Difference between revisions of "Conflux/Levels notes"
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** <dmzone zone="[[[5,11],[7,16]],[[23,14],[24,16]] ]">2 rooms</dmzone> with champion portraits and <dmzone zone="[[[4,26]]]">an altar</dmzone> in case your party isn't complete yet. | ** <dmzone zone="[[[5,11],[7,16]],[[23,14],[24,16]] ]">2 rooms</dmzone> with champion portraits and <dmzone zone="[[[4,26]]]">an altar</dmzone> 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.<br> | ||
{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.<br> | {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.<br> | ||
− | { | + | {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.<br> |
− | 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.<br> | ||
{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.<br> | {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.<br> | ||
{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.<br> | {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.<br> | ||
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{5,1,22}On the western wall is a switch on the head. I think this closes the pit at {5,0,24}.<br> | {5,1,22}On the western wall is a switch on the head. I think this closes the pit at {5,0,24}.<br> | ||
− | * The temple's <dmzone zone="[[[29,3]],[[31,28],[31,31]],[[30,0],[31,22]]]">Wisdom Path of Tao</dmzone> has staircases here. | + | * The temple's <dmzone zone="[[[29,3]],[[29,25]],[[31,28],[31,31]],[[30,0],[31,22]]]">Wisdom Path of Tao</dmzone> 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}.<br> | {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}.<br> | ||
{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}.<br> | {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}.<br> |
Revision as of 20:08, 1 February 2012
Format of this page and general notes about some levels and areas
Level comments:
The levels must be separated with
=== Level nn ===
where nn in the level number (0 to 99). Everything between two level separators will be displayed on the map viewer. All levels must be specified sequentially: level 17 must follow levels ...,14,15,16
The notes (popup displayed on the map viewer):
- must start on a newline
- must begin with {l,x,y} where l is the level, and x&y the coordinates. They must be 3 integers, they can be left padded with spaces or 0.
- can end with <br> or <br />
- must end with a new line
DO NOT insert additional
=== headlines ===
on this page before 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.)
- Sometimes, when you're sleeping, you can have a nightmare. As soon as you wake up, you'll find your party teleported to a weird place with red walls, which is difficult to locate on the maps.
Levels of completely located areas:
- 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
On a few map pages you find locactions 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.
Level 00 - The Guilds
This is the entrance level, and one of only two to be lit. In addition to the Guilds, where you can recruit party members and advance your maximum class level, it contains the food stores, a maze area that reportedly smells like vinegar (Minotaure's maze), and part of one wisdom path for the monks of the Iron Temple, including the mysterious Cloning Experiment ring.
{0,0,0}To {0,0,7} and the temple to {2,0,3}.
{0,0,5}Maleficient Guild.
{0,0,7}To {0,0,0} and the temple to {2,0,3}.
{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}Place an axe in the alcove. You may then take it back.
{0,3,28}This triggers an end of game.
{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.
{0,6,3}To the cellar and the sewers.
{0,6,12}Priests Guild.
{0,6,8}Teleporter to {11,22,12}. I don't have any clue how to activate it.
{0,7,10}You are teleported here from {7,26,3}.
{0,8,8}Ninjas Guild.
{0,9,3}Place a compass in the alcove. You may then take it back.
{0,9,10}Wizards Guild.
{0,11,9}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.
{0,11,26}To the cellar.
{0,11,30}Once freed, the cartographers (see {13,2,4}) are teleported here, and then spread to all levels.
{0,12,7}The fireball spell is unlocked here.
{0,12,10}Place ten scrolls in the right-hand-side frame at eye level.
{0,13,18}There is a virtually impossible to see switch on the wall to the south here that opens the door.
{0,13,24}Dungeon entrance.
{0,13,27}To Guilds(0,2).
{0,14,8}The Gigglers here carry a flask, 1 COMPETITION POINT.
{0,14,16}Ladder 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}.
{0,14,24}Stepping here before going to the pit gives Zed one extra staff.
{0,17,17}Rocks are thrown to the east from here if you touch the water basin at {0,20,17}.
{0,18,2}To the cellar near "Pit D", the wall must be opened from the other side.
{0,18,3}To remove the walls here at {0,18,3} and {0,19,3}, enter the illusionary walls at {0,18,11} and {0,19,7}.
{0,18,28}Below this pit is a teleporter to a corridor at {4,31,11}, the exit from this corridor is down at {6,31,23}.
{0,18,31}Green slime monsters.
{0,19,4}Invisible teleporter to {0,19,8} into the identically looking room south of this one.
{0,19,9}Invisible teleporter to {0,19,5} into the identically looking room north of this one.
{0,19,12}Pressure plate here opens wall at 21,15
{0,19,13}Throw a small item through this door to open the wall at {0,21,15}. Get rocks at {0,19,17}.
{0,19,17}Touching or using the water basin throws rocks from {0,17,17} at you.
{0,20,22}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.
{0,21,8}LEIF SAYS I COULD BASH THIS DOOR
{0,21,27}Put a staff, a Corbum, a shuriken and a mace into the 4 locks behind the walls at {0,22,25}, {0,22,26}, {0,22,29}, {0,22,30}. The door at {0,22,27} will open as soon as one of each item is in place. However, opening all the guild doors is more important, so do that first and spend only additional "guild items" here.
{0,22,3}Put a torch into the holder to keep the door open.
{0,22,27}The alcove contains the Crown of Pride (increases your wisom by 10) and the unique Funereal rapier FLESHBITE SUSTAINED. 1 COMPETITION POINT for the Funereal item.
{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 26,5 opens door at 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}. There should be a way to remove the wall to the east and reach this place. I suspect the level's treasure to be here.
{0,26,10}Inscripton on the eastern wall: "COUNTERWEIGHT FOR SALVATION".
{0,26,15}There is a sling here and a tiny switch on the wall to the west at {0,25,15}.
{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.
{0,28,11}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}
{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.
Level 01 - The Cellar
The Wine Cellar and storage area communicate, although the passages need to be opened. Food and fairly easy fights abound in this neighbourhood, and novice adventurers should spend some time here training... and exploring. There is also an area with a rat generator.
{1,0,0}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.
{1,0,19}Zo Liqueur on east wall.
{1,0,25}Using rope on south wall causes death (as long as you can't survive MON OH VEN)!
{1,3,1}Connection between {0,3,3} on the Guilds level and {3,0,0} on the Sewers level.
{1,3,7}To the Guilds.
{1,3,9}One of the rats in this area carries a Mace.
{1,3,20}Iron key on east facing wall.
{1,4,7}A Zap ring is here, taking it will create a monster behind you at 5,7.
{1,5,2}The waterskin here is cursed, it gives you minimum water.
{1,5,3}Using it or clicking on the water fountain will create Chewer Trees behind you at 5,1.
{1,5,7}Door opened at 7,8.
{1,5,18}Take Sar wine and Silver coin on east facing wall to open wall at 9,13.
{1,6,3}To the Guilds.
{1,7,5}Door is breakable by physical attack saving you an Iron Key.
{1,7,7}Door needs lockpicks, need to click 20 times with them before the door opens. Winged key will not work as the door is jammed.
{1,7,8}Secret switch in the doorway here, opens door at 5,7, needs 5 clicks before doors opens.
{1,8,8}To the Sewers.
{1,9,0}Door is breakable by magic saving you a Gold Key.
{1,9,2}Iron Key door.
{1,9,9}Fountain of Wisdom. Click on this fountain for a map scroll, map starts from 21,09, follow dotted line from there to open wall at 27,19, jump down pit to get to lost wand area.
{1,9,12}Monks staff on south facing wall.
{1,9,13}This wall will go away when you find a particular wine bottle in the Wine Cellar, 5,18 on east facing wall, take wine and silver coin to open wall.
{1,9,15}Supplies for the strong, Shuriken, Gold Coin, Gaefusilfr, Silver Coin, taking Scimitar restarts closing door if jammed.
{1,9,20}To the Temple and the Sewers.
{1,9,25}Iron key door, lock on western side, switch to open on eastern side saving an Iron key.
{1,10,0}Gold key here.
{1,10,7}Stepping here opens a pit behind you at 10,6. It also takes the rope away unless you grab it really quickly. I once got the rope by enticing a Giggler onto the square. Evidently, he picked it up and when he died the rope was where I could reach it.
{1,10,15}Supplies for the strong, door will close on party, place branch in door socket once door has begun closing to jam it. Sometimes doesn’t work, random chance? Save and load and keep trying.
{1,10,22}Door opened at 14,25.
{1,11,2}Iron key here.
{1,11,4}Iron key door.
{1,11,5}Clicking on fountain on the south facing wall removes wall at 12,6.
{1,11,7}Going down here forces you to drop all your stuff (you can come back up at {1,12,8} in this case,) or to proceed down to the sewers to {3,10,7}.
{1,12,8}Ladder down to the temple to {2,12,8}; the passage is normally blocked there.
{1,13,17}Door opened at 13,18.
{1,13,18}Switch on east facing wall opens door at 13,17.
{1,13,27}Teleport to {00,00,02}.
{1,14,3}Copper coin in east facing wall.
{1,14,6}A Rat just west of this pit keeps this pit closed.
{1,14,25}Switch on east facing wall opens door 10,22.
{1,15,3}Door of Answers, opened at 23,0.
{1,16,0}The switch on the west facing wall closes "Pit D" at {1,19,3}. I could not close it a 2nd time after having it left open at the alcoves.
{1,17,27}Pull the ring at {1,18,27} to remove the barrel at {1,17,26} opening a passage to the cellar.
{1,18,2}Way back from the mildew area, the way must be opened up from the other side: enter at {1,24,31}.
{1,18,4}Placing/taking items in/from the alcove on the east facing wall opens/shuts "Pit D" at {1,19,3}.
{1,18,28}Teleport to {4,31,11}.
{1,19,3}"Pit D" can be opened and closed from the adjacent alcoves.
{1,19,14}To the stairs between temple and sewers near the High Priest.
{1,20,4}Placing/taking items from the alcove on the west facing wall opens/shuts PitD at 19,03.
{1,20,18}Throw item across pit to close pit. Jumping down this pit is an easy way to reach the Aquantana place in the Sewers.
{1,21,9}Inscription on the wall, pressure plate, starting point of the path to the long lost wand: {1,21,9}, {1,21,10}, {1,21,11}, {1,21,12}, {1,21,13}, {1,20,13}, {1,19,13}, {1,18,13}, {1,17,13}, {1,16,13}, {1,15,13}, {1,14,13}, {1,13,13}, {1,13,14}, {1,13,15}, {1,14,15}, {1,15,15}, {1,16,15}, {1,17,15}, {1,18,15}, {1,19,15}, {1,19,16}, {1,19,17}, {1,19,18}, {1,19,19}, {1,19,20}, {1,20,20}, {1,21,20}, {1,22,20}, {1,23,20}, {1,23,21}, {1,24,21}, {1,25,21}, {1,26,21}, {1,26,20}, {1,26,19}, {1,27,19}. Look here for the now opened entrance.
{1,21,14}To the sewers near the stairs between temple and sewers near the High Priest.
{1,21,28}A Rat Generator (steaks and furs!!) Good for collecting furs for the fur trader. Seems to work forever. The trigger is around the wall to the south.
{1,22,0}Door opened by placing item on square at 20,1.
{1,22,18}Cross key on east facing wall.
{1,23,0}Place scroll in fountain in west facing wall to open door at 15,3. Do not use the Challenge Scroll!
{1,23,1}Secret switch here opens door at 23,2.
{1,23,2}Square Key door. Can be 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}.
{1,23,31}Mace here.
{1,24,11}The flask generated at {1,25,13} appears in the southern alcove.
{1,24,16}Winged key door, other side can be reached, saving winged key. (I opened it later in the game from the eastern side without a key.)
{1,24,18}Door opened at 26,18.
{1,24,19}Square key on east facing wall.
{1,24,31}Ladder to {0,24,31}, the mildew area and the minotaur maze.
{1,25,13}Placing a Zo Liqueur, a Ven Egg and a Kath Vinegar on west facing wall create a flask at 24,12 on north facing wall. 1 COMPETITION POINT.
{1,25,15}To the temple.
{1,25,17}To the temple.
{1,25,18}Place torch in torch holder to open door at 25,19.
{1,25,19}Door opened at 25,18.
{1,26,0}2 groups of Chewer Trees await you.
{1,26,18}Place torch in torch holder here to open door at 24,18.
{1,26,30}"Four Gold Coins"; in the western alcove appears the unique shuriken "Trail of Pain".
{1,27,16}To {1,29,14}, {1,29,18}, {1,31,16}.
{1,27,18}Down to the "Long Lost Wand".
{1,27,19}To open wall see {1,9,9}.
{1,27,22}Way back from the "Long Lost Wand", the initial entrance is the pit at {1,27,18}.
{1,28,19}Monk staff in west facing wall.
{1,28,27}Cross key door, opened from western side, eastern can be reached saving a Cross key.
{1,31,7}To the sewers at {3,31,7}.
{1,29,3}Message at this door: you can take a branch out of the side, causing it to close and injure you.
{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}.
{1,31,4}To the Mildew area (Minotaur's Maze).
{1,31,22}Teleporter to {1,31,28}.
{1,31,28}The teleporters at {1,29,24} and {1,31,22} send you here.
{1,31,11}Teleporter to 00,29,11.
{1,31,16}To {1,27,16}, {1,29,14}, {1,29,18}.
Level 02 - The Temple
A dangerous place with a treacherous location. Only seasoned veterans should attempt to fight the monks of the Iron Temple, for the dangers are great and the rewards well hidden. Can you learn the secrets of the Plasma? Can you survive the paths and gain the monks' secret wisdom? Not if your party cannot survive a direct fireball hit!
- Unlock the Thunder spell to cast lightnings here.
- Find the entrance from the cellar, get the "Long Lost Wand!"
- Travel to the future!
- Kill the Tree of Fear and Courage to obtain an interesting weapon.
- Get curses removed by a blessing at the High Priest's altar.
{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.
{2,3,1}Connection between {0,3,3} on the Guilds level and {3,0,0} on the Sewers level.
{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.
{2,7,20}To the sewers.
{2,8,7}Way between cellar and sewers.
{2,8,13}Wands of light/looking through walls.
{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}.
{2,11,7}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.
{2,16,11}Couatl.
{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).
{2,18,16}ZED READS THE RUNES ON THE STAINED GLASS WINDOW.... A ROSE ON MANURE. A GEM INSIDE THE MUD A MIRACLE AMONG EVIL. DELICACY FROM STONE. Place a Snapdragon in the alcove for an Onyx key to open the door. Putting a gold coin here cures some from the Curse Of Vecna. Putting any coin into the slot removes the curses from all items carried. I store a coin and my cursed items here to remove the curse from all at once.
{2,19,0}Scroll "Let your hands burn with Plasma. Don't drop it"; Plasmas on the floor and in an alcove. Hold a Plasma on the lock for a message (this probably activates also the teleport at the other end). There is a way to collect the stuff in this corridor.
{2,17,25}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 {19,25} and the pit at {20,25}. You must have a good rythm and be fast to pass.
{2,19,3}"Pit D".
{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}.
{2,20,0}2 bags, Elven Doublet, ashes.
{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.
{2,21,0}Bones.
{2,21,13}GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
{2,22,0}Sar Wine, 2 used up Stormrings, wooden shield.
{2,22,31}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}.
{2,23,0}2 bags, Elven Huke, Leather Jerkin.
{2,23,8}This door is lockpickable.
{2,23,16}CURSED. (What is cursed, by the way? Don't remember to have found anything here. I wonder what the pressure plates around here do: {2,22,16}, {2,23,15}, {2,24,16}, {2,23,17}.)
{2,24,0}4 bags.
{2,25,0}Teleporter to {2,31,19}. The door there will be open now.
{2,25,12}GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
{2,25,13}Teleporter to the council's canteen at {7,6,25} (unlimited food and water, but also Vexirks there).
{2,25,15}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.
{2,25,21}The wand is here at first. Items on this floor square, however, are teleported to {2,26,18}.
{2,26,18}Items on this floor square are teleported into the wall at {2,27,21}.
{2,27,16}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.
{2,27,21}To remove this wall, take the wand out of this hole, once it appears here and put it into the alcove at {2,23,20} revealing the stairs back. Using an Iron Key in the lock here opens the door on the other side, so you can keep the wand.
{2,27,22}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.
{2,28,11}Teleporter back north two steps.
{2,28,21}The Long lost wand appears in the east wall, 5 COMPETITION POINTS.
{2,30,19}Teleport to {2,19,0}: you need to go there to open that door with the scroll behind it.
{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.
{2,31,10}To a corridor at {4,31,11}, and finally to {6,31,23}.
{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.
{2,31,25}There is a fast respawning monk here, casting lightnings and fireballs down the hall at you.
{2,31,31}To the sewers one level below (you can reach the crypt cemetary from there, and the grave of Druafang) and to the spider level at {6,31,28}.
Level 03 - The Sewers
Refuse, trash and clumsy adventurers all end up in the sewers. While you are fending thieves and looking for a way back up remember: One person's trash is another's treasure.
{3,0,0} A stairway from the guild level.
{3,1,15}To the Temple.
{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
{3,5,12}A grey 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.
{3,10,1}To the Elevator room at the Dwarven Maze's entrance, open a shortcut to and from the Guilds there.
{3,10,7}The tiny rock that can be picked up says "glowing" when examined. Glowing rocks have a limited amount of low level light spells.
{3,10,29}This door can be destroyed.
{3,12,0}To the Dwarven Fortress.
{3,12,17}A dagger can be picked up from the grate on the west wall.
{3,12,29}There seems to be a switch here for the doors. I'm not sure how it works, touch the wall and go around until the next door opens.
{3,12,31} Tabard on the floor.
{3,13,8} A gold coin can be found on the floor here.
{3,13,23} Dagger on south wall grate.
{3,13,29}This door can be bashed.
{3,14,13}To the Mines.
{3,14,14} Stairs at 14,13 goes to the mines near the FUR (also daggers) trader. Collect your furs before proceeding down.
{3,15,15} Switch at 15,16 opens gate at 17,11. Run there immediately so that the gigglers don't get out.
{3,17,00}ZED SAYS THESE RUNES MEAN DEEP END
{3,18,12} Switch at 17,12 closes and opens door. Good for resting.
{3,19,3}"Pit D"
{3,19,11} This room contains 2 gigglers and 4 blue Trollins, they give 2 silver coins and 1 gold coin. Door is opened at 15,15
{3,19,16} Switch north opens/closes door at 20,15.
{3,21,14} Switch south opens/closes door at 20,15.
{3,20,24}THE BONE DOLL SINGS...IT S JUST A SPRING CLEAN FOR THE MAY QUEEN
{3,23,3} 2x Sar Wine, Zo Liquer, 1 gold coin on wall facing south.
{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}.
{3,28,22}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. I think the switch also opens and closes "Pit D" at {3,19,3}, which seems to be closed when the others are open.
{3,31,1} Ven Egg in north wall.
{3,31,4} Ven Egg in north wall.
{3,31,7} Ven Egg in north wall. You can fall down to this spot from {1,31,7} or {0,31,7}.
{3,31,11}Down to {4,31,11}.
{3,31,24}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 at {3,20,25}.
{3,20,25}Fall through this pit to unstuck the PASSWORD FOR THE SEWERS MAP.
- 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 west, 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 west, 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 west 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}A grey 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. Never found one in 3.5B8
{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
- Fetch a Vorpal Blade (Voidness Edge) from the (Haven of Meditation.
{3,16,19}Black Flame monster.
{3,16,20}You are teleported away from here to a place safe to rest at {5,5,5}. The teleporter is activated for a short time: run into the niche, step immediately back from there, wait.
{3,16,21} Killing the flame monster here gets you a blast spore. Use the Voidness Edge's (Vorpal Blade's) "Disrupt" attack.
{3,18,20} There is a Mud Man (blue) in here, he drops a Monk Staff. He looks tough but has only about ~40 hit points. After u kill him, u can step forward where u will receive "PRAY FOR A MIRACLE". Just wait about 3 seconds and you will be teleported to an area on the Crypt level at {5,5,5} where you can turn on an emerald switch and obtain an Open Helm and Vorpal Blade (Voidness Edge), from there you can then step back into a teleporter and get back here.
- 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.
{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. Award 1 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.
- Dwarven Maze here
{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}.
{4,0,24}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}.
{4,2,7}ZED SAYS MORE PRECISELY... LEFT DANGER.
{4,2,15}ZED SAYS MORE PRECISELY... LEFT DANGER
{4,2,21}Rock Monsters live here.
{4,2,24}The dwarven treasure is beyond, to remove this wall, walk on squares (24,29), (21,17), (19,30) and (19,17) in that order.
{4,2,25}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!
{4,12,2}Weak wall. Switch to open the door at {4,13,2}.
{4,10,6}To the Council's Circus Game.
{4,10,18}Chalcedony in the wall.
{4,11,14}Into the main room of the Crypt.
{4,13,17}Into the main room of the Crypt.
{4,14,9}Entrance to Fur Trader to {34,18,4} here, 1 COMPETITION POINT.
{4,14,13}To the Sewers.
{4,16,10}Into the main room of the Crypt.
{4,16,11}GANDO SAYS I SENSE THIS PIT LEADS TO THE CRYPT
{4,18,13}Sapphire in the wall.
{4,18,15}ZED SAYS... THOSE RUNES TRANSLATE ROUGHLY AS THE REPOSITORY. You need an Iron Key to enter and for each future entry so it's best to do all the riddles down here in one go. The answers are Thorn, Ven Egg, Skull Seeds, Dark Boots, Mirror of Dawn, Rope, Dragon Heart and Torch.
{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.
{4,20,17}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.
{4,21,29}Into the Black Crypt.
{4,24,8}PASSWORD FOR THE MINES MAP
{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.
{4,28,22}To the Sewers.
{4,28,31}Silver Gaefusilfr coin in the wall.
- A part of the Monks' Wisdom Path of Tao.
{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 an item here and leave via the stairs to the west.
{4,4,0}Back to the sewers via {4,6,0} and {4,9,0}, you come from {4,2,0} falling down from {3,2,0}.
{4,9,0}Back to the sewers via {4,6,0} and {4,9,0} from {4,2,0} falling down from {3,2,0}.
{4,18,26}Back to the sewers.
{4,20,25}PASSWORD FOR THE SEWERS MAP (must be unstucked by falling through the pit just above).
{4,24,26}Back to the sewers.
{4,29,25}To the exit room of the Wisdom Path of Tao. Beware of the Golem!
Level 05 - The Crypt
The Halls of the dead. Welcome, enjoy your stay.
{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 closed on this level.
{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.
{5,25,2}STAMM SAYS THIS PIT IS THE ONLY REMAINING WAY TO THE MORIA. ONLY THE STRONG ONES CAN SURVIVE THERE.
{5,25,5}You can teleport back here from {17,27,1}, which is easily reachable from the Moria entrance {12,25,3}.
{5,25,23}Spell unlocked, holds back Vecna Minions, ZO EW NETA.
{5,28,0}The Stairs of Ashes begin here. Open the door below later from the other side without a key.
{3,29,20}To the Dwarven Fortress.
{5,29,30}To the sewers at the imaginary wall west of {3,29,27}.
- 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.
{5,29,28}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 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.
{5,0,20}"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.
{5,1,22}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 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. The FUL Statue Riddle is a special one not requiring an item.
- The entrance and exit from a pit of a treasure room on the level above.
- This level's main treasure.
- The Stairs of Ashes have a puzzle on this level.
- Teleporter shortcuts to many levels above and the pits down to the entrance of the Moria.
- The temple's Wisdom Path of Tao ends here.
- The Spider Queen corridor with the Scorching Silk Whip.
- The way to one of the many endings of this game.
- The grave of Druafang.
- The Cruel Pit Riddle.
- The Time Machine in the future.
{6,0,1}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,0,2}Try to chase Gigglers into this corner, see also the description of the other corner to the south at {6,0,8}. I killed a Giggler who had previously stolen my compass here. It might have been teleported from the Ninja Guild into this room or the room above.
{6,0,8}You can fall down here from a pit at {4,0,8}. If you free the Giggler from the treasure room prison at {5,4,9} (upstairs {6,5,7} from here), it will eventually fall through the pit at {5,2,4} to {6,2,4}. Lure it into this place or to {6,0,2} before killing it and retrieving the treasure so it can't escape: it must be killed twice, the first time an invisible Ghost Giggler remains.
{6,0,14}LEYLA SAYS BEAUTIFUL GEM... I THINK I COULD RETRIEVE IT WITH A DAGGER... (Note: dagger vanishes, gives gem)
{6,0,28}Riddle (Master of the keys): Iron Key. (opens door)
{6,0,31}Riddle (Herakles): Gauntlets. (gives unique magical ashes)
{6,2,1}Riddle: Scroll. (PASSWORD FOR THE SPIDERS LAIR MAP)
{6,2,21}Riddle (Gnomekin): Sar Wine. (gives Zo Liqeur)
{6,3,21}Helmet here.
{6,2,30}Riddle (Arianna): Rope. (opens wall)
{6,3,2}"FUL": touching the statue at {6,4,2} turns on lights leading you to {6,21,25}; probably you must clear your path several times, because "web doors" close and spiders appear in your way. Have strong fireballs prepared, and wield weapons to kill spiders with the first hit.
{6,4,13}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,4,31}You come from {6,15,31}.
{6,5,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,5,27}Teleporter to {6,17,30}.
{6,5,29}Teleporter to {6,21,24}.
{6,5,7}To the treasure, take lock picks and a golden coin with you.
{6,6,4}Riddle: Bones. (gives Skebow)
{6,7,6}You fall into "The Cruel Pit" to {7,7,6}, and can come up the stairs at {6,7,7}, but that's not the way out, or is it?.
{6,7,18}Riddle (Elfkin): Bow. (gives elven boots)
{6,7,20}Down and up again to the "Revenge Room" to {6,9,20} east of here and down to the "Canteen" on the Council level.
{6,8,0}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.
{6,8,12}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. Perhaps the FUL statue at {6,4,2}?
{6,8,18}Riddle (Orckin): Club. (gives Magic Purse)
{6,8,27}Teleporter to {6,21,27}.
{6,8,28}Closed door. To open it, press the button at {6,19,28} behind the door at {6,18,28}.
{6,8,30}You come from {6,11,31}.
{6,8,31}Teleporter to {6,21,24}.
{6,9,5}To {4,10,4} in the mines' elevator room, and up to the guilds; to {6,11,5}, as well as down to the pits-and-teleporters "game" on levels 7 and 8.
{6,9,18}Riddle (Trollkin): Stone club. (gives Icewinds)
{6,9,20}Down and up again to the adjacent stairs to {6,7,20} west of here and down to the "Canteen" on the Council level.
{6,9,23}Riddle (Heroes touched by fortune): Gaefusilfr. (gives Scroll of Teleport); on floor: Blast Spore, Kath Vinegar.
{6,9,24}This grate is dangerous, stepping onto it generates at least one spider. When you enter for the first time from the west, a few spiders appear in front of you. When you are coming back from the 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.
{6,10,1}Going down the Stairs of Ashes here floods the level.
{6,10,6}Move quickly, or you will fall down into the pits-and-teleporters "game" on levels 7 and 8.
{6,10,29}You come from {6,15,27}.
{6,11,5}To {4,10,4} in the mines' elevator room, and up to the guilds; to {6,9,5}, as well as down to the pits-and-teleporters "game" on levels 7 and 8.
{6,11,27}Teleporter to {6,12,30}.
{6,11,31}Teleporter to {6,8,30}.
{6,12,3}Move quickly, or you will fall down into the pits-and-teleporters "game" on levels 7 and 8.
{6,12,5}Move quickly, or you will fall down into the pits-and-teleporters "game" on levels 7 and 8.
{6,12,14}Riddle (lost wanderer): Arrow. (gives compass)
{6,12,18}"Revenge Room" 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}.
{6,12,24}Scorching whip here, 1 COMPETITION POINT. Shuriken, bones, bag with hosen, cape, golden key on the floor to the west.
{6,12,28}Teleporter to {6,21,24}.
{6,12,29}There is a Ra Key here.
{6,12,30}There is a Monk Staff here. You come from {6,11,27}.
{6,13,3}Riddle (Shoulders): Cape. (gives leather jerkin)
{6,13,19}Going here opens a pit dropping you to into a prison cell at {7,13,19} immediately. 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.
{6,15,27}Teleporter to {6,10,29}.
{6,15,29}Teleporter to {6,21,24}.
{6,15,31}Teleporter to {6,4,31}.
{6,16,5}Stairs down to {7,16,5} (Dark Councillor).
{6,16,7}Ladder down to {7,16,7}.
{6,16,10}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,16,12}Riddle (true companion): The Shining. (gives glowing stone)
{6,17,6}Water basin to the east.
{6,17,9}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}.
{6,17,27}Teleporter to {6,21,24}.
{6,17,30}You come from {6,5,27}.
{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!
{6,18,28}This door is locked. Use a Ra Key to be found at {6,12,29} in the lock at {6,18,29}. There is a button on the wall behind this door.
{6,19,3}"Pit D".
{6,19,21}Riddle (protector of warriors): Wooden Shield. (gives unique shield of NETA: small shield, but increases vitality)
{6,19,23}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,19,28}The button opens the door at {6,8,28}.
{6,20,13}Gaefusilfr in southern wall.
{6,20,14}Torso plate mail.
{6,20,18}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,20,20}Dragon helm on east facing wall, 3 COMPETITION POINTS.
{6,21,1}Spitter berry in alcove behind door to the south.
{6,21,2}Ven egg and alcove behind unbreakable randomly opening and closing door.
{6,21,3}Ven egg in front of the door.
{6,21,20}Spell unlocked, Ultimate Sacrifice, ZO BRO NETA.
{6,21,23}GANDO SAYS I THINK THIS PIT LEADS TO A PRISON
{6,21,24}Open this door by touching the FUL statue at {6,4,2}. You'll return later to this place if you enter the teleporter to the south. 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}.
{6,22,17}To the room of the grave of Druafang on the crypt cemetary.
{6,22,23}Series of pits ending at {9,22,23}.
{6,23,3}Riddle (Atlas): Boulder. (gives stone club)
{6,23,19}Fight the dragon.
{6,23,21}Door lockpickable.
{6,23,23}Furx, the weapon of Druafang here, 3 COMPETITION POINTS.
{6,23,28}There is a bag here, containing 2 steaks, a waterskin, a Shining, a sapphire, a compass, a Sar Key.
{6,23,29}Teleporter to {6,21,24}.
{6,24,2}This pit goes down to {7,24,2}, from there you can either teleport up here to {6,24,3} or reach {8,27,0} via another pit, then {10,26,2} and finally {12,23,0} at the Moria entrance.
{6,24,3}STAMM SAYS THIS PIT IS THE ONLY REMAINING WAY TO THE MORIA. ONLY THE STRONG ONES CAN SURVIVE THERE.
{6,25,0}This door can be opened without a key (at least from the western side.)
{6,25,20}This wall must be opened from the western side.
{6,26,4}You can be teleported here from {6,8,16}.
{6,26,8}A Scorpion appears behind you when you enter here for the first time. There are Ven Eggs in the wall.
{6,26,20}THE BONE DOLL SINGS... AND IT MAKES ME WONDER
{6,27,6}CHANI SAYS THOSE BABY WORMS... IF WE COULD DROWN ONE WE COULD OBTAIN THE WATER OF DEATH (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}.
{6,27,15}A cobweb throws you back one square, so you cannot enter. It also throws back items.
{6,27,20}Open the door with a Powergem at {6,28,20}.
{6,27,27}Riddle: Scroll.
{6,28,0}Stairs of Ashes.
{6,28,3}Move fast to go over the pressure plate; via {6,28,2} you reach the Dwarven Obituary Hall on the Mines level and the Stairs of Ashes at {6,28,0}. Stand here to fall down into a teleporter room to {7,28,3}, a shortcut to the levels 0; 1; 2; 4; 5; 6; 12.
{6,28,10}A Scorpion appears behind you when you enter here for the first time. There are Ven Eggs in the wall.
{6,29,14}Riddle (Prometheus): Torch.
{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.
{6,29,25}Water to the west. There are trees and a Golem here.
{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.
{6,30,9}To {6,30,11}, {6,31,10}.
{6,30,11}To {6,30,9}, {6,31,10}.
{6,31,10}To {6,30,11}, {6,30,9}; there is an alcove with something in it here.
{6,31,23}This is the exit from the corridors you enter from the pit at {0,18,28}. In the room behind this door is a golem. There are also trees.
{6,31,28}This staircase goes up all the way to the sewers which you can enter through a fake wall west of {3,31,30} (you can reach the crypt cemetary from there, and the grave of Druafang), and ends on the temple level at {2,31,31}.
Level 07 - The Council
The very secret Council of the Undercity meets far, far under the surface. Although remote, the place offers many amenities, such as a canteen and an entertainment room. If you are worthy, you may be granted an audience from the Council, the Chamberlain, or even the Oracle. If you are wise, you will not seek to meet Solune, the Dark Councilor, however.
Places :
- 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.
{7,28,3}Entrance to "The Portals" from the pit at {6,28,3}.
{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, he can use any of the teleporters so he can be anywhere.
{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 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 Officers' Canteen: unlimited food and water as well as some hidden things.
{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}.
- 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.
- The White Chambers.
{7,5,15}The White Chambers, sack them, 5 COMPETITION POINTS. GANDO SAYS THIS IS A MAGICAL LOCK
- 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.
- The Council.
{7,27,23}Kill Council here, 10 COMPETITION POINTS.
{7,27,26}"Council Backdoor"
- 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 Tower of Mampang.
{7,00,21}Kill the Archmaster of Mampang and put the Crown of kings here, 10 COMPETITION POINTS.
{7,2,19}Teleporter to {7,22,9}.
{7,4,19}GANDO SAYS THIS IS A MAGICAL LOCK
{7,8,17}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.
{7,10,2}Circus Prize 99 in door side in east facing wall, 1 COMPETITION POINT.
{7,11,4}This pit never closes, and leads to a place safe to rest. The adjacent pits drop you into teleporters bringing you back up onto a different square.
{7,11,5}This pit never closes, and leads to a place safe to rest. The adjacent pits drop you into teleporters bringing you back up onto a different square.
{7,12,1}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}.
{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."
{7,30,7}A wizard here has the unique Dragon Head, Helm of Druafang and a Magic Purse. You also get worm slices and an empty waterskin.
{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.
{7,31,10}You can open this door with a Square Key at {7,30,10}, but both sides are reachable without opening it, saving a key.
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.
Interesting places:
- The 3rd floor of the Tower of Mampang
- The Sudden Death
- A path into the Council Chamber
- A treasure room below the Council Backdoor
- The Apprentice Room brings you to the Apprentice Level to {16,13,30}, from there you can go down to the underwater level Aquantana to {17,16,29}.
{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.
{8,1,13}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.
{8,2,0}Open this door by taking the key out of the alcove at {8,2,1}.
{8,2,11}A Golem is in the room behind the pit, dropping an Emerald Key and a Stone Club when killed. Going here opens the wall at {8,3,9}, releasing monsters from the room behind.
{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.
{8,3,1}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.
{8,3,7}The Kitchen Lab of Solune is here, 5 COMPETITION POINTS.
{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.
{8,4,6}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.
{8,5,0}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 into one of the niches.
{8,6,17}Down, then up again to the adjacent stairs at {8,7,16}.
{8,7,16}Down, then up again to the adjacent stairs at {8,6,17}.
{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.
{8,9,0}This door is opened with an Emerald Key at {8,9,1} from the eastern side, with a lever at {8,10,1} from the western side.
{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.
{8,10,15}Flipping all four switches in the corners of this room makes a golden Gor coin in the alcove to the north.
{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.
{8,11,16}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 Flambain armour 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}.
{8,12,0}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.
{8,13,6}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.
{8,14,3}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}.
{8,15,2}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.
{8,16,24}Teleporter to {16,13,30} on the Apprentice Level.
{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 witched on and off here as well, bringing you back to {8,16,29}.
{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.
{8,17,23}The lever at the northern side of the wall at {8,18,23} opens this door.
{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.
{8,18,6}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.
{8,18,15}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
{8,18,24}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 at {8,16,24}.
{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.
{8,19,3}"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 teleport the cloud behind the door to release the pressure plate there and open the door.
{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}.
{8,20,26}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}.
{8,21,5}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.
{8,21,6}To THE SUDDEN DEATH.
{8,21,17}Spell unlocked, Stoneskin, DES BRO RA.
{8,21,22}Open the door with the button at {8,21,22} from the western side.
{8,21,31}Fireballs are shot from here.
{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.
{8,23,10}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}.
{8,23,18}GANDO SAYS I CANNOT SENSE ANYTHING ABOUT THIS PIT
{8,23,28}Entry down from and exit up to {7,23,28} at the Council Backdoor via the ladder here.
{8,24,1}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?
{8,24,14}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.
{8,24,26}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.
{8,25,3}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 a lock at {8,27,6}.
{8,27,24}You fall down to {10,27,24}. You can be teleported back from {11,27,25} to {8,29,24}.
{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.
{8,22,29}Unique "Shield of Darc", "Doom of Stamm", it lowers your wisdom, but is not cursed. The door closes again after taking it.
{8,29,24}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}.
{8,29,31}Switch, Mummies appear after use.
{8,30,21}Circus Prizes 12/13/21/44/78/83 + PASSWORD FOR THE GUILDS MAP + PASSWORD FOR THE COUNCIL MAP.
{8,30,27}Entry from a pit at {7,30,27} at the Council Backdoor, return via the ladder at {8,23,28}.
{8,31,9}From THE SUDDEN DEATH.
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 'BEZERKER' (sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.
Interesting places:
- 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.
- 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.
- The Tower of Mampang
- The Sudden Death
- The Golem Prison belongs to the High Sentinel's area on the Emerald Level above. The Old Way to the Moria leads through it.
- The VI ALtar at the bottom of the Cruel Pit.
- The Muncher Queen from Mophus' Ending.
- Leyla's Ending
- A part of the Council's prison
- A secret passage from the Emerald Level into the Council Chamber.
{9,0,0}To the staircase of the Stairs of Ashes on the Emerald level.
{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.
{9,2,0}To the DAIN level (Priest Guildmaster Mophus' game ending).
{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!
{9,3,13}Teleporter back up to {8,2,13}. This is switched on by the pressure plate which also produces Gigglers.
{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).
{9,8,1}Switch at {9,9,1}.
{9,9,6}Switch at {9,9,7}.
{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.
{9,16,1}Stairs of Ashes.
{9,19,3}"Pit D".
{9,21,0}Stairs of Ashes.
{9,21,26}Riddle "feed me with anger": Nobody knows the answer!
{9,22,6}This wall seems to be removed when you come down the stairs at {9,21,6}.
{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}.
{9,22,23}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}.
{9,23,1}Inscription "Golem Prison" at {9,22,1}.
{9,23,3}To the High Sentinel.
{9,23,5}Switch at {9,23,6} removing the wall at {9,22,4}.
{9,23,21}Riddle: Place any item in the pit.
{9,23,24}The alcove at {9,23,25} contains nothing. The teleporter brings you up to {7,22,23}.
{9,24,0}Bones.
{9,24,1}A Golem is in this room.
{9,24,8}Switch at {9,25,8}.
{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.
{9,30,10}There's a strong poisonous creature here, Gigglers steal your things. A teleporter field is established when you come back down the stairs from {9,31,9}.
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 'BEZERKER' (sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.
Interesting places:
- The Old Way to the Moria. Find the Leviathan!
- The 1st floor of the Tower of Mampang with the exit from the Tower of Loops.
- 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.
- 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.
- The Sudden Death
- A secret passage from the Emerald Level into the Council Chamber.
{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
{10,13,19}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.
{10,15,8}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.
{10,16,4}Entrance to the Garden of Nostalgia. Plenty of food, permanent tree attacks.
{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.
{10,17,8}IADO SAYS THIS ALCOVE HAS A WEIGHT MECHANISM. SOME TRAP WILL BE TRIGGERED IF WE LIFT THE STAFF.
{10,17,30}Ladder down; at {10,16,31} is an altar; I haven't found a use for it.
{10,18,25}Inscription "NO PURSES" and alcove at {10,18,26}. Put any Magic Purses into the alcove to proceed.
{10,19,0}Stairs of Ashes.
{10,19,3}"Pit D".
{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.
{10,21,0}Stairs of Ashes.
{10,21,24}Inscription "NO WINDS" and alcove at {10,21,23}. Put any Icewinds and Magic Purses into the alcove to proceed.
{10,22,9}The switch at {10,21,9} opens the doors at {10,21,8} and {10,20,8}.
{10,22,15} Cancerberus
{10,22,24}Door with button.
{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.
{10,27,26}Back to {8,29,24} from {11,27,25}.
{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.
{10,29,26} open door by shooting arrow to pressure plate at 31,31
{10,29,29} Tiny switch here toggles pit at 29,31
{10,30,20} Coin Slot, insert Gold Coin to get Crossbow and 2 Slayer Arrows
{10,31,31} Vorpal Blade (Voidness Edge) in alcove
Level 11 - NETA: The Commander
Levels 9 to 12 overlap with the Moria and the Tower of Mampang, although unless you are mapping you should not realize it. Also, according to the 'text' at the bottom of each map 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 'BEZERKER' (sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.
Some places:
- The Tower of Mampang's areas with the Tower of Loops' entrance.
- The Moria
- The Sudden Death
- A secret passage from the Emerald Level into the Council Chamber.
{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
{11,6,6}To the Tower of Mampang's main area.
{11,7,1}There is a WANTED DEAD poster of Gothmog at {11,7,0}.
{11,7,6}The pressure plate activates a poison cloud thrower at {11,7,8}. The pit at {11,7,7} leads 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 into it. This is a weird place, because you are teleported into an identically looking room in the Tower of Loops to {18,1,0}.
{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
{11,8,6}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.
{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}.
{11,13,19}You are falling into a teleporter to the Council Room to {7,27,23} and are immediately attacked by strong Vexirks.
{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
{11,16,29}Rust on the floor; cursed unique Gauntlet of Laziness in the alcove at {11,15,29}.
{11,17,0}To the Stairs of Ashes to {12,17,0} near their bottom end.
{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}.
{11,18,11}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.
{11,18,14} Wall opened by switch at 14,00
{11,19,0}Stairs of Ashes.
{11,19,3}"Pit D".
{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.
{11,20,17} Door opened by stepping on an invisible pressure plate at 20,15
{11,21,0}Stairs of Ashes.
{11,21,12} Teleporter back to the Guild's Level
{11,21,15} Exit here, but beware, there will be a Cancerberus where these stairs lead to.
{11,21,26}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.
{11,22,4} There is a Wand of Ful, use its dispell or banish action for Efreets.
{11,22,5} Opened by switch at 23,03
{11,23,0}The Old Way to the Moria.
{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
{11,23,26}The stairs at {11,21,26} and {11,23,26} are connected on the level below.
{11,24,19} Ra Key in alcove
{11,25,8} You need to put 3 party bones here to free the gem
{11,27,25}Back to {8,29,24}.
{11,31,25} Possessing the Sorcerer Wand will open this door
Level 12 - KU: The Berserker
Levels 9 to 12 overlap with the Moria and the Tower of Mampang, although unless you are mapping you should not realize it. Also, according to the 'text' at the bottom of each map 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 'BEZERKER' (sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.
Some places:
- The Tower of Mampang
- The Moria
- Halk's Ending
- A secret passage from the Emerald Level into the Council Chamber.
{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.
{12,1,0}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}.
{12,2,0}To the NETA level (Wizard Guildmaster Gothmog's game ending).
{12,5,7} Morpanthrax the Immortal, God of Venom
{12,5,31}To {12,7,31} via the level above.
{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}.
{12,7,31}From {12,5,31} via the level above.
{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
{12,13,19}You are teleported into the Council Room to {7,27,23} and immediately attacked by strong Vexirks.
{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.
{12,16,1}Stairs of Ashes.
{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.
{12,19,3}"Pit D".
{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}, but there are also Skull Locks at {5,7,1} and {38,6,29}, and I've only found 2 keys so far.
{12,21,0}Stairs of Ashes.
{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}.
{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.
{12,23,19}There's a bag with a dagger in the alcove at {12,22,19}. You are attacked by large 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
{12,24,22}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.
{12,25,4}LEIF SAYS I COULD BASH THIS DOOR
{12,25,18}There's a bag in the alcove at {12,26,18}.
{12,25,25}The stairs at {12,18,24} and {12,25,25} are connected on the level below.
{12,26,19}There's a bag in the alcove at {12,26,18}.
{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
{12,29,25}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, the go there to defend yourself. 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}.
{12,31,8}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.
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 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.
- 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.
- 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.
{13,0,0}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.
{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.
{13,4,11}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.
{13,5,7}Kill the great dragon to get a Master Key for the lock at {13,4,7} to open this door.
{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}.
{13,7,9}Inscription at {13,7,8}: "To the Tower of Mampang".
{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.
{13,8,1}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.
{13,8,8}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.
{13,9,4}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.
{13,9,10}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}.
{13,11,11}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.
{13,15,7}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.
{13,16,1}The Stairs of Ashes end here.
{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.
{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.
{13,18,10}WITH DIFFICULTY YOU MANAGE YOUR WAY THROUGH THE MASS OF FALLEN ROCKS
{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.
{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".
{13,19,6}There is a Black Flame monster here.
{13,19,7}There is a Black Flame monster here. There's also an immaterial water snake awaiting you in this room.
{13,19,8}There is a Black Flame monster here.
{13,20,1}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.
{13,20,7}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}.
{13,22,2}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}.
{13,22,22}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}.
{13,23,1}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.
{13,23,21}STAMM SAYS DO NOT TOUCH ANYTHING
{13,23,22}Bones: A FRAGILE SKELETON.
{13,24,17}Bones.
{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.
{13,25,25}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.
{13,29,16}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.
{13,31,23}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.
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.
Some places:
- The Clockwork Maze.
- The Moria.
{14,00,25}ZED SAYS THIS PICTOGRAPHY REPRESENTS THE CONTEST OF BRAVERY. I HOPE I WON T GET SHORT OF BREATH. Click on the picture to create a Death Knight then force it back with the fright trump or a staff which has confuse until he walks on the pressure plate that removes the wall at 01,18.
{14,1,18}Dragon Shield here, 3 COMPETITION POINTS.
{14,2,22}THE BONE DOLL SINGS... THERE S A FEELING I GET WHEN I LOOK TO THE WEST AND MY SPIRIT IS CRYING FOR LEAVING
{14,7,17}THE BONE DOLL SINGS... DEAR LADY CAN T YOU HEAR THE WIND BLOW AND DID YOU KNOW YOUR STAIRWAY LIES ON THE WHISPERING WIND
{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.
{14,13,26}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}.
{14,18,26}Door with button; rock, branch.
{14,18,27}Door with button; boulder, branch.
{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!
{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 Olde King, 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}.
{14,13,21}To the Guild Endings, the Tower of Mampang, the Clockwork Maze.
{14,17,10}To the dragon Smaug's cave.
{14,19,10}Apparently only a boulder downstairs.
{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.
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.
Some places:
- The Moria
- The Emerald Forest
- 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}.
{15,4,15}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
{15,8,14}Ashes; sword, 3 sets of bones; steak, bones.
{15,8,29}To {15,15,22}.
{15,8,31}From {15,19,0}, {15,1,23}, {15,18,4}, {15,17,31}.
{15,9,13}Black Flame with 3 lives.
{15,9,15}Sapphire Key in the alcove at {15,9,16}.
{15,9,28}To {15,15,27}.
{15,9,30}Press the button at {15,8,30} to return to {13,22,2}.
{15,10,3}SOMETIMES ALL OF OUR THOUGHTS ARE MISGIVEN
{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}.
{15,10,29}To {15,23,1}.
{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.
{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}.
{15,13,31}From {15,24,0} and {15,19,28}.
{15,14,6}Black Flame with 3 lives.
{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}.
{15,15,6}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.
{15,15,22}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.
{15,16,7}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.
{15,16,22}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}.
{15,17,10}The stairs at {15,17,10}, {15,18,9}, {15,18,11}, {15,19,10} are connected via the level above.
{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}.
{15,18,9}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.
{15,18,22}To {15,0,26}.
{15,18,25}The stairs at {15,18,25} and {15,18,30} are connected via the level above.
{15,18,27}To {15,25,4}.
{15,18,30}The stairs at {15,18,25} and {15,18,30} are connected via the level above.
{15,19,0}To {15,8,31}.
{15,19,3}To {15,18,2}.
{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.
{15,19,28}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}.
{15,20,8}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".
{15,21,0}To {15,25,2}.
{15,21,2}To {15,17,29}.
{15,21,4}From {15,17,21} and {15,22,5}.
{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.
{15,22,1}Press the button at {15,22,0} to return to {13,22,2}.
{15,22,5}To {15,21,4}.
{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}.
{15,23,1}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}.
{15,23,7}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.
{15,24,0}To {15,13,31}.
{15,24,5}To {15,15,22}.
{15,24,17}The stairs at {15,24,17}, {15,31,12}, {15,31,21} are connected via the level above.
{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}.
{15,25,19}In the alcove at {15,25,18} is a SAR Key.
{15,25,24}Bones.
{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}.
{15,26,18}Deep pit from the Moria at {14,26,18} down to Ye Olde King to {21,26,18}. There are side entrances on levels 18 and 20 below.
{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.
{15,27,5}To {15,23,3}.
{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.
{15,28,9}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.
Level 16 - The Apprentice
This level isn't for Apprentice characters.
Places:
- The Moria
- The Soap and Water Room
- The Tower of Pits, a sublevel of the Tower of Mampang.
{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}.
{16,4,14}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 close this pit.
{16,4,31}Going here shoots fireballs from the east.
{16,5,11}This door requires 4 B keys (on the west side).
{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 3.5B6 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}.
{16,12,30}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.
{16,14,19}Leaving this pressure pad summons a spider around the corner.
{16,16,29}To Aquantana, the underwater area.
{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}.
{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.
{16,16,25}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.
{16,12,29}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.
{16,9,23}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}.
{16,26,18}Deep pit from the Moria at {14,26,18} down to Ye Olde King to {21,26,18}. There are side entrances on levels 18 and 20 below.
{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.
{16,29,5}Very strong Black Flame.
{16,30,1}Apparently inactive "Pudding"; can be stepped over.
{16,30,3}Weak Black Flame.
{16,30,4}Very strong Black Flame.
{16,31,0}Down to Ye Olde King.
{16,31,3}Very strong Black Flame.
Level 17 - Aquantana
Places:
- The underwater level Aquantana
- Under the Moria
- The Tower of Mampang sublevels:
- The Tower of Loops
- The Tower of Doors
- The Tower of Pits
- The Darkness Chamber
- A few areas belonging to the Apprentice level above
{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 lock at {17,7,25}
{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}.
{17,8,22}To the Apprentice Level.
{17,8,28}To the Gardening Challenge.
{17,9,29}Inscription "GARDENING CHALLENGE" at {17,9,28}
{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.
{17,22,11}I found the Coral Poleyn here on the floor in 3.5B8.
{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.
{17,26,18}Deep pit from the Moria at {14,26,18} down to Ye Olde King to {21,26,18}. There are side entrances on levels 18 and 20 below.
{17,28,1}Teleporter to the Crypt to {5,25,5}; you fall down from the Moria to {17,27,1}.
{17,29,0}Down to Ye Olde King.
{17,31,0}Up to the Moria.
Level 18 - Curiosities
- Under the Moria
{18,7,21}From Inferno from {26,18,15} back to Ye Olde King 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 Olde King to {21,26,18}. There are side entrances here and on level 20 below.
{18,27,0}Down to Ye Olde King.
{18,29,0}Up to the Moria.
- The Tower of Mampang 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}.
- The Tower of Doors
- The Tower of Pits
- The secrets below the Apprentice Level:
- The Cursed Armoury
{18,9,24}Cursed Armoury here, 5 COMPETITION POINTS.
- 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!
- Under the Moria
{19,7,21}From Inferno from {26,18,15} back to Ye Olde King 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 Olde King to {21,28,2}.
{19,26,18}Deep pit from the Moria at {14,26,18} down to Ye Olde King 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 Olde King.
{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 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 Tower of Doors
- The Tower of Pits
- 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 accidentally fall into it.
- The ant nest with dragons below the Gardening Challenge
{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.
Level 20 - Deathtrap Dungeon I
- Under the Moria
- The passage from the Tower of Doors to the Tower of Pits, part of the Tower of Mampang secret.
- The lower ant nests reachable from the Apprentice Level:
- The ant nest deep below the Sundrier
- The deep ant nest below the Gardening Challenge
{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.
{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}.
{20,7,21}From Inferno from {26,18,15}.
{20,8,15}From Inferno from {26,18,15} back to Ye Olde King 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 Olde King 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 Olde King to {21,26,18}. There are side entrances here and on level 18 above.
{20,29,10}Down to Ye Olde King.
Level 21 - Ye Olde King
There is a big, really big puzzle to gain access to the exits.
- Under the Moria, Ye Olde King
{21,7,28}open the wall at {21,9,30}.
{21,18,14}open the wall at {21,20,22}.
{21,7,26}open the wall at {21,13,27}.
{21,25,23}open the wall at {21,27,21}.
{21,24,7}open the wall at {21,27,20}.
{21,27,19}open the wall at {21,30,7}.
{21,20,21}open the wall at {21,30,6}.
{21,9,29}open the wall at {21,30,4}.
{21,24,13}open the wall at {21,26,23}.
{21,9,30} opened at {21,7,28}.
{21,20,22} opened at {21,18,14}.
{21,13,27} opened at {21,7,26}.
{21,27,20} opened at {21,24,7}.
{21,27,21} opened at {21,25,23}.
{21,30,7} opened at {21,27,19}.
{21,30,6} opened at {21,20,21}.
{21,30,4} opened at {21,9,29}.
{21,26,23} opened at {21,24,13}.
{21,12,3}From Inferno from {26,18,15} back to Ye Olde King 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 Olde King 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}.
{21,29,10}Up to the Moria.
Level 22 - Deathtrap Dungeon III
{22,16,8}From Inferno from {26,18,15}.
{22,22,3}From Inferno from {26,18,15} back to Ye Olde King to {21,28,2}.
{22,23,9}From Inferno from {26,18,15} back to Ye Olde King 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 Olde King to {21,28,2}.
Level 23 - Deathtrap Dungeon IV
{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 Olde King to {21,28,2}.
{23,28,0}Up to Ye Olde King 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 Olde King to {21,28,2}.
Level 24 - Deathtrap Dungeon V
{24,21,7}Back to Inferno to {26,18,15}.
{24,23,7}From Inferno from {26,18,15} back to Ye Olde King to {21,28,2}.
{24,30,1}Up to Ye Olde King 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 from Inferno through a series of corridors, staircases and pits coming from {26,18,15}. From the level below you can either go down again to {26,30,0} or return to Ye Olde King to {21,28,2}.
Level 25 - The Forgotten Level
{25,18,15}Back to Inferno to {26,18,15}.
{25,21,7}From Inferno from {26,18,15} back to Ye Olde King to {21,28,2}.
{25,30,0} To Inferno to {26,30,0}.
{25,30,4} Back to Ye Olde King to {21,28,2}.
Level 26 - Hell, Unleashed (Inferno)
This level holds Inferno, you can enter after completing the puzzle of Ye Olde King.
{26,2,5}Red Dragon Generator
{26,3,30}Balrog Generator
{26,4,14}Pressur pad to (28,3)
{26,5,4}Pressure pad to (26,13)
{26,5,18}Specter Generator
{26,5,27}Fire Demon Generator
{26,7,6}Pressure pad to (30,1)
{26,8,10}Willowisp Generator
{26,8,29}Lemure Generator
{26,11,8}Reaper Generator
{26,11,16}Pressure pad to (23,23)
{26,11,19}Pressure pad to (14,17)
{26,11,28}Pressure pad to (24,06)
{26,12,7}Pressure pad To (27,21)
{26,12,13}Tormentor Generator
{26,13,21}Zytaz Generator
{26,14,17}Efreet Generator
{26,15,23}Pressure pad to (13,21)
{26,16,10}Pressure pad to (3,30)
{26,15,17}Wizard Wand Pushbutton to (14,17)
{26,17,8}Pressure pad to (12,13)
{26,17,27}Pressure pad to (11,8)
{26,18,19}Pressure pad to (21,15)
{26,19,25}Red Scorpion Generator
{26,20,5}Pressure pad to (19,25)
{26,21,15}Lich Generator
{26,22,21}Pressure pad to (2,5)
{26,23,23}Wraith Generator
{26,24,6}Cancerberus Generator
{26,25,4}Pressure pad to (29,29)
{26,25,15}Pressure pad to (5,27)
{26,26,13}Grell Generator
{26,27,9}Pressure pad to (8,29)
{26,27,15}Pressure pad to (5,18)
{26,27,21}Eye Tyrant Generator
{26,28,3}Hellhound Generator
{26,29,30}To the Chamber of Oblivion at {38,26,27}.
{26,29,21}Pressure pad to (8,10)
{26,29,29}Demon Generator
{26,30,0}Entrance from a pit after solving Ye Olde King initially coming from {21,28,2}
{26,30,1}Lord Chaos Generator
{26,18,15}Back to Ye Olde King to {21,28,2}.
Level 27 - FIRE - The Altar of Love
This Level consists three rather unrelated areas:
- The Elemental Realm FIRE
- The Altar of Love
- The Stairwell between the Chamber of Oblivion and Inferno
{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 teh 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!
{27,29,30}These stairs go from {38,26,27} in the "Chamber of Oblivion" all the way up to "Hell, Unleashed" to {26,29,30}.
{27,30,31}These stairs go from "Hell, Unleashed" at {26,29,30} all the way down into the "Chamber of Oblivion" at {38,26,27}.
Level 28 - AIR
{28,16,0} Shooter
{28,16,15} Shooter
{28,17,7} Zytaz Generator
{28,18,2} Muncher Generator
{28,18,13} Muncher Generator
{28,19,11} 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)
{28,28,31}These stairs go from "Hell, Unleashed" at {26,29,30} all the way down into the "Chamber of Oblivion" at {38,26,27}.
{28,29,2} Muncher Generator
{28,29,13} Muncher Generator
{28,30,8} Zytaz Generator
{28,30,31}These stairs go from {38,26,27} in the "Chamber of Oblivion" all the way up to "Hell, Unleashed" to {26,29,30}.
{28,31,0} Shooter
{28,31,15} Shooter
Level 29 - EARTH
{29,5,6} Rockpile Generator
{29,12,3} Golem Generator
{29,14,04} PressurePad to 29(14,4) and 29(13,14). There is an Earth Elemental here that possesses a DES Potion and three 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
{29,28,31}These stairs go from {38,26,27} in the "Chamber of Oblivion" all the way up to "Hell, Unleashed" to {26,29,30}.
{29,29,30} DSA Teleport Party
{29,30,31}These stairs go from "Hell, Unleashed" at {26,29,30} all the way down into the "Chamber of Oblivion" at {38,26,27}.
Level 30 - WATER
{30,28,31}These stairs go from "Hell, Unleashed" 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 "Hell, Unleashed" to {26,29,30}.
Level 31 - DRAGON
{31,28,31}These stairs go from {38,26,27} in the "Chamber of Oblivion" all the way up to "Hell, Unleashed" to {26,29,30}.
{31,30,31}These stairs go from "Hell, Unleashed" at {26,29,30} all the way down into the "Chamber of Oblivion" at {38,26,27}.
Level 32 - TECHNO
This might be Outworld, not sure, haven't been there. - Hallways made of metal, stars moving fast outside the windows, strange creatures and stranger devices. Something is really, really wrong here.
{32,30,31}These stairs go from {38,26,27} in the "Chamber of Oblivion" all the way up to "Hell, Unleashed" to {26,29,30}.
{32,28,31}These stairs go from "Hell, Unleashed" 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 Altar of Ancient Doors: doors close, doors open, but somehow never the ones you really want to get through. Violence is not the answer here.
The Altar of Rose: conquer the Snapdragon.
{33,3,21}Walk up backwards to open the doors at {33,4,23} and {33,5,21}.
{33,9,25}There is one Snapdragon here, guarded by many green slimy monsters.
{33,14,13}Arrows shoot to the east out of this wall.
{33,17,11}Pressure plate.
{33,18,8}Teleporter, can become inactive somehow.
{33,18,9}There is an alcove with something in it behind this door.
{33,19,10}There is an alcove with something in it behind this door.
{33,21,6}Teleporter back to the Crypt in front of the Altar of Ancient Doors at {5,10,0}.
{33,21,7}You are teleported here from the Crypt from the Altar of Ancient Doors at {5,10,0}.
{33,21,8}Boulders shoot to the south out of this wall.
{33,22,15}There is an alcove with something in it behind this door.
{33,23,6}Thorns shoot to the south out of this wall.
{33,23,15}The teleporter at {33,25,11} brings you here.
{33,25,11}Teleporter to {33,23,15}.
{33,25,17}Daggers shoot to the north out of this wall.
{33,26,13}There is an alcove with something in it behind this door.
{33,26,20}Pressure plate.
{33,26,21}Pressure plate.
{33,27,8}There is an alcove with something in it behind this door.
{33,27,20}Pressure plate.
{33,28,11}Rocks shoot to the west out of this wall.
{33,28,18}I could not open this door, monsters paralyze and confuse you through it. You can shoot and throw at them as well as cast spells through the grate.
{33,29,18}There is something on the floor here, but heavily guarded by paralyzing and confusing monsters hanging from the ceiling.
{33,28,31}These stairs go from {38,26,27} in the "Chamber of Oblivion" all the way up to "Hell, Unleashed" to {26,29,30}.
{33,30,31}These stairs go from "Hell, Unleashed" at {26,29,30} all the way down into the "Chamber of Oblivion" at {38,26,27}.
Level 34 - Fur Trader with the Merchant Maze - The Repository - Stairway of the Altar of Rose
Two of the elevators from the mines on level 4 go here, those places are unreachable by other means: the Fur and Dagger Trader with the Merchant Maze, and the "Repository" with riddles and treasures. There are also a few additional staircases to adjacent levels. You are teleported here from the Altar of Rose, for example; the main part of this place is on the level above.
{34,0,26}"Ruby Masters only" to the south; empty alcove to the north.
{34,1,21}The teleporter brings you back in front of the "Altar of Rose" at {5,18,1}.
{34,1,25}Riddle: "I FOLLOWED A STEADY PACE BEFORE YOU TOOK ME OUT OF MY CAGE." (Dragon Heart; gives: Waraxe)
{34,1,27}Riddle: "I DANCE AND WIGGLE LIKE A DRUNK SPIRITS GET ME HIGH NOW I AM STARVING FOR ANOTHER CUNK QUICK BEFORE I DIE." (Torch; gives: Iron Key)
{34,2,21}You are teleported here from the "Altar of Rose" at {5,18,1}.
{34,3,21}Walk up backwards to {33,3,21} to open the doors there.
{34,3,23}Riddle: "LOOK TO MY FACE AND I WILL NOT TELL LIES EYES LOCKED TO YOUR EYES I WILL SHOW WHAt IS TRUE TILL YOU ASk DO I KNOW YOU." (Mirror of Dawn; gives: unique necklace "Gift of Tamiel", "BELIEVED TO HOLD THE ESSENCE OF GANDO", 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 {34,3,26}. The pressure plate here opens all the doors to the east. The doors are closed again by the pressure plates below them, injuring you. The plate at the end of the corridor floods the corridor with poisonous gas. Solution: go backwards through the corridor, turn around, press the hidden wall switch, take the gem, run backwards out; be quick and at good health!
{34,15,3}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!
{34,15,26}An alcove with a green emerald appears here when turning around and pressing the hidden wall switch.
{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.
{34,30,29}These stairs go from "Hell, Unleashed" 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 "Hell, Unleashed" to {26,29,30}.
Level 35
{35,9,19} Sar Key Lock - Bug decrements & increments 35(18,17) Gate so door 35(10,20) doesn't open
{35,30,27}These stairs go from "Hell, Unleashed" 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 "Hell, Unleashed" to {26,29,30}.
Level 36 - Altar of Nightmare
The only ways into and out of this place are by Teleportation. This level has absolutely black walls, and you cannot count on what you see to the left and right in front of you, because the black walls are "transparent" along their edges, so you can see normal stones "behind" the black ones and it is difficult to navigate here.
There is a Lord Chaos dropping a Wand of FUL (Light, Dispel, Banish) when killed, as well as several Zytaz'. Deal with the Lord with strong fireballs and wield Vorpal Blades (Voidness Edges) or (if you haven't got two Vorpal Blades) the Branch of Fear and Courage for the Zytaz', who throw poison clouds and fireballs at you. The only reward for coming here seems to be the Lord's wand.
Despite of the discouraging atmosphere, a strong party won't have any problems except perhaps in finding the exit which is actually easy, because there are only four (mostly trivially small) "wall circle islands", so the approach for finding out of mazes: "always follow the wall to your right/left" works even without looking at the map, dropping items, or counting turns and steps to locate circles.
{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.
{36,28,27}These stairs go from "Hell, Unleashed" 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 "Hell, Unleashed" to {26,29,30}.
Level 37
{37,26,27}These stairs go from "Hell, Unleashed" at {26,29,30} all the way down into the "Chamber of Oblivion" at {38,26,27}.
{37,28,27}These stairs go from {38,26,27} in the "Chamber of Oblivion" all the way up to "Hell, Unleashed" to {26,29,30}.
Level 38 - Chamber of Oblivion - Priest Guild Cemetary
This level is reachable from the priests' guild through a ladder from {0,14,16} and from "Hell, Unleashed" through a long staircase ending at {26,29,30}.
- There is an area where you can find the graves of some Conflux heroes with "inscriptions" triggered by pressure plates.
{38,2,27}Ladder up to the priest's guild to {0,14,16}.
{38,26,27}These stairs go all the way up to "Hell, Unleashed" to {26,29,30}.
{38,2,30}There are many interesting graves around this place.
{38,6,30}Door to the east with Skull Lock to the north.
Level 39
Level 40
Level 41 - Altar of the Assault
Fight the invaders, save the city, get the girl! (Alright, fine, there is no girl, but the rest is true.)
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}Fountain on the southern wall side.
{41,9,27}Full waterskin in the alcove at {41,10,27}.
{41,10,8}Moon SAR Wine in the alcove at {41,10,9}, Fruity SAR Wine at {41,9,8}.
{41,11,6}Soft SAR Wine in the alcove at {41,11,5}.
{41,11,7}Putting a 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}Egg SAR Wine in the alcove at {41,11,9}.
{41,11,9}Fountain on the southern wall side.
{41,12,6}Cupric SAR Wine in the alcove at {41,12,5}.
{41,12,8}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}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.
{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, the Phylacter of Protection, at {41,31,22}, take it! Hold it like a shield to enable a magical protection for your party after a short delay. When the spell expires, it is recast; unfortunately the delay seems prolonged if somebody is wielding the sword Furx, the throwing star Trail of Pain and possibly other powerful weapons.
{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
Level 43
Level 44
Level 45
Level 46
Level 47
Level 48
Level 49
Level 50
Level 51
Level 52
Level 53
Level 54
Level 55
Level 56
Level 57
Level 58
Level 59
Level 60
Level 61
Level 62
Level 63 - Room of Fate
You can "Unleash Hell" and make a "Flood Test" here.
There are Gigglers on this level.
{63,3,6} Wall switch for teleporters at {63,2,7}, {63,3,8}, {63,2,9}.
{63,2,7} Teleporter to {63,3,7} (one step back).
{63,3,8} Teleporter to {63,4,8} (one step back).
{63,2,9} Teleporter to {63,3,9} (one step back).
{63,13,8} Wall switch for the Flood Test on the eastern wall.
{63,14,9} Wall switch for the Flood Test on the northern wall.
{63,16,6} Teleporter back to the Guild to {0,5,7}.
{63,16,7} You are teleported here from {0,5,7}.
{63,19,8} Unleash Hell.