Conflux/Levels notes

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Format

Level comments:

The levels must be separated with

=== Level nn ===

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

The notes (popup displayed on the map viewer):

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

Level 00 - The Guilds

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

{0,0,5}Maleficient Guild.
{0,3,13}Place an axe in the alcove. You may then take it back.
{0,4,4}Dwarven Elevator back {4,10,1}
{0,4,9}Fighters Guild.
{0,6,12}Priests Guild.
{0,8,8}Ninjas Guild.
{0,9,3}Place a compass in the alcove. You may then take it back.
{0,9,10}Wizards Guild.
{0,11,13}Place five VEN eggs in the hole.
{0,12,10}Place ten scrolls in the right-hand-side frame at eye level.
{0,11,9}Alchemical oven. Use the oven once before opening each further door, or lose the extra oven uses.
{0,12,7}The fireball spell is unlocked here.
{0,13,18}The 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.
{0,14,24}Stepping here before going to the pit gives Zed one extra staff.
{0,19,12}Pressure plate here opens wall at 21,15
{0,21,8}LEIF SAYS I COULD BASH THIS DOOR
{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
{0,29,1}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.

Level 01 - The Wine 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.

{1,0,19}Zo Liqueur on east wall.
{1,0,25}Using rope on south wall causes death!
{1,3,9}One of the rats in this area carries a Mace.
{1,3,20}Iron key on east facing wall.
{1,4,7}A Zap ring is here, taking it will create a monster behind you at 5,7.
{1,5,2}The waterskin here is cursed, it gives you minimum water.
{1,5,3}Using or clicking on the water fountain will create chewer trees behind you at 5,1.
{1,5,7}Door opened at 7,8.
{1,5,18}Take Sarwine and Silver coin on east facing wall to open wall at 9,13.
{1,7,5}Iron key door, Door is breakable by physical attack saving you an Iron key.
{1,7,7}Door needs lockpicks, need to click 20 times with them before the door opens. Winged key will not work as the door is jammed.
{1,7,8}Secret switch in the doorway here, opens door at 5,7, needs 5 clicks before doors opens.
{1,8,8}To the Sewers.
{1,9,0}Gold key door, Door is breakable by magic saving you a Gold key.
{1,9,2}Iron key door.
{1,9,9}Fountain of Wisdom. Click on this fountain for a map scroll, map starts from 21,09, follow dotted line from there to open wall at 27,19, jump down pit to get to lost wand area.
{1,9,12}Monks staff on south facing wall.
{1,9,13}This wall will go away when you find a particular wine bottle in the Wine Cellar, 5,18 on east facing wall, take wine and silver coin to open wall.
{1,9,15}Supplies for the strong, Shuriken, Gold Coin, Gaefusilvr, Silver Coin, taking Scimitar restarts closing door if jammed.
{1,9,20}To the Temple and the Sewers.
{1,9,25}Iron key door, lock on western side, switch to open on eastern side saving an Iron key.
{1,10,0}Gold key here.
{1,10,7}Stepping here closes 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.
{1,13,17}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}Switch on west facing wall closes PitD at 19,3.
{1,18,4}Placing/taking items from the alcove on the east facing wall opens/shuts PitD at 19,03.
{1,18,28}Teleport to {04,31,11}.
{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.
{1,21,28}A Rat Generator (Steaks and furs!!) Good for collecting furs for the fur trader. Seems to work forever. The trigger is around the wall to the south.
{1,22,0}Door opened by placing item on square at 20,1.
{1,22,18}Cross key on east facing wall.
{1,23,0}Place scroll in fountain in west facing wall to open door at 15,3. Do not use the Challenge Scroll!
{1,23,1}Secret switch here opens door at 23,2.
{1,23,2}Square key door. Can be open by a switch at the eastern side at 23,1 saving a square key.
{1,23,31}Mace here.
{1,24,16}Winged key door, other side can be reached, saving winged key.
{1,24,18}Door opened at 26,18.
{1,24,19}Square key on east facing wall.
{1,25,13}Placing Zo Liqueur, a Ven Egg and a Kath Vinegar on west facing wall create a flask at 24,12 on north facing wall. 1 COMPETITION POINT.
{1,25,18}Place torch in torch holder to open door at 25,19.
{1,25,19}Door opened at 25,18.
{1,26,18}Place torch in torch holder here to open door at 24,18.
{1,27,19}To open wall see 9,9.
{1,28,19}Monk staff in west facing wall.
{1,28,27}Cross key door, opened from western side, eastern can be reached saving a Cross key.
{1,31,11}Teleport to 00,29,11.

Level 02 - The Temple

A dangerous place with a treacherous location. Only seasoned veterans should attempt to fight the monks of the Iron Temple, for the dangers are great and the rewards well hidden. Can you learn the secrets of the Plasma? Can you survive the paths and gain the monks' secret Wisdom? Not if your party cannot survive a direct fireball hit!

{2,12,10}GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
{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
{2,21,13}GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
{2,23,9}This door is lockpickable.
{2,23,16}CURSED.
{2,25,0}Teleport to 02,31,19.
{2,25,12}GANDO SAYS I SENSE THIS PIT LEADS TO THE SEWERS
{2,25,13}Teleport to 07,06,25.
{2,28,21}The Long lost want appears in the east wall, 5 COMPETITION POINTS.
{2,30,19}Teleport to 02,19,00.
{2,31,18}Spell unlocked, Thunder, OH GOR

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 an upper level.
{3,0,26}Spell unlocked, Treasure Detection, OH IR ROS.
{3,3,19} Gold Key in the opening on south wall.
{3,2,13} Knight spawns here who carries a Divine Mask.
{3,4,20} Mace, Mace of Order and Icewinds here.
{3,4,22} Ven Egg and Blast Spore on the east and west walls.
{3,4,23}GANDO SAYS I SENSE AN AMBUSH
{3,9,0} A stairway to a lower level.
{3,10,7} The tiny rock that can be picked up says "glowing" when examined.
{3,12,17} The dagger can be picked up from the grate on the west wall.
{3,12,31} Tabard on the floor.
{3,13,8} A gold coin can be found on the floor here.
{3,13,23} Dagger on south wall grate.
{3,14,14} Stairs at 14,13 goes to the mines near the FUR (also daggers) trader. Collect your furs before proceeding down.
{3,15,15} Switch at 15,16 opens gate at 17,11. Run there immediately so that the gigglers don't get out.
{3,16,21} Killing the flame monster here gets you a blast spore. Use the Voidness Edge's "Disrupt" attack.
{3,17,00}ZED SAYS THESE RUNES MEAN DEEP END
{3,18,12} Switch at 17,12 closes and open door. Good for resting.
{3,18,20} There is a Mud Man (blue) in here, he drops a Monk Staff. He looks tough but has only about ~40 hit points. After u kill him, u can step forward where u will receive "PRAY FOR A MIRACLE". Just wait about 3 seconds and you will be teleported to an area (not sure where) where you can turn on an emeral switch and obtain an Open Help and Voidness Edge, from there you can then step back into a teleporter and get back here.
{3,19,2} The tree here carries the Funeral thron. 1 COMPETITION POINT.
{3,19,3} PitD.
{3,19,11} This room contains 2 gigglers and 4 blue (trolls?) they give 2 silver coins and 1 gold coins. Door is opened at 15,15
{3,19,16} Switch north opens/closes door at 20,15.
{3,21,14} Switch south opens/closes door at 20,15.
{3,20,24}THE BONE DOLL SINGS...IT S JUST A SPRING CLEAN FOR THE MAY QUEEN
{3,23,3} 2x Sar Wine, Zo Liquer, 1 gold coin on wall facing south.
{3,27,2}GANDO SAYS I SENSE THIS PIT LEADS TO THE DWARVEN FORTRESS
{3,27,5}GANDO SAYS I SENSE THIS PIT LEADS TO THE DWARVEN FORGES
{3,27,8}GANDO SAYS I SENSE THIS PIT LEADS TO THE DWARVEN FORTRESS
{3,27,30} Knight spawns here who carries Holy Greaves.
{3,31,1} Ven Egg in north wall.
{3,31,4} Ven Egg in north wall.
{3,31,7} Ven Egg in north wall.

Level 04 - The Dwarven Mines

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

The level contains:

{4,2,7}ZED SAYS MORE PRECISELY... LEFT DANGER.
{4,2,15}ZED SAYS MORE PRECISELY... LEFT DANGER
{4,2,24}The dwarven treasure is beyond, to remove this wall walk on squares 24,29 21,17 19,30 and 19,17 in that order.
{4,6,12}ZED SAYS MORE PRECISELY... RIGHT DANGER.
{4,6,21}ZED SAYS MORE PRECISELY... LEFT DANGER
{4,8,7}ZED SAYS MORE PRECISELY... RIGHT DANGER
{4,9,26}Dwarven Treasure here, 1 COMPETITION POINT.
{4,9,2}This door is breakable
{4,11,1}IAIDO SAYS THIS WALL IS ABOUT TO CRUMBLE
{4,10,1}Elevator to The Guilds {0,4,4}
{4,11,3}IAIDO SAYS THIS WALL IS ABOUT TO CRUMBLE
{4,12,2}Weak wall. Switch to open the door at {4,13,2} {4,14,9}Entrance to Fur Trader here, 1 COMPETITION POINT.
{4,16,11}GANDO SAYS I SENSE THIS PIT LEADS TO THE CRYPT
{4,18,15}ZED SAYS... THOSE RUNES TRANSLATE ROUGHLY AS THE REPOSITORY. You need an Iron Key to enter and for each future entry so it's best to do all the riddles down here in one go. The answers are Thorn, Ven Egg, Skullseeds, Leather Boots, Mirror of Dawn, Rope, Dragon Heart and Torch.
{4,19,17}Four
{4,19,30}Three
{4,21,16} TWO
{4,22,8} Lock requiring solid key. Opens door at 22,9
{4,23,9} 3 daggers in alcove at east wall, one of them is a BROKEN FUNERAL DAGGER. Award 1 point.
{4,24,30} ONE on the pressure plate north at 25,31.
{4,27,3} Entered from pit above 3,27,3. East wall contains 2xiron keys, 1x gold key and emerald key.
{4,27,6} Entered from pit above 3,27,6. The Ruster (peacock like monster) drops a saphire gem.
{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.

Level 05 - The crypt

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

{5,4,7}If you have Iaido in your party 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 02,06 then place lockpicks plus a gold coin beneath him on the ground and wait, may take a while.
{5,6,21}Meet Lich Vecna here, 1 COMPETITION POINT. Spell unlocked Vampiric Stavation, ZO VEN SAR
{5,6,22}Funeral mace is here, 1 COMPETITION POINT.
{5,7,16}ZED SAYS WE SHOULD NOT STAY HERE... NO MORTAL CAN FIGHT A LICH...
{5,8,7}Altar of Nightmare to {36,16,15} {5,20,3}GANDO SAYS THIS PIT LOOKS DEADLY
{5,25,2}STAMM SAYS THIS PIT IS THE ONLY REMAINING WAY TO THE MORIA. ONLY THE STRONG ONES CAN SURVIVE THERE.
{5,25,23}Spell unlocked, Holds Back Vecna Minions, ZO EW NETA.

Level 06 - The Spider Level

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

{6,0,14}LEYLA SAYS BEAUTIFUL GEM... I THINK I COULD RETRIEVE IT WITH A DAGGER...
{6,0,28}Riddle: Iron Key.
{6,0,31}Riddle: Gauntlets.
{6,2,1}Riddle: Scroll.
{6,2,21}Riddle: Sarwine.
{6,2,30}Riddle: Rope.
{6,6,4}Riddle: Bones.
{6,7,18}Riddle: Bow.
{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
{6,8,18}Riddle: Club.
{6,9,18}Riddle: I think it was boots...? Can't remember though.
{6,9,23}Riddle: Gaefusilfr.
{6,12,14}Riddle: Arrow.
{6,12,24}Scorching whip here, 1 COMPETITION POINT.
{6,13,3}Riddle: Cape.
{6,16,12}Riddle: The Shinning.
{6,19,21}Riddle: Wooden Shield.
{6,20,20}Dragon helm on east facing wall, 3 COMPETITION POINTS.
{6,21,20}Spell unlocked, Ultimate Sacrifice, ZO BRO NETA.
{6,21,23}GANDO SAYS I THINK THIS PIT LEADS TO A PRISON
{6,23,3}Riddle: Boulder.
{6,23,21}Door lockpickable.
{6,23,23}Furx, the weapon of Druafang here, 3 COMPETITION POINTS.
{6,24,3}STAMM SAYS THIS PIT IS THE ONLY REMAINING WAY TO THE MORIA. ONLY THE STRONG ONES CAN SURVIVE THERE.
{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
{6,27,8}Kill the Mothers of the Egg Chamber here, 1 COMPETITION POINT.
{6,27,27}Riddle: Scroll.
{6,29,14}Riddle: Torch.
{6,29,30}Throw corbums at these doors to Free the Leader of the Council, 10 COMPETITION POINTS.

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 Chambellan, or even the Oracle. If you are wise, you will not seek to meet Solune, the Dark Councilor, however.

{7,00,21}Kill the Archmaster of Mampang and put the Crown of kings here, 10 COMPETITION POINTS.
{7,4,19}GANDO SAYS THIS IS A MAGICAL LOCK
{7,5,15}The White Chambers, sack them, 5 COMPETITION POINTS. GANDO SAYS THIS IS A MAGICAL LOCK
{7,5,21}GANDO SAYS THIS IS A MAGICAL LOCK
{7,10,2}Circus Prize 99 in door side in east facing wall, 1 COMPETITION POINT.
{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.
{7,17,4}HAWK... UNCLE... IS IT YOU... BUT WHY...
{7,17,15}LEIF SAYS I COULD BASH THIS DOOR
{7,18,3}Dark Councilor here carries Cerberus, 3 COMPETITION POINTS.
{7,19,1}STAMM SAYS THE POWERGEM IS ORANGE. THIS IS A FAKE.
{7,19,9}GANDO SAYS THIS IS A MAGICAL LOCK
{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.
{7,23,14}NABI SAYS THE CHAMERLAIN IS THE GUARDIAN OF THE COUNCIL. ONLY MY SHIELD CAN PROTECT US AGAINST HIS TRAPS
{7,25,14}LEIF SAYS WAIT... I COULD BREAK THE SECOND DOOR
{7,27,23}Kill Council here, 10 COMPETITION POINTS.
{7,30,14}Using lockpicks here creates two Coatls.
{7,30,16}GANDO SAYS THIS IS A MAGICAL LOCK

Level 08 - The Emerald Level

This area is designated as the Dark Councilor's private level, where he conducts alchemical experiments on the creation of golems. Get caught here and you might end up being his next test subject.

{8,3,7}The Kitchen Lab of Solune is here, 5 COMPETITION POINTS.
{8,9,31}Lock here is lockpickable.
{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
{8,20,26}NABI SAYS HOLD YOUR POSITIONS. MY SHIELD WILL PROTECT US.
{8,21,17}Spell unlocked, Stoneskin, DES BRO RA.
{8,23,18}GANDO SAYS I CANNOT SENSE ANYTHING ABOUT THIS PIT

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, the next four levels are named (likely) 'ROS', 'DAIN', 'NETA' and (probably) 'KU', in that order. Since the second and third levels are the Priest (NETA) and wizard (DAIN) endings, respectively, the levels have been renamed to something less confusing. Conflux names the ROS ending 'THE RELICUARY' in-game, the Commander is the name of the upgraded quest item for the Wizard ending, and the first hallway in the Fighter ending displays the word 'BEZERKER'(sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.

{9,21,26}Riddle "feed me with anger": Nobody knows the answer!
{9,23,21}Riddle: Place any item in the pit.

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, the next four levels are named (likely) 'ROS', 'DAIN', 'NETA' and (probably) 'KU', in that order. Since the second and third levels are the Priest (NETA) and wizard (DAIN) endings, respectively, the levels have been renamed to something less confusing. Conflux names the ROS ending 'THE RELICUARY' in-game, the Commander is the name of the upgraded quest item for the Wizard ending, and the first hallway in the Fighter ending displays the word 'BEZERKER'(sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.

{10,11,30}THE BONE DOLL SINGS... WHERE S A LADY WHO S SURE ALL THAT GLITTERS IS GOLD AND SHE S BUYING A STAIRWAY TO HEAVEN
{10,17,8}IADO SAYS THIS ALCOVE HAS A WEIGHT MECHANISM. SOME TRAP WILL BE TRIGGERED IF WE LIFT THE STAFF.
{10,22,15} Cancerberus
{10,29,26} open Door by shooting arrow to pressure plate at 31,31
{10,29,29} Tiny Switch here toggles Pit at 29,31
{10,30,20} Coin Slot, insert Gold Coin to get Crossbow and 2 Slayer Arrows
{10,31,31} 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, the next four levels are named (likely) 'ROS', 'DAIN', 'NETA' and (probably) 'KU', in that order. Since the second and third levels are the Priest (NETA) and wizard (DAIN) endings, respectively, the levels have been renamed to something less confusing. Conflux names the ROS ending 'THE RELICUARY' in-game, the Commander is the name of the upgraded quest item for the Wizard ending, and the first hallway in the Fighter ending displays the word 'BEZERKER'(sic). If anyone has something better for the Priest ending than 'Elemental Halls', feel free to change it.

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

Level 12 - KU - The Berserker

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

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

Level 13 - The Junction

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

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

Level 14 - The Clockwork Maze

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

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

Level 15 - Deep Moria

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

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

Level 16 - The Apprentice

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

Level 17 - Aquantana

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

Level 18 - Curiosities

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

Level 19 - Dragons!

Level 20 - Deathtrap Dungeon I

Level 21 - Ye Olde King

Level 22 - Deathtrap Dungeon III

Level 23 - Deathtrap Dungeon IV

Level 24 - Deathtrap Dungeon V

Level 25 - The Forgotten Level

Level 26 - Hell, Unleashed

Level 27

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

  • Altar of Ancient Doors (and, possbly, others) - Doors close, doors open, but somehow never the ones you really want to get through. Violence is not the answer here.
  • Altar of the Assault - Fight the invaders, save the city, get the girl! (Alright fine, there is no girl, but the rest is true.)
  • Outworld - Hallways made of metal, stars moving fast outside the windows, strange creatures and stranger devices. Something is really, really wrong here.
  • Sucked In - Uh-oh, maybe opening dimensional doors at random was not such a great idea after all. If you can find it, enjoy your scroll of infinite teleports (until the bug is fixed.)

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

Level 28

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) {29,6,10} PressurePad to 29(9,10) {29,8,9} Xorn Generator {29,16,8} Ruster Generator {29,5,18} PressurePad to 29(13,14) {29,13,17} PressurePad to 29(13,14) {29,13,14} AND/Or to 29(15,16) and 29(16,4) {29,15,16} DSA Jitter {29,16,4} DSA Sound

Level 30

Level 31

Level 32

Level 33

Level 34

Level 35

Level 36 - Altar of Nightmare

{36,16,15}: entrance from the crypt
{36,8,16}: way back to the crypt {5,8,7}