.
{16,13,30}You are teleported here from {8,16,24} from the Emerald Level.
{16,13,31}Teleporter back to {8,17,24} to the Emerald Level.
{16,16,25}Touching one of the fountains around the columns at {16,12,23} and {16,16,25} unlocks new magic: "VIEW SPELL GRANTED. SOAP AND WATER."; because it expires again, you must unlock the spell repeatedly.
{16,16,29}To Aquantana, the underwater area.
{16,9,23}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,10,22}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,10,23}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,9,28}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,11,24}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,11,25}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,11,26}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,11,27}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,11,28}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,12,24}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,12,28}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,13,24}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,13,25}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,13,28}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,15,21}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,15,22}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,14,24}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,14,25}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,16,22}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,15,25}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,15,28}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,16,28}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,17,25}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
{16,17,26}Cast "LO VI EW" on all the footprints at {16,9,23}, {16,10,22}, {16,10,23}, {16,9,28}, {16,11,24}, {16,11,25}, {16,11,26}, {16,11,27}, {16,11,28}, {16,12,24}, {16,12,28}, {16,13,24}, {16,13,25}, {16,13,28}, {16,15,21}, {16,15,22}, {16,14,24}, {16,14,25}, {16,16,22}, {16,15,25}, {16,15,28}, {16,16,28}, {16,17,25}, {16,17,26} to remove them, then press the button at {16,12,29}.
- The Moria
{16,26,18}Deep pit from the Moria at {14,26,18} down to Ye Old King under the Mountain to {21,26,18}. There are side entrances on levels 18 and 20 below.
{16,28,0}This stairs lead to the upper parts of the Moria.
{16,28,2}Inscription "HOT WATERSPRING" at {16,28,3}.
{16,29,1}Dead Black Flame.
{16,29,3}Fountains at {16,28,3} and {16,29,2}.
{16,29,4}Weak Black Flame with 3 lives, respawns.
{16,29,5}Immortal Black Flame.
{16,30,1}Apparently inactive "Pudding"; can be stepped over.
{16,30,3}Weak Black Flame with 3 lives, respawns.
{16,30,4}Immortal Black Flame.
{16,31,0}Down to Ye Old King under the Mountain, Inferno and the Chamber of Oblivion.
{16,31,3}Immortal Black Flame.
- The Tower of Pits, a sublevel of the Tower of Mampang.
Level 17 - Aquantana
The main Part of this level is under water. You can walk there, but there's a time limit. Return to the stairs to the Soap and Water room to the south as soon as you're warned about running out of air.
The unique compass "Learning Advisor" says nothing when examined on this level.
Places:
- The underwater level Aquantana
{17,5,26}Pulling the lever at {17,5,27} summons a Water Elemental behind the half-open door at {17,6,26}, the door stays closed.
{17,6,10}A group of Anemones sits here.
{17,6,11}A group of Anemones sits here.
{17,7,10}A group of Anemones sits here.
{17,7,11}A group of Anemones sits here.
{17,7,17}In the alcove at {17,8,17} is the unique Pendant Feral necklace, "SAID TO HOLD THE KNOWLEDGE OF SYRA".
{17,16,29}Out of the water, up into the Apprentices' Soap and Water Room.
{17,16,30}An Evil Crab lives here, it carries the Coral Poleyn, 5 COMPETITION POINTS. Not seen the crab in 3.5B8 (was already dead due to a bug).
{17,22,11}I found the Coral Poleyn here on the floor in 3.5B8 due to a bug; can be anywhere on this level.
{17,30,3}Button on the northern side, and inscriptions (clockwise starting from the north): "THREE LIVES HAVE I", "GENTLE ENOUGH TO SOOTHE THE SKIN", "LIGHT ENOUGH TO CARESS THE SKY", "HARD ENOUGH TO CRACK ROCKS". Touch the button with a flask of water (which you keep) to transmute the button into an alcove with a Sapphire, a full Waterskin, a Magic Purse.
- Under the Moria
{17,26,18}Deep pit from the Moria at {14,26,18} down to Ye Old King under the Mountain to {21,26,18}. There are side entrances on levels 18 and 20 below.
{17,27,1}There are pits in the Moria above this place on the levels 12 to 17.
{17,28,1}Teleporter to the Crypt to {5,25,5}.
{17,29,0}Down to Ye Old King under the Mountain.
{17,31,0}Up to the Moria.
- The Tower of Mampang's sublevels:
- The Darkness Chamber
{17,0,24}To the Apprentice Level
{17,0,30}Inscription "TO THE SUNDRIER" at {17,1,30}
{17,1,27}Inscription "TO THE SUNDRIER" at {17,1,28}
{17,1,29}To the Sundrier.
{17,5,30}Solid Key in the alcove at {17,5,31}
{17,6,24}To the Cursed Armoury.
{17,7,24}Door with a Solid Key lock at {17,7,25}, get the key from {17,5,31}.
{17,8,22}To the Apprentice Level.
{17,8,28}To the Gardening Challenge.
{17,9,29}Inscription "GARDENING CHALLENGE" at {17,9,28}
- A few areas belonging to the Apprentice level above
{17,8,5}Back to the "Whirlpool" on the Apprentice Level when fallen down to {17,8,8}.
{17,8,8}You fall down from the "Whirlpool" on the Apprentice Level. Get back at {17,8,5}.
Level 18 - Curiosities
The unique compass "Learning Advisor" says nothing when examined on this level.
{18,7,21}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{18,8,17}Back to Inferno to {26,18,15}.
{18,26,18}Deep pit from the Moria at {14,26,18} down to Ye Old King under the Mountain to {21,26,18}. There are side entrances here and on level 20 below.
{18,27,0}Down to Ye Old King under the Mountain.
{18,29,0}Up to the Moria.
- The Tower of Mampang's sublevels:
- The Tower of Loops
{18,1,0}You are teleported here from an identically looking room in the Tower of Mampang at {11,7,6}. A pressure plate here activates a poison cloud thrower at {18,1,2}.
{18,1,1}If you enter this pit you are teleported away from the level below and land eventually in the beholder's cell at {12,7,7} near the immortal scorpion on the entrance level of the Tower of Mampang.
- The secrets below the Apprentice Level:
- The Cursed Armoury
{18,7,23}To the DARC ARMOUR.
{18,7,24}There is an Axe monster here. Do not put anything on the floor in front of or inside the armoury, it will eventually levitate and attack you!
{18,8,24}Unlock the door with a Turquoise Key at {18,7,25}.
{18,9,24}Cursed Armoury here, 5 COMPETITION POINTS.
{18,19,24}This door has a button. The weapons in the alcoves in the adjacent corridor and the large room are all cursed and will begin to fly towards you and attack you after a short time. Flee to the stairs, try to grab things falling to the floor or push them downstairs where they'll fall to the floor (run down the stairs while they attack you). Heal yourself downstairs or upstairs whenever necessary.
{18,24,24}In the alcove at {18,25,24} is the unique cursed Vampyric Vorpal Blade "Mournblade".
{18,22,24}Inside the Cursed Armoury I found the following cursed weapons: 1 dagger, 1 rapier, 1 burnt out Bolt Blade, 1 burnt out sword "Fury", 1 scimitar, 1 sword, 1 club, 2 Stone Clubs, 6 Waraxes and the Mournblade.
{18,6,24}From the Darkness Chamber beneath the Apprentice level.
- The Sundrier
{18,1,22}Get the Boots of Speed downstairs.
{18,1,29}Up to the Darkness Chamber.
{18,2,25}Inscription "TALK" at {18,2,26}.
{18,2,29}Fight the monsters from here, don't let them surround you.
{18,3,10}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,3,12}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,3,14}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,3,16}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,3,18}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,3,20}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,4,9}In the sundrier at {18,4,8} are the spell Scroll "Magic Opening", "DES GOR DAIN" and 2 Skull Seeds. The sundrier converts Snapdragons into Skull Seeds.
{18,4,21}The button at {18,3,21} opens the door at {18,4,22} permanently.
{18,4,22}The buttons at {18,3,21} and {18,4,26} open the door.
{18,4,27}The button at {18,4,26} opens the door at {18,4,22} for a very short time.
{18,5,10}Black Flame.
{18,5,11}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,5,13}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,5,15}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,5,17}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
{18,5,19}To deactivate the spell shooters in the niches on the opposite sides, put Plasmas into the "flashing locks" at {18,3,10}, {18,5,11}, {18,3,12}, {18,5,13}, {18,3,14}, {18,5,15}, {18,3,16}, {18,5,17}, {18,3,18}, {18,5,19}, {18,3,20}.
- The Gardening Challenge
{18,9,29}Get the stone mushroom from and throw it over the pit from {18,18,27} to make mushrooms spread all the way to the pressure pad at {18,9,26} to open it. Come back to this room much later to get the items out of the alcove at {18,9,30}.
{18,12,30}The invisible force fields at {18,12,30}, {18,13,30}, {18,14,30}, {18,15,30}, {18,16,30} let you through, but protect the Golems from spells.
{18,12,31}An immobile Golem here tries to push you into the pit at {18,12,29} whenever you run from {18,11,30} to the place in front of the alcove at {18,17,30}.
{18,13,30}The invisible force fields at {18,12,30}, {18,13,30}, {18,14,30}, {18,15,30}, {18,16,30} let you through, but protect the Golems from spells.
{18,13,31}An immobile Golem here tries to push you into the pit at {18,13,29} whenever you run from {18,11,30} to the place in front of the alcove at {18,17,30}.
{18,14,30}The invisible force fields at {18,12,30}, {18,13,30}, {18,14,30}, {18,15,30}, {18,16,30} let you through, but protect the Golems from spells.
{18,14,31}An immobile Golem here tries to push you into the pit at {18,14,29} whenever you run from {18,11,30} to the place in front of the alcove at {18,17,30}.
{18,15,30}The invisible force fields at {18,12,30}, {18,13,30}, {18,14,30}, {18,15,30}, {18,16,30} let you through, but protect the Golems from spells.
{18,15,31}An immobile Golem here tries to push you into the pit at {18,15,29} whenever you run from {18,11,30} to the place in front of the alcove at {18,17,30}.
{18,16,30}The invisible force fields at {18,12,30}, {18,13,30}, {18,14,30}, {18,15,30}, {18,16,30} let you through, but protect the Golems from spells.
{18,16,31}An immobile Golem here tries to push you into the pit at {18,16,29} whenever you run from {18,11,30} to the place in front of the alcove at {18,17,30}.
{18,17,30}In the alcove at {18,18,30} are: an Elven Huke, an Elven Doublet, the unique Elven Boots "BLOODY TRAIL" which leave footprints behind you for a few seconds, a stone mushroom. You are teleported back to {18,11,30} after taking each item.
{18,18,28}Invisible force fields at {18,9,27}, {18,10,27}, {18,11,27}, {18,12,27}, {18,13,27}, {18,14,27}, {18,15,27}, {18,16,27}, {18,17,27} and the pit at {18,18,27} prevent you from reaching the pressure plate at {18,9,26} which opens the door at {18,9,29}. Throw the stone mushroom over the pit to make mushrooms spread all the way to the pressure pad.
Level 19 - Dragons!
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
- Secrets below the Apprentice Level:
- The Boots of Speed puzzle below the Sundrier
{19,0,24}The lever at {19,0,23} switches the pit at {19,3,25}.
{19,0,26}This is a fake pit, nothing will fall through! The green button at {19,1,26} opens the pit at {19,0,27}.
{19,0,27}The western lever at {19,4,26} switches the pit, the green button at {19,1,26} opens it. The lever at {19,0,28} switches the door at {19,3,22}.
{19,1,22}Up to the sundrier.
{19,1,25}The lever at {19,4,26} switches the pit, the blue button at {19,1,26} opens it and drops you into an ant nest.
{19,3,22}The lever at {19,0,28} switches this door. In the alcove at {19,3,21} are Boots of Speed, "BESTOWS WINGED FEET".
{19,3,25}The lever at {19,0,23} switches the pit, the pad at {19,4,23} opens it.
{19,3,26}The western lever at {19,4,26} switches the pit at {19,0,27}.
{19,4,23}The pressure pad opens the pit at {19,3,25}.
{19,4,25}The northern lever at {19,4,26} switches the pit at {19,1,25}.
{19,5,23}Consider clearing the ant nest downstairs with OH GOR and OH VEN before you might accidentally fall into it.
- The Darc Armour
{19,7,24}Behind the half-open door at {19,7,25} you see armour pieces; they come to life if you touch the hand shaped switch at {19,6,24} with the inscription THE DARC ARMOUR beneath. Leave this room through the stairs and come back later; the door will have opened.
{19,6,26}A VI Altar with a scroll: "IF YOU READ THIS THEN THE SEALS ARE BROKEN AND THE DARC ARMOUR IS ALIVE AGAIN."
{19,7,23}From the Cursed Armoury.
{19,7,26}Touch the blue field south at {19,7,27} to teleport to {0,9,30} into another, larger teleportation portal room on the Guilds' level. Beware, there's not only the animated Darc Armour to fight!
{19,8,26}A VI Altar with a scroll: "ONLY THE MASTER OF THE ARMOUR CAN BEAR IT."
{19,10,22}Press the button at {19,9,22} to open the door at {19,10,21}. The room behind it is full of dragons! You can, however, cast OH VEN and ZO EW through the grate, while the dragons' fireballs don't come through.
{19,10,23}Going down here you must fight your way back through a corridor to the stairs to {19,17,28}.
{19,10,24}Pulling the lever at {19,11,24} closes the pit at {19,10,23}; the first time you are teleported accross to {19,10,22}.
{19,10,30}There are coin slots with inscriptions at {19,10,29}: "ONE CHARGE", at {19,9,30}: "TWO CHARGES", at {19,10,31}: "THREE CHARGES". It seems that you can reload spell charged weapons here.
{19,11,20}In the alcove at {19,12,20} is a Dragon Spit wand. You get also Steaks from the dead dragons.
{19,11,30}Thouch the plate at {19,11,31}, it says: "DEAD WEAPONS CANNOT BE REVIVED". There is a VI Altar at {19,12,30}. It seems that you can reload spell charged weapons here.
{19,12,29}Falling down from the pits above drops you at {19,12,29}, {19,13,29}, {19,14,29}, {19,15,29}, {19,16,29}, {19,18,27}.
{19,13,29}Falling down from the pits above drops you at {19,12,29}, {19,13,29}, {19,14,29}, {19,15,29}, {19,16,29}, {19,18,27}.
{19,14,29}Falling down from the pits above drops you at {19,12,29}, {19,13,29}, {19,14,29}, {19,15,29}, {19,16,29}, {19,18,27}.
{19,15,29}Falling down from the pits above drops you at {19,12,29}, {19,13,29}, {19,14,29}, {19,15,29}, {19,16,29}, {19,18,27}.
{19,16,29}Falling down from the pits above drops you at {19,12,29}, {19,13,29}, {19,14,29}, {19,15,29}, {19,16,29}, {19,18,27}.
{19,17,28}The stairs come from the monster infested corridor below which you reach going down the pit at {19,10,23}.
{19,18,27}Falling down from the pits above drops you at {19,12,29}, {19,13,29}, {19,14,29}, {19,15,29}, {19,16,29}, {19,18,27}.
{19,18,29}To the Gardening Challenge.
{19,7,21}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{19,8,15}Back to Inferno to {26,18,15}.
{19,8,17}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{19,26,18}Deep pit from the Moria at {14,26,18} down to Ye Old King under the Mountain to {21,26,18}. There are side entrances on level 18 above and level 20 below.
{19,27,0}Up to the Moria.
{19,27,3}Down to Ye Old King under the Mountain.
{19,29,3}Open and close the door by touching the statue at {19,30,2} or the ring at {19,30,4}. A winged black monster is on the southern side of this door.
- The Tower of Mampang's sublevels:
- The Tower of Loops
{19,1,1}You are teleported back to {12,7,7} on the entrance level of the Tower of Mampang.
- The Deathtrap Dungeon
{19,22,31}You MUST resurrect or reincarnate the Champion from the mirror at {19,21,31}.
{19,24,30}You are teleported into this room from {0,0,3} in the Guilds if you have performed the appropriate steps before. There is an inscription at {19,25,30}: DEATHTRAP DUNGEON CREATION OF BARON SUKUMVIT.
{19,25,31}Further down through the Deathtrap Dungeon is the only way out.
Level 20 - Deathtrap Dungeon I
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
- The Deathtrap Dungeon
{20,12,19}Take the bag with a VEN Egg from the floor, you will need it.
{20,12,23}You are held back to the north until you defeat the 2 Sprites attacking you in this corridor.
{20,14,18}Run quickly past the torch shooters to the east from here. The torches are burnt out.
{20,16,1}SUKUMVIT IS A VILLAIN. Pulling the lever at {20,15,1} creates a burnt out Stormring in the alcove at {20,17,0}.
{20,16,2}GLORY TO BARON SUKUMVIT. Pulling the lever at {20,15,2} closes the door and summons 4 immaterial Slimes behind you, which will inevitably kill you.
{20,16,25}You are notified of a bell when arriving here, touching it at {20,16,24} sets off a deadly trap.
{20,19,7}The Flying Guardians at {20,19,7} and {20,21,7} are held back as long as you don't touch the idol at the northern pit. They can attack successfully when you go around them.
{20,20,1}Press the button at {20,19,1} to open the door at {20,19,2}.
{20,20,6}Touching the idol on this side reveals an Emerald (wich you NEED to escape), but also releases the Flying Guardians from {20,19,7} and {20,21,7}, which come after you. Be quick!
{20,20,8}Falling into this opening and closing pit can kill you, check your health. The 2 Flying Guardians at {20,19,7} and {20,21,7} are held back by forcefields, be quick to circumvent them! The idol in front of you is trapped, don't touch it.
{20,20,12}2 Orcs are awaiting you to the east. They can be killed with a VEN Egg, and drop Leather Pants, a Spiked Mace, a Branch (Hollow Stick) and another GOR Coin.
{20,20,20}The bag with a GOR Coin can be taken, but summons a Black Widow here which follows and attacks you. It can be killed with the VEN Egg you should have found earlier. If the Black Widow doesn't drop a replacement egg, you're out of luck…
{20,20,25}Avoid the Caveman in the corridor to the north.
{20,21,7}The Flying Guardians at {20,19,7} and {20,21,7} are held back as long as you don't touch the idol at the northern pit. They can attack successfully when you go around them.
{20,23,0}Teleport back here from {22,24,31}, 2 levels below this place.
{20,24,0}You are teleported down to {22,25,31}, 2 levels below this place.
{20,25,9}In the alcove at {20,25,8} is a bottle of SAR Wine (take that as soon as you can, a trap was set off when I did that later), on the floor at {20,26,9} you find Bones and a Steak.
{20,25,10}HERE IS THE CORPSE OF A BARBARIAN...
{20,25,12}Go through the door at {20,25,11} before following the corridor to the east!
{20,25,26}Take the Bag with a scroll and 2 GOR Coins from {20,24,26}.
{20,25,27}Take the Torch from {20,24,27}.
{20,25,29}Take the Torch from {20,26,29}.
{20,25,30}You cannot open this button operated door in ghost form. Revive the Champion from the mirror upstairs.
{20,25,31}The stairs down from the Deathtrap Dungeon's entrance level.
{20,26,15}Way back after going down the pit at {20,28,14}.
{20,27,14}Take the Rope out of the alcove at {20,26,14}. You can use it to climb down pits.
{20,28,14}You can go down this invisible pit and come back up at {20,26,15}.
{20,29,25}The Blast Spores on the dead Black Flame pads at {20,29,25} and {20,30,25} set off a deadly trap when taken.
{20,30,25}The Blast Spores on the dead Black Flame pads at {20,29,25} and {20,30,25} set off a deadly trap when taken.
{20,31,20}The heat to the north is deadly! Turn back.
{20,31,23}Take the Almost Empty Waterskin from {20,30,23}.
{20,7,21}From Inferno from {26,18,15}.
{20,8,15}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{20,12,3}Back to Inferno to {26,18,15}.
{20,15,11}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{20,27,3}Up to the Moria.
{20,26,18}Deep pit from the Moria at {14,26,18} down to Ye Old King under the Mountain to {21,26,18}. There are side entrances here and on level 18 above.
{20,29,4}The tiny switch at {20,28,4} opens the wall at {20,29,9}.
{20,29,5}Beware, a Dracolich inhabits this maze!
{20,29,9}Open the wall at {20,28,4}.
{20,29,10}Down to Ye Old King under the Mountain.
- The lower ant nests reachable from the Apprentice Level:
{20,7,30}This is an Ant generator room for the ant nests at {20,4,25} and {20,9,27}.
- The ant nest deep below the Sundrier
{20,3,23}Consider clearing the nest from here with OH GOR and OH VEN before you accidentally fall into it from the pits above.
{20,5,23}Up to the Sundrier and the Apprentice Level.
- The deep ant nest below the Gardening Challenge
{20,17,28}The corridor contains only monsters; it's your way back from {20,10,23} if you fall through the pit on the level above.
{20,10,23}Fallen down? Fight your way back to {20,17,28}.
- The passage from the Tower of Doors to the Tower of Pits, part of the secret of the Tower of Mampang
Level 21 - Ye Old King under the Mountain - Deathtrap Dungeon II
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
This level consists of only two areas:
- Under the Moria, Ye Old King under the Mountain: There is a big, really big puzzle to gain access to the exits. Apart from 4 special monsters initially trapped behind locked walls, poisonous giant ants live here.
{21,0,15}Ant generator room for Ye Old King under the Mountain.
{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}. A bag with 8 cooked MON VEN Eggs lies here.
{21,24,7}Open the wall at {21,27,20}.
{21,27,19}Open the wall at {21,30,7}. A Wraith is trapped here. It holds a Crown of Pride increasing your wisdom by 10; Amber Worm food; a Night Shadow cloak increasing your dexterity by 8; a scroll with a hint: "STARVE TO FEED BETTER. SKULLS WILL CATALYSE.", probably referring to the spell "Vampyric Starvation".
{21,20,21}Open the wall at {21,30,6}. A Scorpion is trapped here.
{21,9,29}Open the wall at {21,30,4}. A Basilisk is trapped here.
{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}.
{21,13,26}Stepping here lets a Spectre King appear at {21,13,25}.
{21,13,25}You find an Elven Mail, a Scimitar and a wooden shield after defeating the Spectre King. There is a button at {21,13,24} which apparently doesn't do anything, but seems to be related to the spot at {21,30,5}.
{21,27,20}Opened at {21,24,7}. A rock and 2 boulders are here.
{21,27,21}Opened at {21,25,23}.
{21,28,7}Where is this wall opened?
{21,30,7}Opened at {21,27,19}.
{21,30,6}Opened at {21,20,21}.
{21,30,5}A Great Minotaur with 4 furs, 2 Steaks is trapped here.
{21,30,4}Opened at {21,9,29}.
{21,26,23}Opened at {21,24,13}.
{21,12,3}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{21,15,11}From Inferno from {26,18,15}.
{21,16,8}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{21,22,3}Back to Inferno to {26,18,15}.
{21,26,18}You fall down to this place from a pit from the levels 14 (the Moria), 18 or 20.
{21,28,2}Down to the Inferno to {26,30,0}.
{21,28,3}Broken door.
{21,29,10}Up to the Moria.
- The Deathtrap Dungeon
{21,1,1}You are held in a trap and killed here.
{21,1,7}The stairs at {21,1,7} and {21,3,7} are connected downstairs as well, and lead to the other side of the demon mirror.
{21,2,1}A force field is established here holding you in the trap if you go further to {21,1,1}.
{21,3,7}The stairs at {23,1,7} and {23,3,7} are connected downstairs as well, and lead to the other side of the demon mirror. Coming upstairs on this side summons a Rat at {23,3,6}!
{21,5,1}You fall into a teleporter from here and are transported to {22,1,31}, if you have taken the Barbarian with you. This is the way to go. Don't enter without the Emerald, the Sapphire and the Iron Key as well as anything else you wish to keep!
{21,6,1}At {21,6,0} is lever for the pit at {21,5,1}.
{21,9,1}At {21,9,0} is a Champion mirror, where you can get another character for your party. If you don't, you will get stuck soon.
{21,13,8}The Old Man at {21,13,9} begs you to free him when you step onto the squares at {21,13,8}, {21,12,9} and {21,13,10}. Do so by pulling the lever at {21,13,7}, then go around him to receive valuable hints, take the ZO Liqueur behind him. Killing him gives you only his potion.
{21,15,5}A bag with an Iron Key and a Sapphire is here. You NEED the gem to escape, you can get stuck without the key!
{21,17,5}You fall down here 2 levels to {23,17,5}.
{21,20,7}The teleporter transports you back to {20,20,9} on the level above. You can fall or climb down through one of the two pits to the adjacent places {21,20,6} or {21,20,8}.
{21,26,15}Back to the room above.
{21,28,14}You can climb or fall down here through an invisible pit in the room above. Go back upstairs at {21,26,15}.
Level 22 - Deathtrap Dungeon III
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
- The Deathtrap Dungeon
{22,0,0}Monster generator room.
{22,0,16}Put any useless item into the alcove immediately, the Troll here will then go to {22,0,14}, so you can quickly leave downstairs, where 2 Guard Dogs await you.
{22,0,17}This pit brings you back to {24,13,3} where you have been teleported from.
{22,1,7}The stairs at {22,1,7} and {22,3,7} are connected upstairs as well, and lead to the other side of the demon mirror.
{22,1,15}Before going down, prepare to fight 2 Guard Dogs.
{22,1,31}Coming through a pit on the level above at {21,5,1} you are transported here from {22,5,1}, if you have chosen the second Champion above.
{22,1,24}The Cave Troll awaiting you cannot follow you further north into the big room.
{22,1,28}The alcove at {22,2,28} contains a ZO Liqueur, you are told that it can detect traps.
{22,1,29}The alcove at {22,2,29} contains 2 scrolls telling you about a monster, the Bloody Beast.
{22,2,10}This is no door, but the demon mirror. Going to {22,2,11} summons the Demon of the Mirror here.
{22,2,11}Stepping here summons the Demon of the Mirror and closes the wall at {22,3,12}. In the alcove at {22,3,11} is a scroll.
{22,3,7}The stairs at {22,1,7} and {22,3,7} are connected upstairs as well, and lead to the other side of the demon mirror. Going upstairs on this side summons a Rat above at {23,3,6}!
{22,3,23}The Bag contains a Steak. After you take it, run immediately through the door at {22,2,19} to avoid being killed by stones thrown at you. The places at {22,2,20}, {22,1,20}, {22,2,22}, {22,1,22} are safe as well.
{22,4,29}Teleport to {22,8,23} from here.
{22,4,30}Take the Magic Purse from {22,5,30} and go north into the teleporter afterwards.
{22,4,31}The Master of the Trial tells you that you have won and must be quick in the next room.
{22,5,1}Coming through the pit above you are transported to {22,1,31} if you have chosen to follow the Barbarian above; if not, you are trapped here!
{22,6,8}Taking anything out of the alcove at {22,6,7} kills you.
{22,6,11}2 Boulders are directly behind this door, and 3 pressure plates at {22,6,10}, {22,6,9}, {22,6,8}.
{22,6,28}The Master of the Trial tells you that you have lost and that you must pay to leave.
{22,7,29}A Club is here, the place says "clubs", and there are holes on the northern wall to put one into to switch on the teleporter at {22,6,26}.
{22,6,26}Put a useless weapon into the appropriate holes in the walls, use the Club you find here or a burnt out torch. This enables a teleporter back to {22,12,29} at this place.
{22,8,13}In the alcove at {22,8,14} you find a Club and Powder.
{22,9,10}Go up those stairs.
{22,8,20}Remove the wall at {22,9,20} by pressing the button on it.
{22,10,12}Dwarves attack you behind this door and steal your items. Kill them and get a Wand of FUL to be found here.
{22,10,16}The Master of the Trial standing here tells you that it's useless to attack him.
{22,10,20}This teleporter brings you to {22,19,25}.
{22,10,26}If the the teleporters at {22,10,26}, {22,12,26}, {22,14,26} are switched on, they transport you to {22,4,30}.
{22,10,28}This teleporter brings you to {22,10,26}.
{22,11,17}You are transported to the games to {22,12,29} from here. Don't leave the Emerald, the Sapphire, the Iron Key and any other items you wish to keep behind! Don't drop any valuable things in the following games' area. You can't fetch them later!
{22,12,12}The stairs at {22,12,12} and {22,23,12} are connected on the level below.
{22,12,15}Teleporting here opens the door in front of you and the one at {22,16,17}, releasing a Scorpion.
{22,12,20}You can take a scroll out of the mirror at {22,12,20}, but will be held by an hypnotic eye, and killed.
{22,12,22}This teleporter brings you to {22,6,29}.
{22,12,24}The Master of the Trial standing here tells you that you've lost. He will vanish later, then go through the teleporter at {22,12,22}.
{22,12,26}If the the teleporters at {22,10,26}, {22,12,26}, {22,14,26} are switched on, they transport you to {22,4,30}.
{22,12,28}This teleporter brings you to {22,12,26}.
{22,12,30}The Master of the Trial standing here tells you to make a choice. Go through one of the teleporters at {22,10,28}, {22,12,28}, {22,14,28}.
{22,14,26}If the the teleporters at {22,10,26}, {22,12,26}, {22,14,26} are switched on, they transport you to {22,4,30}.
{22,14,28}This teleporter brings you to {22,14,26}.
{22,15,12}The VI Altar at {22,15,11} contains an Almost Full Waterskin and a Steak. The door behind you closes when you step in here. After a while you are teleported to {22,20,29}
{22,15,13}This door opens as soon as you kill the monster having been released. The Scorpion is easier and drops useful VEN Eggs.
{22,16,12}The Master of the Trial standing here does nothing.
{22,16,31}Monster generator room.
{22,17,5}You fall down here from the level above to the level below.
{22,18,15}Teleporting here opens the door in front of you and the one at {22,14,17}, releasing a Minotaur.
{22,18,29}The Master of the Trial standing here does nothing.
{22,20,29}The alcove at {22,21,29} contains 3 scrolls which tell you to kill each other. Put your stronger Champion in the back row, kill the other by running into a wall. Put his bones into the alcove, and you, as well as any items on the floor are teleported to {24,25,28}.
{22,17,24}Teleporter to {22,12,15}.
{22,18,24}Inscription at {22,18,23}: "no crop is"
{22,19,19}Even with a burning torch, this corridor gets darker if you follow it further, something will kill you at the end.
{22,19,20}The northern wall at {20,19,19} crumbles to dust when you reach {22,20,20}. Behind it an extremely tough Giant Larva awaits you, which seldom leaves the northern hall, so attack and retreat repeatedly; if it follows you, lure it under the door at {22,24,23}.
{22,19,26}The Master of the Trial says: "you survived."
{22,20,24}Inscription at {22,20,23}: "ruin moat"
{22,21,24}Teleporter to {22,18,15}.
{22,23,12}The stairs at {22,12,12} and {22,23,12} are connected through a corridor below.
{22,23,23}As soon as you open the door at {22,24,23}, ferocious Rock Worms attack. You can (and should in order to gain some valuable food) easily kill them by closing the door again onto them, and additionally hit with the Spiked Mace. Watch your health, close the door again to protect yourself, don't get poisoned.
{22,23,18}The destroyable statues at {22,23,18} and {22,28,18} say nothing when examined, but can be hacked to pieces to gain fighter experience. Do so in the dark, you've got few torches.
{22,23,26}This is just a blue light giving you a hint.
{22,24,16}There is an Old Man in the niche at {22,23,16} giving you a riddle. You will die if you stay too long, or your answer is wrong, and can only leave if you act correctly. The bag contains the answer: lay down the coin in front of the man, then take it back.
{22,24,31}Teleport back to {20,23,0}, 2 levels above this place.
{22,25,31}You are teleported here from {20,24,0}, 2 levels above this place.
{22,26,11}Taking the scroll will reanimate the items beneath: a Skeleton Warrior with an Open Helm, Dark Boots and a Mail Aketon appears.
{22,26,14}If you do the right thing at {22,24,16}, a silver Gaefusilfr coin will appear in the VI Altar at {22,26,13}.
{22,26,23}Taking the Sword summons a Giant Fly. The pit is an illusion.
{22,27,14}If you do the right thing at {22,24,16}, a burnt out Bolt Blade will appear in the VI Altar at {22,27,13}.
{22,27,20}Climb down here with a rope. Teleport from the room below to {22,28,20}; be aware that the pit blocks your way back. You MUST find the Emerald before entering the pit! Anything you leave behind will be unreachable!
{22,28,14}If you do the right thing at {22,24,16}, a Cape will appear in the VI Altar at {22,28,13}.
{22,28,18}The destroyable statues at {22,23,18} and {22,28,18} say nothing when examined, but can be hacked to pieces to gain fighter experience. Do so in the dark, you've got few torches.
{22,30,4}Don't go here, there is a Boulder throwing trap to the north!
{22,16,8}From Inferno from {26,18,15}.
{22,22,3}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{22,23,9}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{22,25,5}Back to Inferno to {26,18,15}.
{22,28,0}Down to the Inferno to {26,30,0}.
{22,28,2}Up to Ye Old King under the Mountain to {21,28,2}.
Level 23 - Deathtrap Dungeon IV
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
- The Deathtrap Dungeon
{23,0,17}You fall from the pit above into this teleporter to {23,13,3} where you fall down to the level below.
{23,1,7}Climbing down with a rope at {23,1,7}, {23,1,8} or {23,5,7}, {23,5,8} brings you to {23,3,8}.
{23,1,8}Climbing down with a rope at {23,1,7}, {23,1,8} or {23,5,7}, {23,5,8} brings you to {23,3,8}.
{23,1,9}Climbing down with a rope at {23,1,11}, {23,1,10}, {23,1,9} or {23,5,11}, {23,5,10}, {23,5,9} brings you to {23,3,10}.
{23,1,10}Climbing down with a rope at {23,1,11}, {23,1,10}, {23,1,9} or {23,5,11}, {23,5,10}, {23,5,9} brings you to {23,3,10}.
{23,1,11}Climbing down with a rope at {23,1,11}, {23,1,10}, {23,1,9} or {23,5,11}, {23,5,10}, {23,5,9} brings you to {23,3,10}.
{23,1,15}Stairs from the Troll room you have been teleported into.
{23,2,15}2 Guard Dogs are here.
{23,2,16}On the floor you find a Gaefusilfr coin.
{23,3,0}To and from the room of the Bloody Beast downstairs.
{23,3,1}Force fields appear at {23,3,1} and {23,3,4} closing this room as soon as you step onto the square {23,3,2} until you obtain the Powergem from the summoned monster.
{23,3,2}Stepping here summons a very strong monster! It leaves the Powergem you NEED to escape, as well as a few weapons, a Basinet, and Powder when killed. Before going here, drop everything except your full armour and the strongest non-ranged weapon on this spot. You will need all your Stamina and Health.
{23,3,4}Force fields appear at {23,3,1} and {23,3,4}, closing this room as soon as you step onto the square {23,3,2} until you obtain the Powergem from the summoned monster.
{23,3,5}"IT IS FORBIDDEN TO KEEP YOU WEAPONS". Empty alcoves are at {23,2,5} and {23,4,5}. Keep your strongest weapon and your full armour, put down all other items.
{23,3,7}Press the button to open this door.
{23,3,9}The Monster of the Depths stands here. Walk around it, use non-ranged attacks standing behind it, the Monster will seldom move then! You get 2 Steaks from it.
{23,3,12}When you arrive here, the door in front of you opens. The Monster of the Depths waits behind it at {23,3,9}.
{23,4,8}Behind the grate at {23,4,7} is a Small Shield, get that before dealing with the monster.
{23,4,16}You are teleported to {23,5,0} onto a pit.
{23,4,17}You are teleported to {23,5,1} onto a pit.
{23,4,18}You are teleported to {23,5,2} onto a pit.
{23,5,0}You are teleported here from {23,4,16} and are crushed.
{23,5,1}You are teleported here from {23,4,17} and fall down into a room you cannot escape from.
{23,5,7}Climbing down with a rope at {23,1,7}, {23,1,8} or {23,5,7}, {23,5,8} brings you to {23,3,8}.
{23,5,8}Climbing down with a rope at {23,1,7}, {23,1,8} or {23,5,7}, {23,5,8} brings you to {23,3,8}.
{23,5,9}Climbing down with a rope at {23,1,11}, {23,1,10}, {23,1,9} or {23,5,11}, {23,5,10}, {23,5,9} brings you to {23,3,10}.
{23,5,10}Climbing down with a rope at {23,1,11}, {23,1,10}, {23,1,9} or {23,5,11}, {23,5,10}, {23,5,9} brings you to {23,3,10}.
{23,5,11}Climbing down with a rope at {23,1,11}, {23,1,10}, {23,1,9} or {23,5,11}, {23,5,10}, {23,5,9} brings you to {23,3,10}.
{23,5,16}You are teleported to {23,6,0} onto a pit.
{23,5,2}You are teleported here from {23,4,18} and are crushed.
{23,5,18}You are teleported to {23,6,2} onto a pit.
{23,6,0}You are teleported here from {23,5,16} and are crushed.
{23,6,2}You are teleported here from {23,5,18} and are crushed.
{23,6,17}Open this door with the button at {23,6,18}, but you cannot get the items to the west. This room is a trap!
{23,7,12}2 levels downstairs into the room with the Bloody Beast to {25,7,17}.
{23,7,21}You are teleported here from {24,26,2}.
{23,7,22}You are teleported down here to {24,26,3}.
{23,12,12}Goblins await you upstairs.
{23,13,3}You are teleported from {23,0,17} onto this pit and fall down to the level below.
{23,17,5}You fall down here from a pit 2 levels above at {21,17,5}.
{23,19,11}You may take one Stone Mushroom, the second kills you.
{23,21,11}This wall is an illusion.
{23,23,12}From the Skeleton Warrior's room.
{23,27,20}Coming from the pit above, you find a Ruby here.
{23,28,20}Teleport up into the corridor behind the pit you came down from here.
{23,23,7}Back to Inferno to {26,18,15}.
{23,23,9}From Inferno from {26,18,15}.
{23,25,5}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{23,28,0}Up to Ye Old King under the Mountain to {21,28,2}.
{23,30,1}Down to the Inferno to {26,30,0}.
{23,31,3}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
Level 24 - Deathtrap Dungeon V
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
- The Deathtrap Dungeon
{24,1,7}Falling down from a pit above to {24,1,7}, {24,1,8}, {24,5,7}, {24,5,8} you are teleported up again to {23,3,8}.
{24,1,8}Falling down from a pit above to {24,1,7}, {24,1,8}, {24,5,7}, {24,5,8} you are teleported up again to {23,3,8}.
{24,1,9}Falling down from a pit above to {24,1,11}, {24,1,10}, {24,1,9}, {24,5,11}, {24,5,10}, {24,5,9} you are teleported up again to {23,3,10}.
{24,1,10}Falling down from a pit above to {24,1,11}, {24,1,10}, {24,1,9}, {24,5,11}, {24,5,10}, {24,5,9} you are teleported up again to {23,3,10}.
{24,1,11}Falling down from a pit above to {24,1,11}, {24,1,10}, {24,1,9}, {24,5,11}, {24,5,10}, {24,5,9} you are teleported up again to {23,3,10}.
{24,1,17}Down the stairs at {24,1,17}, {24,3,17}, {24,5,17}, {24,7,17} is a large room with the Bloody Beast in it.
{24,1,20}The Leprechauns attacking here steal your belongings; sometimes I didn't get back everything after killing them, perhaps one can escape?
{24,1,21}A teleporter at {24,1,22} to this spot can be activated, so the way south can be blocked.
{24,1,22}From the north Leprechauns attack. A teleporter to {24,1,21} can be somehow switched on and off here.
{24,2,24}You can kill the monster at {24,2,26} from here, but spells can be hurled at you when you approach the western wall.
{24,2,26}Here is a Meduse. It drops a Chalcedony, kill it with throwing weapons, but avoid some spells by retreating immediately after you go to {24,2,24}.
{24,3,0}Upstairs is a room with the monster you NEED to kill to obtain the Powergem in order to escape.
{24,3,17}Down the stairs at {24,1,17}, {24,3,17}, {24,5,17}, {24,7,17} is a large room with the Bloody Beast in it.
{24,4,25}Behind the half opened door you here calls for help.
{24,5,0}You are falling down from above and crushed here.
{24,5,1}You are falling down from above and land on a safe spot here, but are trapped in this room.
{24,5,2}You are falling down from above and crushed here.
{24,5,7}Falling down from a pit above to {24,1,7}, {24,1,8}, {24,5,7}, {24,5,8} you are teleported up again to {23,3,8}.
{24,5,8}Falling down from a pit above to {24,1,7}, {24,1,8}, {24,5,7}, {24,5,8} you are teleported up again to {23,3,8}.
{24,5,9}Falling down from a pit above to {24,1,11}, {24,1,10}, {24,1,9}, {24,5,11}, {24,5,10}, {24,5,9} you are teleported up again to {23,3,10}.
{24,5,10}Falling down from a pit above to {24,1,11}, {24,1,10}, {24,1,9}, {24,5,11}, {24,5,10}, {24,5,9} you are teleported up again to {23,3,10}.
{24,5,11}Falling down from a pit above to {24,1,11}, {24,1,10}, {24,1,9}, {24,5,11}, {24,5,10}, {24,5,9} you are teleported up again to {23,3,10}.
{24,5,17}Down the stairs at {24,1,17}, {24,3,17}, {24,5,17}, {24,7,17} is a large room with the Bloody Beast in it.
{24,6,0}You are falling down from above and crushed here.
{24,6,1}This is a safe spot to go, but you are trapped in this room.
{24,6,2}You are falling down from above and crushed here.
{24,7,12}From upstairs you can teleport to {24,26,3}.
{24,7,17}Down the stairs at {24,1,17}, {24,3,17}, {24,5,17}, {24,7,17} is a large room with the Bloody Beast in it.
{24,7,19}2 powerful monsters are teleported back and forth between {24,7,19}, {24,8,19}, {24,9,18}, {24,10,18}. They attack and follow you if you enter this room!
{24,8,19}2 powerful monsters are teleported back and forth between {24,7,19}, {24,8,19}, {24,9,18}, {24,10,18}. They attack and follow you if you enter this room!
{24,8,21}The pits at {24,8,21}, {24,9,21}, {24,10,21} open one after the other. You can reach the alcove with an Casque 'n Coif helmet at {24,11,21}, but fall down into a corridor filled with water. Finding your way through illusionary walls you can return to this level at {24,13,18}
{24,9,14}A Bag with Powder is here, avoid being hit by a poison cloud: take it from {24,9,15}. The bloody footprints warn you.
{24,9,18}2 powerful monsters are teleported back and forth between {24,7,19}, {24,8,19}, {24,9,18}, {24,10,18}. They attack and follow you if you enter this room!
{24,9,21}The pits at {24,8,21}, {24,9,21}, {24,10,21} open one after the other. You can reach the alcove with an Casque 'n Coif helmet at {24,11,21}, but fall down into a corridor filled with water. Finding your way through illusionary walls you can return to this level at {24,13,18}
{24,10,18}A monk and a Boa Constrictor fighting each other are teleported back and forth between {24,7,19}, {24,8,19}, {24,9,18}, {24,10,18}. The snake attacks and follows you if you enter this room! It can kill the monk after you enter, you will then find his belongings.
{24,10,21}The pits at {24,8,21}, {24,9,21}, {24,10,21} open one after the other. You can reach the alcove with an Casque 'n Coif helmet at {24,11,21}, but fall down into a corridor filled with water. Finding your way through illusionary walls you can return to this level at {24,13,18}
{24,13,3}The Old Man at {24,13,2} says that you must go up, which is true, but another way exists via {24,26,2}, {24,7,12}, {24,7,17}, {24,3,17} and {24,3,0}. Put a golden GOR Coin into the slot at {24,14,3} to be teleported up to {22,0,16}. The man will have vanished if you come back here after paying.
{24,13,9}This room is full of Troglodytes, but they cannot leave it, so attack those weak creatures by throwing items from the southern corridor. If you enter from the south with the Potion of Mimetism, the Kath Vinegar, those not near to you will not attack. Leaving the room to the north, the effect will wear off!
{24,13,18}The way up from a water filled corridor under the pits at {24,8,21}, {24,9,21}, {24,10,21}, {24,13,21}.
{24,13,21}This swamp pit leads into a water filled corridor below. You come back upstairs at {24,13,18}.
{24,13,24}Touching the statue at {24,12,24} reveals a Kath Vinegar, which is useful around {24,13,9}.
{24,14,6}Open the lock at {24,14,5} to unlock the door at {24,13,5} with the Iron Key you've found earlier.
{24,14,15}Behind the grate at {24,15,15} you find a Cape and Powder. Leaving this place summons a Black Flame here, beware!
{24,14,26}This Servant has an Almost Empty Waterskin and a Stone Mushroom.
{24,19,27}Behind this openable door are Giant Insects. They cannot follow you behind the point {24,14,26}, so open the door, run immediately down the hallway, then throw things and spells.
{24,19,29}The treasure crumbles to Dust and Powder when you approach.
{24,21,4}Teleporter to {24,22,4} blocking your way (back) to the west.
{24,22,17}The cobwebs hold you back at {24,23,17}.
{24,22,21}The cobwebs hold you back at {24,23,21}.
{24,24,16}An immobile immaterial monster appears here. You can kill it only with the Powergem.
{24,25,28}You teleport here from {22,20,29}.
{24,26,2}You are teleported up here to {23,7,21}. From up there you can go down the stairs at {24,7,12}.
{24,26,3}You are teleported to this place from {23,7,22}.
{24,26,5}You are teleported all the way down via {24,26,6}, {24,26,7}, {24,26,8}, {24,26,9} to {24,26,10}.
{24,26,6}You are teleported all the way down via {24,26,7}, {24,26,8}, {24,26,9} to {24,26,10}.
{24,26,7}You are teleported all the way down via {24,26,8}, {24,26,9} to {24,26,10}.
{24,26,8}You are teleported all the way down via {24,26,9} to {24,26,10}.
{24,26,9}You are teleported to {24,26,10}.
{24,26,10}There is a poison cloud trap here. I'm not sure if paying to the south of here would avoid being harmed when coming back later from the north. You WILL die if you stay or go northwards from here!
{24,26,11}Inscription "PAY FOR SAFETY" at {24,25,11}. Going further activates a poison cloud trap, even if you pay, but you can circumvent this hallway, needing an Iron Key instead at {24,14,5} or going through the room of the Bloody Beast via {24,5,17}, {24,3,17} and {24,3,0}.
{24,26,12}GOR Coin slot at {24,25,12}.
{24,26,13}Fill your Waterskins at {24,25,13} or {24,27,13}, where also a Sword is hidden.
{24,26,29}The Master of the Trial doesn't move, but casts spells at you. He has a Crossbow, an Arrow, a Mithral Aketon.
{24,27,20}Bag with a copper SAR Coin.
{24,28,18}The cobwebs hold you back at {24,27,18}.
{24,21,7}Back to Inferno to {26,18,15}.
{24,23,7}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{24,30,1}Up to Ye Old King under the Mountain to {21,28,2}.
{24,30,4}Down to the Inferno to {26,30,0}.
{24,31,3}You fall through this pit on your way back through a series of corridors, staircases and pits coming from {26,18,15} in the Inferno. From the level below you can either go down again to {26,30,0} or return to Ye Old King under the Mountain to {21,28,2}.
Level 25 - The Forgotten Level
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
- The lower Deathtrap Dungeon: the black squares mark MON OH VEN poison cloud transporters from the inaccessible northern corridor into the room of the Bloody Beast.
{25,0,12}A hidden teleporter pulls you to {25,2,12} in front of the Bloody Beast.
{25,0,14}A hidden teleporter pulls you to {25,2,13} in front of the Bloody Beast.
{25,1,10}A hidden teleporter pulls you to {25,3,11} in front of the Bloody Beast.
{25,1,15}A hidden teleporter pulls you to {25,3,14} in front of the Bloody Beast.
{25,1,17}When you first come down the stairs at {25,1,17} or at {25,5,17} or at {25,7,17} you see the Bloody Beast.
{25,2,2}Put gems into the VI Altars: {25,1,2}=ONE=Sapphire, {25,2,1}=TWO=Emerald, {25,2,3}=THREE=Powergem to open the door at {25,5,1}. A Teleporter holding you for a while appears at {25,3,2}, a poison cloud is thrown at you, and the door at {25,5,1} is opened, the Dwarf escapes.
{25,3,12}The Bloody Beast is held on the central pads at {25,3,12}, {25,4,12}, {25,5,12}, {25,3,13}, {25,4,13}, {25,5,13}.
{25,3,13}The Bloody Beast is held on the central pads at {25,3,12}, {25,4,12}, {25,5,12}, {25,3,13}, {25,4,13}, {25,5,13}.
{25,3,15}This place is safe from clouds and the Bloody Beast. Stand here for ranged attacks.
{25,4,3}The door opens automatically and closes behind you.
{25,4,7}The door at {25,4,8} closes as soon as you enter.
{25,4,8}North of this door is a Manticore. Open it by pulling down the levers at {25,3,8}, {25,9,13}, {25,0,17}. It closes again when you reach {25,4,7}. Don't leave any items you wish to keep behind before you enter. Do not enter without a Sapphire, an Emerald, and a Powergem!
{25,4,9}A hidden teleporter pulls you to {25,4,11} in front of the Bloody Beast.
{25,4,12}The Bloody Beast is held on the central pads at {25,3,12}, {25,4,12}, {25,5,12}, {25,3,13}, {25,4,13}, {25,5,13}. You find Bones and a Mace here.
{25,4,13}The Bloody Beast is held on the central pads at {25,3,12}, {25,4,12}, {25,5,12}, {25,3,13}, {25,4,13}, {25,5,13}.
{25,4,15}This place is safe from clouds and the Bloody Beast. Stand here for ranged attacks.
{25,4,16}A hidden teleporter pulls you to {25,4,14} in front of the Bloody Beast.
{25,5,12}The Bloody Beast is held on the central pads at {25,3,12}, {25,4,12}, {25,5,12}, {25,3,13}, {25,4,13}, {25,5,13}.
{25,5,13}The Bloody Beast is held on the central pads at {25,3,12}, {25,4,12}, {25,5,12}, {25,3,13}, {25,4,13}, {25,5,13}.
{25,5,15}This place is safe from clouds and the Bloody Beast. Stand here for ranged attacks.
{25,5,17}When you first come down the stairs at {25,1,17} or at {25,5,17} or at {25,7,17} you see the Bloody Beast.
{25,6,2}Igbud the Gnome awaits you here and throws smoke, he seems to be immortal, so go to {25,2,2} to open the door at {25,5,1}.
{25,7,10}A hidden teleporter pulls you to {25,5,11} in front of the Bloody Beast.
{25,7,15}A hidden teleporter pulls you to {25,5,14} in front of the Bloody Beast.
{25,7,17}When you first come down the stairs at {25,1,17} or at {25,5,17} or at {25,7,17} you see the Bloody Beast. The stairs lead 2 levels up to {23,7,12}.
{25,8,0}I found an Arrow, a Thorn and a VEN Egg here. Touching the man at {25,9,0} teleports you to the Guilds to {0,1,4}.
{25,8,11}A hidden teleporter pulls you to {25,6,12} in front of the Bloody Beast.
{25,8,13}A hidden teleporter pulls you to {25,6,13} in front of the Bloody Beast. You cannot reach the lever on the wall, as long as it is switched on.
{25,13,18}The stairs go up from this water filled corridor. You can fall down from {25,8,21}, {25,9,21}, {25,10,21}, {25,13,21}.
{25,18,15}Back to Inferno to {26,18,15}.
{25,21,7}From Inferno from {26,18,15} back to Ye Old King under the Mountain to {21,28,2}.
{25,29,3}Bones.
{25,30,2}2 ashes, bones.
{25,31,1}Bones, ashes.
{25,31,2}Bones, Waraxe.
{25,31,3}Burnt out torch, ashes, bones.
{25,30,0}To Inferno to {26,30,0}.
{25,30,4}Back to Ye Old King under the Mountain to {21,28,2}.
Level 26 - Inferno
This level holds only Inferno, you can enter after completing the puzzle of Ye Old King under the Mountain. Many Black Flame pads are in fact monster generators (marked in blue colour on the map) or act as pressure pads (marked as black squares on the map) to activate monster generators, so avoid stepping onto them, and clear your way around them destroying the round columns (marked as removable walls on the map) where possible. The "columns" are immobile, like the Black Flames, but "alive" as well: they regenerate. Apart from the Unique Wizard Wand "Fate of Gothmog" (important for this Guildmaster's quest) and the way down to the Chamber of Oblivion, this level is a merely useless maze. There is also a way back up to Ye Old King under the Mountain.
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
{26,2,5}Red Dragon generator triggered at {26,22,21}.
{26,3,30}Balrog generator triggered at {26,16,10}.
{26,3,5}Destroyable column.
{26,4,5}Destroyable column.
{26,4,14}Pressure pad activating the Hellhound generator at {26,28,3}.
{26,5,4}Pressure pad activating the Grell generator at {26,26,13}.
{26,5,15}Destroyable column.
{26,5,16}Destroyable column.
{26,5,18}Specter generator triggered at {26,27,15}.
{26,5,27}Fire Demon generator triggered at {26,25,15}.
{26,6,5}Destroyable column.
{26,6,6}Destroyable column.
{26,7,6}Pressure pad activating the Lord Chaos generator at {26,30,1}.
{26,7,7}Black Flame.
{26,7,19}Destroyable column.
{26,8,10}Willowisp generator triggered at {26,29,21}.
{26,8,19}Destroyable column.
{26,8,29}Lemure generator triggered at {26,27,9}.
{26,8,30}Black Flame.
{26,9,30}Black Flame.
{26,10,20}Destroyable column.
{26,11,8}Reaper generator triggered at {26,17,27}.
{26,11,16}Pressure pad activating the Wraith generator at {26,23,23}.
{26,11,19}Pressure pad activating the Efreet generator at {26,14,17}.
{26,11,28}Pressure pad activating the Cancerberus generator at {26,24,6}.
{26,12,7}Pressure pad activating the Eye Tyrant generator at {26,27,21}.
{26,12,13}Tormentor generator triggered at {26,17,8}.
{26,12,28}Black Flame.
{26,12,29}Destroyable column.
{26,13,21}Zytaz generator triggered at {26,15,23}.
{26,14,17}Efreet generator triggered at {26,11,19} and {26,16,17}.
{26,15,17}Cursed, unique Wizard Wand "Fate of Gothmog" in the alcove at {26,16,17}, beware: touching it activates the Efreet Generator at {26,14,17}.
{26,15,20}Destroyable column.
{26,15,23}Pressure pad activating the Zytaz generator at {26,13,21}.
{26,16,10}Pressure pad activating the Balrog generator at {26,3,30}.
{26,16,22}Destroyable column.
{26,16,25}Black Flame.
{26,17,5}Destroyable column.
{26,17,8}Pressure pad activating the Tormentor generator at {26,12,13}.
{26,17,11}Destroyable column.
{26,17,20}Destroyable column.
{26,17,22}Destroyable column.
{26,17,27}Pressure pad activating the Reaper generator at {26,11,8}.
{26,18,9}Destroyable column.
{26,18,15}Back to Ye Old King under the Mountain to {21,28,2}.
{26,18,18}Destroyable column.
{26,18,19}Pressure pad activating the Lich generator at {26,21,15}.
{26,19,18}Destroyable column.
{26,16,23}Black Flame.
{26,19,25}Red Scorpion generator triggered at {26,20,5}.
{26,20,5}Pressure pad activating the Red Scorpion generator at {26,19,25}.
{26,21,15}Lich generator triggered at {26,18,19}.
{26,21,21}Black Flame.
{26,21,26}Destroyable column.
{26,22,5}Destroyable column.
{26,22,21}Pressure pad activating the Red Dragon generator at {26,2,5}.
{26,22,28}Black Flame.
{26,23,5}Destroyable column.
{26,23,23}Wraith generator triggered at {26,11,16}.
{26,23,28}Black Flame.
{26,24,6}Cancerberus generator triggered at {26,11,28}.
{26,24,9}Destroyable column.
{26,25,4}Pressure pad activating the Demon generator at {26,29,29}.
{26,25,15}Pressure pad activating the Fire Demon generator at {26,5,27}.
{26,25,19}Black Flame.
{26,25,27}Black Flame.
{26,26,5}Destroyable column.
{26,26,10}Destroyable column.
{26,26,11}Destroyable column.
{26,26,13}Grell generator triggered at {26,5,4}.
{26,27,9}Pressure pad activating the Lemure generator at {26,8,29}.
{26,27,15}Pressure pad activating the Lemure generator at {26,5,18}.
{26,27,21}Eye Tyrant generator triggered at {26,12,7}.
{26,28,3}Hellhound generator triggered at {26,4,14}.
{26,28,6}Destroyable column.
{26,28,16}Black Flame.
{26,29,5}Destroyable column.
{26,29,16}Black Flame.
{26,29,21}Pressure pad activating the Willowisp generator at {26,8,10}.
{26,29,23}Black Flame.
{26,29,29}Demon generator triggered at {26,25,4}.
{26,29,30}Down to {38,26,27}, the Chamber of Oblivion, according to the inscription at {26,28,30}.
{26,30,0}Entrance from a pit after solving Ye Old King under the Mountain initially coming from {21,28,2}; dead Black Flame.
{26,30,1}Lord Chaos generator triggered at {26,7,6}.
{26,30,21}Destroyable column.
Level 27 - FIRE - The Altar of Love
The unique compass "Learning Advisor" says nothing when examined on this level.
This Level consists of three rather unrelated areas:
- The Elemental Plane of Fire
{28,16,0} Shooter
- The Altar of Love
{27,3,25}Chase the monster from the adjacent room onto the pressure plate at {27,4,25}, then stand here, waiting for the words from the man at {27,3,24}, press the button "YES" at {27,2,25} after the first question, wait for the second question, press the button again. Behind you at {27,3,26} the unique Stormring "SAR Wedding Ring" will appear on the floor. Take it! You are teleprted back to {5,8,27} automatically.
{27,6,29}You get teleported here by touching the Altar of Love for the first time at {5,8,28}.
{27,7,29}You are teleported back in front of the Altar of Love to {5,8,27}. Apparently you cannot come back again from there, so don't use it, solve the secret of this room instead. You might have to use some potions to survive, and do not kill the monster, you need it for something else!
- The stairwell between the Chamber of Oblivion and Inferno
{27,29,30}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
{27,30,31}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
Level 28 - AIR
The unique compass "Learning Advisor" says nothing when examined on this level.
- The Elemental Plane of 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} Pressure pad to (29,30)
{28,20,4} Pressure pad to (16,0)
{28,20,11} Pressure pad to (16,15)
{28,23,1} Zytaz Generator
{28,24,14} Zytaz Generator
{28,27,4} Pressure pad to (31,0)
{28,27,11} Pressure pad 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
- The stairwell between Inferno and the Chamber of Oblivion
{28,28,31}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
{28,30,31}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
Level 29 - EARTH
The unique compass "Learning Advisor" says nothing when examined on this level.
- The Elemental Plane of 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 pressure pads targeting (29,30), (30,30), and (13,14)
{29,6,10} Pressure pad to 29(9,10)
{29,8,9} Xorn Generator
{29,16,8} Ruster Generator
{29,5,18} Pressure pad to 29(13,14)
{29,13,17} Pressure pad 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
- The stairwell between Inferno and the Chamber of Oblivion
{29,28,31}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
{29,29,30} DSA Teleport Party
{29,30,31}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
Level 30 - WATER
The unique compass "Learning Advisor" says nothing when examined on this level.
- The Elemental Plane of Water
- The stairwell between Inferno and the Chamber of Oblivion
{30,28,31}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
{30,30,31}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
Level 31 - DRAGON
The unique compass "Learning Advisor" says nothing when examined on this level.
- The stairwell between Inferno and the Chamber of Oblivion
{31,28,31}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
{31,30,31}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
Level 32 - TECHNO
The unique compass "Learning Advisor" says nothing when examined on this level.
- 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.
- The stairwell between Inferno and the Chamber of Oblivion
{32,30,31}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
{32,28,31}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
Level 33 - Altar of Ancient Doors - Altar of Rose
The unique compass "Learning Advisor" says nothing when examined on this level.
- The Altar of Ancient Doors is here: doors close, doors open, but somehow never the ones you really want to get through. Violence is not the answer here.
{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.
- The Altar of Rose's main part: 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.
- The stairwell between Inferno and the Chamber of Oblivion
{33,28,31}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
{33,30,31}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
- When you have a nightmare, you are teleported here when you "wake up".
{33,2,1}Press the button at {33,2,0} first. You will be teleported to {33,10,0}, {33,10,1} {33,10,2} {33,10,3} {33,10,4} {33,10,5} {33,10,6} {33,10,7} {33,10,8} {33,10,9} {33,10,10} {33,10,11} {33,10,12} subsequently, then apparently onto the level below to {34,1,0}.
Level 34 - Fur Trader with the Merchant Maze - The Repository - Stairways of the Altar of Rose and the Chamber of Oblivion
This level holds two secret riddle areas and a few stairwells are going through it.
The unique compass "Learning Advisor" says nothing when examined on this level.
- 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
{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}.
{34,18,4}This is the elevator to the Mines at {4,14,9}.
{34,19,3}Small switch to open and close the wall to the north.
- The "Repository" with riddles and treasures.
{34,0,26}Inscription "Ruby Masters only" to the south; empty alcove to the north. Holding a MON Ruby onto the eye lock lets the unique Spiked Mace "Demons Bane" appear in the alcove. You keep the Ruby. You can polish a lesser Ruby to a MON Ruby with Carboxysilicium found at the Altar of the Assault.
{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)
{34,3,23}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", which increases magic resistance by 15 if worn)
{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; gives: 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 {34,3,27}. 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.
- There are also a few additional staircases to adjacent levels:
- You are teleported here from the Altar of Rose; the main part of this place is on the level above.
- You are teleported here from the Altar of Rose; the main part of this place is on the level above.
{34,1,21}The teleporter brings you back in front of the "Altar of Rose" at {5,18,1}.
{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.
- The Chamber of Oblivion has its locked entrance here, reachable from Inferno upstairs.
{34,29,30}Open the door with a Hellion necklace at {34,28,31}.
{34,29,31}An eye lock with the inscription "BRING HELL WITH YOU" at {34,28,31} opens the door at {34,29,30} if you hold a Hellion necklace onto it, which you can keep.
{34,30,29}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
{34,30,31}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
{34,1,0}A Feyr is summoned behind you from {34,1,5}. Kill it with Vorpal Blades, or the Branch of Fear and Courage, or ZO EW.
Level 35
The unique compass "Learning Advisor" says nothing when examined on this level.
Places:
- The dmzone zone="[[[0,22],[29,31]],[[8,10],[30,22]],[[10,0],[20,9]]]">Metamorph's Halls</dmzone>
{35,9,19}SAR Key Lock for the door at {35,10,20}; doesn't open in versions before 3.5B7 due to a bug.
- The stairwell between Inferno and the Chamber of Oblivion
{35,30,27}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
{35,30,29}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
Level 36 - Altar of Nightmare
The unique compass "Learning Advisor" says nothing when examined on this level.
Places:
- The only ways into and out of the intimidating main zone here, the Altar of Nightmare, are by Teleportation.
{36,8,16}Way back to the crypt to {5,8,7} near Vecna the Lich and the undead champion portraits.
{36,15,17}Extinguished Black Flame.
{36,16,15}Entrance from the crypt from {5,8,7}. There is a fountain at {36,17,15}. This place seems to generate monsters.
- The stairwell between Inferno and the Chamber of Oblivion
{36,28,27}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
{36,30,27}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
{36,1,2}In the alcove at {36,1,3} is a Vorpal Blade. Use it to kill the Feyr attacking you, if you haven't a better weapon or the ZO EW spell yet.
Level 37
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
Places:
- The stairwell between Inferno and the Chamber of Oblivion
{37,26,27}These stairs go from Inferno at {26,29,30} all the way down into the Chamber of Oblivion at {38,26,27}.
{37,27,27}The destroyable statue here gives warnings upon examination and leaves a boulder if bashed.
{37,28,27}These stairs go from {38,26,27} in the Chamber of Oblivion all the way up to Inferno to {26,29,30}.
Level 38 - Chamber of Oblivion - Priest Guild Cemetary
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
- The main area here consist of a cemetary accessible from the Priest's Guild through a ladder from {0,14,16}, and the Chamber of Oblivion; a passage between the two areas can be opened, but this must be done from both sides. I've found no valuable things here.
- In the Lands of Death you'll find one special enemy, the immortal Death himself, the Harbinger, looking like a Reaper, but bigger. He can kill a party member instantly, and rip any already dead persons entirely out of your party. Those become new tombstones in the the Chamber of Oblivion: touch these with a Hellion necklace (which unfortunately will be lost) each to get your party members back. You cannot get replacement champions from mirrors. The Reapers and Smoke Wraiths (ghosts leaving ashes behind when killed) normally don't even survive (LO ZO EW). I'm not sure about how to get rid of the removable walls: walk around everywhere, touch the crosses. Initially, you come from Inferno through a long staircase ending at {26,29,30}.
{38,1,13}Destroyable statue, says nothing.
{38,1,16}Robe?
{38,5,5}Destroyable statue, says nothing.
{38,6,1}Robe?
{38,9,30}Open this door at {38,8,31} with a Gold Key to get a Skeleton Key at {38,10,30}.
{38,15,27}Destroyable statue, says nothing.
{38,19,24}Destroyable statue, says nothing.
{38,23,6}There are unusual walls at {38,23,5} and {38,24,6}.
{38,25,27}Ashes.
{38,26,27}These stairs go all the way up to Inferno to {26,29,30}.
- You can find a hidden passage down to the deepest levels of the dungeon.
{38,24,9}Destroyable statue, says nothing, leaves 2 boulders.
{38,28,9}Inscription "FIVE EGGS" at {38,28,10}.
{38,29,9}Open this door with five different living VEN Eggs in the alcoves at {38,28,8}, {38,27,8}, {38,27,10}, {38,26,8}, {38,26,10}. The eggs give hints about what's inside upon examination.
- There is a hidden cemetary below the Priest's Guild, where you can find the graves of some Conflux heroes with "inscriptions" triggered by pressure plates. This room is safe from the level's monsters, as long as the passage to the Chamber of Oblivion is closed.
{38,2,27}Ladder up to the priests' 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.
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 39
Level 40
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
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.)
This level is lit just like level 0.
Collect jewels, wines, clothes, weapons and boulders here.
Water and some unique magic can be found here.
{41,4,20}Charboxysilicium Dust in the alcove at {41,3,20}, Chalcedony at {41,4,19}.
{41,4,21}Chalcedony in the alcove at {41,3,21}, Ruby at {41,4,22}.
{41,5,20}Charboxysilicium Dust in the alcove at {41,5,19}.
{41,5,27}Empty unique Magic Copper Purse (for SAR Coins) in the alcove at {41,4,27}.
{41,6,10}A Fine Robe (legs and body) on the floor.
{41,6,22}Chalcedony in the alcove at {41,5,22}.
{41,6,23}Emerald in the alcove at {41,6,24}.
{41,7,6}Fountain.
{41,7,21}Bag with a Steak, a Gorgonzola, a Ruby, a Chalcedony and an Emerald on the floor; a Ruby in the alcove at {41,7,20}.
{41,7,23}Sapphire in the alcove at {41,7,24}.
{41,7,25}Fountain on the southern wall side.
{41,8,9}Fountain on the southern wall side.
{41,8,13}Fountain on the northern wall side.
{41,8,24}Auric Water Fountain on the southern wall side.
{41,9,27}Full Waterskin in the alcove at {41,10,27}.
{41,10,8}MON Moon SAR Wine in the alcove at {41,10,9}, MON Fruity SAR Wine at {41,9,8}.
{41,11,6}MON Soft SAR Wine in the alcove at {41,11,5}.
{41,11,7}Putting a MON SAR Wine of Titans (from the Wine Cellar) in the alcove at {41,10,7} removes the wall at {41,10,8} until you take the wine back.
{41,11,8}MON Egg SAR Wine in the alcove at {41,11,9}.
{41,11,9}Fountain on the southern wall side.
{41,12,6}MON Cupric SAR Wine in the alcove at {41,12,5}.
{41,12,8}MON Chromatic SAR Wine in the alcove at {41,12,9}.
{41,13,0}Fountain on the southern wall side.
{41,13,1}Rope on the floor.
{41,13,6}SAR Wine in the alcove at {41,13,5}.
{41,13,8}MON Ruby SAR Wine in the alcove at {41,13,9}.
{41,13,28}Fountain on the western wall side.
{41,14,12}Fountain on the eastern wall side.
{41,15,25}Fountain on the eastern wall side.
{41,16,0}This corridor is full of monsters. Visit the people near {41,29,24}, and after a short time the invaders will break through the doors at {41,15,1} and {41,17,1} and attack you.
{41,16,23}You are teleported here from the Black Crypt. This level is lit. Note that most doors on this level are closed, but can be bashed. You will have to fight a sorcerer here which can teleport; you'll notice that you've actually killed him when he drops a ZO Liqeur. The other monsters here haven't got items, but Minotaurs teleport as well.
{41,16,26}Fountain on the southern wall side.
{41,16,31}Fountain.
{41,17,0}Fountain to the north.
{41,17,25}Fountain on the western wall side.
{41,18,6}Fountain on the northern wall side.
{41,19,7}6 fur rags in the alcove at {41,18,7}.
{41,19,10}Dark Boots in the alcove at {41,19,9}, Silk Shirt at {41,18,10}.
{41,19,12}Ghi and Ghi Trousers in the alcove at {41,19,13}, robe (legs and body) at {41,18,12}.
{41,19,22}Fountain on the southern wall side.
{41,20,9}This door can be opened and closed with a button. Do not bash one of the doors at {41,18,11} or {41,20,6} to have a safe place to rest when the monsters attack, but beware, some monsters can also bash doors.
{41,20,12}Cape in the alcove at {41,20,13}.
{41,21,4}Fountain on the northern wall side.
{41,21,6}Fountain on the southern wall side.
{41,21,7}Leather boots in the alcove at {41,22,7}.
{41,21,8}Bag with a SAR Coin, a Fine Robe (legs and body) and an Elven Huke (trousers) on the floor.
{41,21,10}Leather Pants in the alcove at {41,21,9}
{41,21,12}Leather Jerkin in the alcove at {41,21,13}
{41,21,19}Fountain on the southern wall side.
{41,22,13}Fountain on the western wall side.
{41,22,22}6 boulders and a rock on the floor.
{41,23,27}Fountain.
{41,24,0}Fountain.
{41,25,21}A mace and a dagger in the alcove at {41,25,20}.
{41,27,21}The statue at {41,28,21} says nothing when examined, crumbles to boulders when bashed.
{41,27,7}Fountain.
{41,29,22}Teleporter back to the crypt to {5,23,31}.
{41,30,21}The person from {41,30,24} moves here when you have killed all invaders, the door at {41,30,23} can now be reached and opened.
{41,30,22}You will receive a blessing when you come here after rescuing the city, removing any curses from all items in your possession. There is a book shelf with a unique book at {41,31,22}, the Phylacter of Protection; take it! Hold it like a shield to enable a magical fire protection for your party. When the spell expires, it is recast; unfortunately there is a delay, but each casting increases Priest experience.
{41,30,23}The door to the teleporter back to the crypt is openable, but blocked by people at {41,30,24}, {41,30,25}, {41,29,25}, {41,29,26}, {41,29,27}, {41,30,28}, {41,30,29} crying for help. Look at all of them; after a short time the monsters behind the doors at {41,15,1} and {41,17,1} will succeed breaking through and attack you. As long as you avoid to enter this room, no monster will attack, but this is the only way out. Use the closeable door at {41,20,9} to keep them away while you need to heal your party and rest, so be sure to leave the other door of one of the adjacent rooms intact. Monsters can also bash doors here.
{41,30,29}When an invader killed this citizen, he dropped 1 Amber Worm Food and an empty Waterskin. Perhaps all the people at {41,30,24}, {41,30,25}, {41,29,25}, {41,29,26}, {41,29,27}, {41,30,28}, {41,30,29} drop something when killed?
Level 42
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 43
Level 44
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 45
Level 46
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 47
Level 48
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 49
Level 50
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 51
Level 52
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 53
Level 54
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 55
Level 56
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 57
Level 58
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 59
Level 60
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 61
Level 62
- While you have a nightmare, you are teleported around between many similar rooms. You eventually find a Hellion necklace on the floor; as soon as you take it, you will awaken at the place where you fell asleep.
Level 63 - Room of Fate
There are Gigglers on this level. Use them to train a weak, freshly reincarnated party.
The unique compass "Learning Advisor" says "DIMENSION OF LINEARITY" when examined on this level.
{63,16,6} Teleporter back to the Guild to {0,5,7}.
{63,16,7} You are teleported here from {0,5,7}.
- You can "Unleash Hell" here. Use it to make the game harder: hell monsters are said to appear even outside of infernal areas once the button here has been pressed.
{63,19,8}Unleash Hell.
- Make a "Flood Test" here. The flood volume you set here affects the flood effects of the entire game, use it on slow computers to increase the speed.
{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.
{63,14,9} Wall switch for the Flood Test on the northern wall.