Rooms

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Contents

Introduction

This page shows the ASCII maps and matching keys for all of POWDER's predefined rooms. They were semi-automatically generated from the rooms/*.map files in the game source. These don't represent all the rooms in the dungeon -- most of each level is generated using various algorithms, but these "set pieces" are scattered throughout.

Notes:

  • "Empty" rooms are just those with no predefined monsters. They will often collect some randomly-spawned (or wandering) monsters by the time you reach them. (As can most other rooms!)
  • "Blocked" doors are purposely indistinguishable from ordinary doors. Monsters can't open them, but once the avatar does so, they become ordinary doors thereafter. This keeps the nastier residents of many rooms from taking over the rest of the dungeon.
  • Even doors not marked here as secret, may be randomly generated as secret doors.
  • Squares marked as "outside room" were originally marked as SQUARE_EMPTY. These are usually rough stone, but exceptions can appear where the room butts up against a corridor or other open space.
  • "Strong" and "Very Strong" monsters are relative to the dungeon level.
  • "Leader" monsters tend to keep the monsters of a predefined group from being turned against each other. They are often "named unique" versions of their group's type.

Critter Lairs

Grid Bugs

# A grid bug hangout.

+-----+
|###x#|
|xX'X#|
|#'X'#|
|#X'Xx|
|#x###|
+-----+

 : outside room
x: "blocked" door
s: secret door
.: room floor
#: wall, 
': room floor, boulder
X: room floor, Grid Bug

Original filename was "lair2". Room is lit, no stairs allowed.

This room is a notable novice-killer, mostly when it appears on level 1.

Kiwi Nest

# Kiwis hide a secret.

+-------+
|#####  |
|x.k.si |
|#...#i |
|#k.k#i |
|###x#  |
+-------+

 : outside room
x: door, (lit)
s: secret door, (lit)
.: room floor, (lit)
#: wall, (lit)
i: random item, corridor
k: corridor, Kiwi

Room is mostly lit, except for those corridor squares. No stairs allowed.


Rat Warren #1

# A warren of rats.
# some cool loot too.

+------+
|######|
|+.r.r#|
|#r.r.#|
|####r#|
|#("r.#|
|#[=.r#|
|######|
+------+

.: room floor
r: room floor, Giant Rat
#: wall
+: "blocked" door
(: room floor, weapon
[: room floor, armour
=: room floor, ring
": room floor, amulet

Room is lit. No stairs allowed.

Rat Warren #2

# A warren of rats.
# some cool loot too.

+------+
|######|
|#.r.r/|
|#r#r.#|
|#r##r#|
|#(r###|
|#[=R+#|
|######|
+------+

.: room floor
r: room floor, Giant Rat
R: room floor, Giant Rat (unique)
#: wall
/: "blocked" door
(: room floor, weapon
[: room floor, armour
=: room floor, ring
+: room floor, spellbook

Room is lit. No stairs allowed.

Slug Pit #1

# Slug Pit

allowstairs = false
minlevel = 6

+-----------+
|########x##|
|x.s...#s..#|
|#...D.#..S#|
|##S.....D.#|
|####~..####|
|#1.~~...S.#|
|#.D~~...D.x|
|##.##..s..#|
|###########|
+-----------+

x: "blocked" door
.: corridor
#: outside room
1: corridor, Death Slug, (unique), artifact
D: corridor, Death Slug
S: corridor, Purple Slug
s: corridor, Brown Slug
~: acid

Room is lit. No Stairs allowed.

Slug Pit #2

# Slug Pit
# If wishes were slugs, the slime pits would be full.

minlevel = 6

+----------+
|########x#|
|x.s.S@...#|
|####~#.###|
|#1.~~#.S.#|
|#.D~~###D#|
|##D~##s..#|
|######x###|
+----------+

x: "blocked" door
@: secret door
.: corridor
#: outside room
1: corridor, Death Slug, (unique), artifact
D: corridor, Death Slug
S: corridor, Purple Slug
s: corridor, Brown Slug
~: acid

Room is lit.
No stairs allowed.

Triceratops

# Jurasic [sic] Lair

+-------+
|###    |
|x.#,iT |
|#.s,,$ |
|#.#,iT |
|#x#    |
+-------+

 : outside room
x: door 
s: secret door 
.: room floor 
,: corridor
#: wall
T: corridor, Triceratops
i: random item, corridor
$: artifact, corridor

Most of this room is lit, but the secret corridor is not. Stairs cannot appear in this room, and it cannot appear above level 9. Impressive loot for a room without hostile monsters....

Crypts

Crypt #1

+-------------+
|#############|
|#(#z#z#.#[#z#|
|#s#.#s#.#s#.#|
|#...........#|
|#...........#|
|#........####|
|x........x+L#|
|#........####|
|#...........#|
|#...........#|
|#s#.#s#.#s#.#|
|#z#.#[#z#z#z#|
|#############|
+-------------+

 : outside room
x: "blocked" door
s: secret door
.: room floor
#: wall
(: room floor, weapon
[: room floor, armour
z: room floor, Zombie
L: room floor, Lich, 
+: room floor, spellbook

No stairs allowed, room is lit.

This is a very large room with seven very small rooms along the inner walls, holding treasure and zombies. The central closet at the far back of the room contains a Lich guarding a spellbook.

This room is a tough challenge for low-level adventurers, and can be generated even on the first floor of the dungeon. Zombies, especially in groups (there are four in the large room and three among the smaller rooms) can prove a difficult challenge at low levels. (Knowing the Speed System helps a lot, as they are Slow.) This is a good place to gain piety with Pax.

The Lich in the back room of the crypt is a deadly adversary. Fortunately, he can't open that door... until you do! It should not be challenged at low or lower mid-range levels, especially not without appropriate resistances (Cold, Shock, and countermeasures or resistance for poison. Best to bring silver weapons, a Wand of Fire, or fire-type spells to combat the Lich. The Lich guards a random spellbook.

Crypt #2

# An ancient crypt, 2

+---------+
|#########|
|xz#z#z#S#|
|#.#.g..z#|
|#..z..#S#|
|#####x###|
|##z....zx|
|##x######|
+---------+

 : outside room
x: "blocked" door
.: corridor
#: wall
z: corridor, Zombie
S: corridor, Skeleton
g: corridor, Ghast, armour

Stairs not allowed. This room is always lit. The room cannot appear above level 2.

A Lich does not spawn in the room unlike the other crypts.

Low-level characters can use this trick to survive the Ghast: After clearing the outer room, open the door leading to the room with the Ghast, throw the weakest melee weapon you have into the room, then close the door and wait for the item to disappear from the screen. The Ghast will have picked it up, and will use it instead of its paralyzing claws. To avoid getting mobbed, try to keep them bottlenecked in a door. Note that the Ghast may be wearing the armour!

Crypt #3

+---------+
|#######x#|
|xS'.L.'S#|
|#.*l.l*.#|
|#g*...*g#|
|#.*****.#|
|#.z...z.x|
|####x####|
+---------+

 : outside room
x: "blocked" door
.: corridor
': corridor, boulder
#: wall
*: outside room
z: corridor, Zombie
S: corridor, Skeleton
g: corridor, Ghast, armour
L: corridor, Lich (unique), artifact, Leader
l: corridor, Lich, wand

This room is usually dark, stairs cannot appear here, and it cannot appear until floor 8.

This is a very dangerous room and should be avoided by all but the most well-prepared. To those who conquer it, an artifact will be their prize. The room contains two each of Ghasts, Skeletons and Zombies, as well as three Liches (one of them unique) in a smaller inner room sealed with boulders. The unique Lich guards a random artifact.

If you must brave this room, here are some tips: Clear out the main room first before moving on to battle the Liches. If possible, fight them at range, zapping a Wand of Fire or casting Fireball over the boulders. You an also push a boulder in a single tile to get corner-to corner with a Lich and cast Sticky Flames on it. Reflective, Shock Resistance, Cold Resistance, and Poison Resistance are all very good intrinsics to have here. If you must go toe-to-toe with the Liches, bring a silver weapon or a Flaming Sword with you. The unique Lich is a leader, so all of the monsters here are allied--this means that attempting to turn them against each other by getting them into one another's line of fire will not work.

Crypt #4


+-------------+
|#############|
|#(#z#Z#(#[#Z#|
|#.#.#.#.#z#.#|
|#....g......#|
|#...........#|
|####x######x#|
|x....#[L/#/L#|
|####x##x#####|
|#...........#|
|#...g.......#|
|#.#.#.#.#.#.#|
|#Z#[#[#Z#z#z#|
|#############|
+-------------+

 : outside room
x: "blocked" door
.: room floor
#: wall
(: room floor, weapon
[: room floor, armour
/: room floor, wand
z: room floor, Zombie
Z: room floor, Skeleton
L: room floor, Lich, weapon
g: room floor, Ghast, armour

This room is lit, stairs cannot appear here, and this room cannot appear until floor 2.

This room is challenging but has its rewards. Two Liches are here, guarding Wands. A common strategy for defeating the Ghasts is to throw a weapon into the room and close the door, waiting for the Ghast to pick up the item (it will disappear from the screen) and equip it, replacing its paralyzing claw attack with the weapon attack (and thus removing its worst threat). The Liches should be approached with the usual caution--bring silver and fire to the table, not to mention poison remedies and other resistances. Note that as usual, the Liches are sealed behind doors they can't open (until you do).

Crypt #5

+------+
|####x#|
|x....#|
|#   .#|
|# L .#|
|#   .x|
|######|
+------+

 : outside room
x: door
.: room floor
s: secret door
#: wall
L: room floor, Lich (unique), weapon, artifact

This room is lit, and cannot contain stairs. It can appear from level 2 onward.

This odd-looking room hides a deadly secret--within the 3x3 block of unworked stone, a unique Lich is entombed. This Lich is best left alone, but to those brave enough and powerful enough to conquer him, an artifact awaits. A comment in the source file suggests that the Lich may in fact be the legendary earth-mage Prakal, or might have been entombed by him.

Empty Rooms

These rooms have no predefined monsters, but monsters can be generated in them, or enter them, over time.

Circle

# A circular lair.

+----------+
|  ##x###  |
| ##....## |
| #......##|
|##.......#|
|x........x|
|#........#|
|#.......##|
|###.....# |
|  ##....# |
|   ###x## |
+----------+

 : outside room
x: door
.: room floor
#: wall

This room is lit.

Circle #2

# A smaller circle

+-------+
| ##x## |
|##...##|
|#.....x|
|#.....#|
|x.....#|
|##...##|
| ##x## |
+-------+

 : outside room
x: door
.: room floor
#: wall

This room is lit.

Hall #1

# A simple hallway with side rooms.

+-------+
|#######|
|#.....x|
|#.....#|
|###x###|
|x.....x|
|###x###|
|#.....#|
|#.....#|
|###x###|
+-------+

x: door
.: room floor
#: wall

This room is lit.

Hall #2

# A room divided into 4 sub rooms.

+--------+
|######x#|
|x...s..#|
|#...#..#|
|#...##x#|
|#x###..x|
|#...s..#|
|#...#..#|
|##x#####|
+--------+

x: door
s: secret door
.: room floor
#: wall

This room is lit.


Isle #1

# A simple island.

+--------+
| ~~~~~  |
|~~...~~x|
|~~....~~|
| ~~....~|
|x.~~~..~|
|   x~~~~|
+--------+

 : outside room
x: door
s: secret door
.: corridor
#: wall
~: water

This room is lit. It cannot appear above level 3.

Pillar #1

# A pillar to dance around

+--------+
|####x###|
|#......#|
|#.#s##.#|
|x.#..#.x|
|#.#..#.#|
|#.##s#.#|
|#......#|
|####x###|
+--------+

 : outside room
x: door
s: secret door
.: room floor
#: wall

This room is lit.


Pillar #2

# A smaller pillar.
+-----+
|#x###|
|#...x|
|#.#.#|
|x...#|
|###x#|
+-----+

x: door
.: room floor
#: wall

This room is lit.

Lava Pool #1

# A lava pool!

+------+
|#x####|
|#..~.#|
|#~~~.x|
|#.~~~#|
|x.~..#|
|####x#|
+------+

x: door
.: room floor
#: wall
~: lava

This room is lit. It cannot appear above level 3.

Lava Pool #2

# A pool of toasty lava.

+-------+
|   x   |
|  ~~~~x|
|x~~~~~ |
| ~~~~  |
|  x    |
+-------+

 : outside room
x: door
s: secret door
.: corridor
#: wall
~: lava

This room is lit. It cannot appear above level 5.

River #1

# A simple subterranean river...

+-------+
|#######|
|#..~..#|
|x..~..x|
|#..~..#|
|#######|
+-------+

 : outside room
x: door
.: room floor
#: wall
~: water

This room is lit.

River #2

# A simple subterranean river, horizontal...

+-----+
|##x##|
|#...#|
|#~~~#|
|#~~~#|
|#...#|
|##x##|
+-----+

 : outside room
x: door
.: room floor
#: wall
~: water

This room is lit.

Secret

# A secret wall

+-------+
|#######|
|x..#..#|
|#..s..x|
|#######|
+-------+

x: door
s: secret door
.: room floor
#: wall

This room is lit.

Sokoban #1

# Sample sokoban style level.

+---------+
| ######  |
|##..#.###|
|x'.....'x|
|###.#..##|
|  ###### |
+---------+


 : outside room
x: door
.: room floor
#: wall
': room floor, boulder

This room is lit. Stairs cannot appear here.

Sokoban #2

# A simple switch.

+-----+
| #x# |
|##.##|
|x.'.x|
|##.##|
| #x# |
+-----+

 : outside room
x: door
.: room floor
#: wall
': room floor, boulder

This room is lit. Stairs cannot appear here.

Spiral

# A simple spiral

+-------+
|#######|
|x.....#|
|#####.#|
|#.....#|
|#.#####|
|#.....x|
|#######|
+-------+

x: door
s: secret door
.: room floor
#: wall

This room is lit.

Y (why)

# Why not?

+-----+
|#x#x#|
|#.#.#|
|#...#|
|##x##|
+-----+

x: door
.: room floor
#: wall

Filename: "why"

This room is lit.

Humanoid Lairs

All these creatures are prone to using their "treasure" items against you! In many cases you will hear the inhabitants from outside the room.

Kobold Barracks

# The Kobold Barracks.

+--------+
|#x######|
|#k#K.m##|
|#^#m.K##|
|xm^K..5#|
|#^#m.K##|
|#k#K.m##|
|#x######|
+--------+

 : outside room
x: "blocked" door
.: room floor
#: wall
^: Spiked pit
5: room floor, Kobold Fighter (unique), artifact, Leader
K: room floor, Kobold Fighter, potion
m: room floor, Kobold Mage, wand, potion
k: room floor, Kobold, armour

This room is lit, cannot contain stairs, and appears from level 5 onwards.

Kobold Hideout

# The Kobold Hideout.

+---------+
|#x##     |
|#..#.a.  |
|#^k#m.K  |
|x.^s...5 |
|#^k#m.K  |
|#..#.a.  |
|#x##     |
+---------+

 : outside room
s: secret door
x: "blocked" door
.: room floor
#: wall
^: Spiked pit
5: room floor, Kobold Fighter (unique), artifact, Leader
K: room floor, Kobold Fighter, potion
m: room floor, Kobold Mage, wand, potion
k: room floor, Kobold, armour, weapon
a: room floor, Kobold Assassin, armour

This room is lit, cannot contain stairs, and appears from level 5 onwards.

Kobold Temple #1

# The temple of the Kobold God
# Created by Zak

+-----------+
|###########|
|#...1"K...#|
|#.#k.k.k#.#|
|#.#######.#|
|#.........#|
|#[#..#..#(#|
|###..#..###|
|x.........x|
|#.#..#..#.#|
|#.........#|
|#####x#####|
+-----------+

 : outside room
x: "blocked" door
.: room floor
#: wall, (lit)
": room floor, amulet
K: room floor, Kobold Mage
1: room floor, Kobold Mage, Leader
k: room floor, Kobold
(: room floor, weapon
[: room floor, armour

This room is lit, cannot contain stairs, and appears from level 3 onwards. Original filename: "temple"

Kobold Temple #2

# Another temple to the Kobold God

+-----------+
|#########x#|
|#.."....#.#|
|#..1K#k(#.#|
|#.####[.#.#|
|#.k(....#.#|
|#.[.....x.#|
|#####x###.#|
|x..#k.k#..x|
|#..#...#..#|
|#.........#|
|#####x#####|
+-----------+

 : outside room
x: "blocked" door
.: room floor
#: wall
": room floor, amulet
K: room floor, Kobold Mage
1: room floor, Kobold Mage, Leader
k: room floor, Kobold
(: room floor, weapon
[: room floor, armour

This room is lit, cannot contain stairs, and appears from level 3 onwards. Original filename: "temple2"

Orc Lair #1

# An orcish Lair

+-------+
| ##x## |
| #o.o##|
|##[O(.x|
|#o.1#o#|
|x.[O(.#|
|##o..##|
| ##x## |
+-------+

 : outside room
x: "blocked" door
.: room floor
#: wall
O: room floor, Hill Orc
o: room floor, Orc
1: room floor, Hill Orc (unique), artifact, Leader
(: room floor, weapon
[: room floor, armour

This room is lit, cannot contain stairs, and appears from level 10 onwards.

Orc Lair #2

# A larger orcish Lair

+----------+
| #x###### |
| #.o....##|
|#####x#o.x|
|#.(O..####|
|#....O...#|
|#o.#..#.o#|
|#(.#(1#.(#|
|#..##s#..#|
|####$$####|
|          |
+----------+

 : outside room
x: "blocked" door
.: room floor
#: wall
O: room floor, Hill Orc, armour
o: room floor, Orc, armour
1: room floor, Hill Orc (unique), artifact, Leader, armour
(: room floor, weapon
[: room floor, armour
s: secret door
$: corridor, 3 random items

This room is lit (except the corridors), cannot contain stairs, and appears from level 10 onwards.

Troll Dungeon #1

# The dungeon of Trolls.

+---------+
|#x#######|
|#.#(5[#.#|
|#t#T.T#t#|
|#.##.##.#|
|x..t.t..x|
|####x####|
+---------+

 : outside room
x: "blocked" door
.: room floor
T: room floor, Cave Troll
t: room floor, Troll
5: room floor, Cave Troll (unique), artifact, Leader
#: wall
(: room floor, weapon
[: room floor, armour

This room is lit, cannot contain stairs, and appears from level 5 onwards.

Troll Dungeon #2

# The dungeon of Trolls.

+---------+
|#x#######|
|#..t##T5#|
|#...#[(T#|
|#t/.x[T(#|
|#.t.#####|
|###...t.#|
|x...t./.x|
|####x####|
+---------+

 : outside room
x: "blocked" door
.: room floor
T: corridor, Cave Troll
t: room floor, Troll
5: corridor, Cave Troll (unique), artifact, armour, weapon, Leader
#: wall
(: corridor, weapon
[: corridor, armour
/: room floor, wand

This room is lit, cannot contain stairs, and appears from level 5 onwards.

Troll Dungeon #3

# The dungeon of Trolls.

+---------+
|#########|
|#[.t.t.[#|
|#.......#|
|#x#...#x#|
|#.#...#.#|
|#t#T/T#.#|
|x.#[5[#tx|
|#########|
+---------+

 : outside room
x: "blocked" door
.: room floor
T: corridor, Cave Troll
t: room floor, Troll
5: corridor, Cave Troll (unique), artifact, armour, weapon, Leader
#: wall
(: corridor, weapon
[: corridor, armour
/: room floor, wand

This room is lit, cannot contain stairs, and appears from level 5 onwards.

Turtloid Pond

# A haven for Turtleoids

+---------+
|      x  |
|  t ~t~~ |
|x~~~~~~  |
|   ~ ~~  |
|  ~T5T~  |
| ~~ ~~~~x|
|  ~t~~~t |
|    x    |
+---------+

 : outside room
x: "blocked" door
s: secret door
.: corridor
#: wall
~: water
5: corridor, Large Turtloid (unique), artifact, Leader
T: water, Large Turtloid
t: water, Turtloid

This room is lit, cannot contain stairs, and appears only from level 20 onwards.


Turtloid Pond #2

# Another haven for turtloids.

+--------+
|        |
|  T~t~~x|
|   ~5t  |
|x~t~t~  |
|   ~~~~x|
|   x    |
+--------+

 : outside room
x: "blocked" door
s: secret door
.: corridor
#: wall
~: water
5: corridor, Turtloid (unique), artifact, Leader
T: water, Large Turtloid
t: water, Turtloid

This room is lit, cannot contain stairs, and appears from level 17 onwards.

Fire Daemons

# Fire daemons

+-----------+
|###########|
|x..&......#|
|#&[#####..#|
|#($#$$$#&.x|
|####.1.#.&#|
|####&.&#..#|
|####...#..#|
|#####.....#|
|#####x#####|
+-----------+
x: "blocked" door
.: room floor
#: wall
&: room floor, Daemon
1: room floor, Daemon (unique), artifact, Leader
(: room floor, weapon
[: room floor, armour
$: random item, room floor

This room is lit, and cannot contain stairs. It can appear from level 6 onwards. Filename: "daemon1"

Ice Daemons

# Ice daemons

+-----------+
|#######x###|
|x.........#|
|#######...#|
|##..~~~~#.x|
|##.&~~&~###|
|#.~~~&~~&##|
|#~&~&~~####|
|##~1~~.$$$#|
|###########|
+-----------+
x: "blocked" door
.: room floor
~: ice
#: wall
&: ice, Ice Daemon
1: ice, Ice Daemon (unique), artifact, Leader
(: room floor, weapon
[: room floor, armour
$: random item, room floor

This room is lit, and cannot contain stairs. It can appear from level 6 onwards. Filename: "daemon2"

Tridude Rooms

Tridude Breeding Grounds

# The Tridude Breeding Grounds

+-------+
|#####x#|
|#'t.~~x|
|#ttt'.#|
|x..'t'#|
|#~~ttt#|
|###x###|
+-------+

x: "blocked" door
.: room floor
#: wall
t: room floor, Tridude
': room floor, boulder
~: water

No Stairs allowed. This room is lit. Original Filename: "tridude"

Hints: This room can appear even on low levels, where the tridudes can be somewhat intimidating, but the layout gives you several options. Besides bottlenecking them at the "land door", you can fire missiles, spells, and such, through the water-blocked doors. Also, half the tridudes are trapped among water and boulders, so you can let those out at your leisure.

Red Tridudes

# The Lair of Red Tridudes

+-------+
|###x###|
|###.#~#|
|#Tt.~~x|
|#..t'##|
|x'~'.##|
|#~~..t#|
|#####x#|
+-------+

 : outside room
x: "blocked" door
.: room floor
#: wall
t: room floor, Red Tridude
T: room floor, Red Tridude (unique), Leader
': room floor, boulder
~: lava

This room is lit, and cannot contain stairs. It can appear from level 10 onwards. Original Filename: "tridude2"

Purple Tridudes

# The Lair of Purple Tridudes
# This is very mean when they cast fetch.

+--------+
|###x####|
|#~~~~~##|
|#~t..~~x|
|#~.'t'~#|
|#~..T.~#|
|#~...'~#|
|x~~'.t~#|
|##~~~~~#|
|######x#|
+--------+

 : outside room
x: "blocked" door
.: room floor
#: wall
t: room floor, Purple Tridude
T: room floor, Purple Tridude (unique), Leader
': room floor, boulder
~: acid

This room is lit, and cannot contain stairs. It can appear from level 13 onwards. Original Filename: "tridude3"

Blue Tridudes

# The Lair of Blue Tridudes

+--------+
|###x####|
|###..###|
|##..'.##|
|##.t..##|
|##..T.##|
|#.t.'t.x|
|x.'##..#|
|#..##..#|
|######x#|
+--------+

x: "blocked" door
.: room floor
#: wall
t: room floor, Blue Tridude
T: room floor, Blue Tridude (unique), Leader
': room floor, boulder
~: acid

Original Filename: "tridude4"

This room is lit, and cannot contain stairs. It can appear from level 10 onwards.

Other Dangerous Places

Lit corridors are a good hint....

Forest Glade

# A tranquil forest glade

+--------+
|   x    |
|  .....x|
|x..&&&& |
|  &&&&& |
| &&&a&  |
| &a&&&& |
|  &&&&  |
|        |
+--------+

 : outside room
x: "blocked" door
.: corridor
&: forest
a: forest, Kobold Assassin

This room is lit, cannot include stairs, and can appear from level 8 onwards. Filename: "forest"

Forest Maze

# A forested maze

+--------+
|###x####|
|#&&&&#&x|
|x&##&&&#|
|#&###&##|
|#&#V#&&#|
|###v##&#|
|#&B&&B&#|
|########|
+--------+

x: "blocked" door
#: wall
.: corridor
&: forest
V: forest, Vampire bat, (unique), 4 random items
v: forest, Vampire bat
B: forest, Large bat

Filename: "forest2" This room is lit (not that it helps ;-) ), and cannot include stairs. Setting the forest afire is a bit drastic, but might work. This room is a famous killer, because it can bring vampire bats (one of them unique!) to the first level of the dungeon. The other forest room is even worse, but doesn't show up so early.

Haunted Isle

# A haunted island.
# Ghosts, I believe, are restricted from walking over water.

+--------+
| ~~~~~  |
|~~...~~x|
|~~!G$.~~|
| ~~!..G~|
|x.~~~G.~|
|   x~~~~|
+--------+

 : outside room
x: "blocked" door
s: secret door
.: corridor
#: wall
~: water
G: corridor, Ghost
!: corridor, random item
$: corridor, artifact

This room is lit, cannot include stairs, and can appear from level 3 onwards.

Hint: Ghosts indeed can't cross water, but they can freeze it with their Frost Bolts, then cross the ice! Best not to hang around the edges here unless you're ready to take them on. (See their monster page....)

Isle #2

# A more complex island.

+----------+
| ~~~~~~~  |
|~~.....~~x|
|~...11..~~|
|~~~~~~..~~|
|~~...~~~~~|
| ~~..11..~|
|x.~~~..~~~|
|   x~~~~  |
+----------+

 : outside room
x: door
s: secret door
.: corridor
#: wall
~: water
1: corridor, random monster, random item

This room is lit, cannot include stairs, and can appear from level 4 onwards.

Blue Dragon Lair

# A more complicated lair...
# This has a guaranteed mirror shield.

+--------------+
|   ,          |
|,,,, ######## |
|###, #...#D]# |
|#.s,,s...s.D# |
|### ,#...#D.# |
| ,,,,######## |
| ,            |
+--------------+

 : outside room
x: door
s: secret door
.: room floor
,: corridor
#: wall
D: room floor, Blue Dragon
]: room floor, mirror shield

This room is lit (except the corridors), and cannot include stairs.
Filename: "lair2"

Hint: You will likely hear the dragons from outside their secret chamber.

Lava Pool #3

# A pool of toasty lava.

+--------+
|   x    |
|  ~~~~  |
| ~~~1~~x|
|  ~121~ |
|x~~~~~  |
| ~~~ ~~ |
|  x   x |
+--------+

 : outside room
x: "blocked" door
s: secret door
.: corridor
#: wall
~: lava
1: lava, Fire Elemental
2: lava, Fire Elemental (unique), artifact, Leader

This room is lit, cannot include stairs, and can appear only from level 20 onwards.

Lava Pool #4

# A pool of toasty lava.

+--------+
|   x    |
|  .....x|
|x.. .   |
|    ~~~ |
| 1~~~~  |
| ~~111~ |
|   ~~2  |
|        |
+--------+

 : outside room
x: "blocked" door
s: secret door
.: corridor
#: wall
~: lava
1: lava, Red Dragon
2: corridor, Red Dragon, (unique), artifact, Leader

This room is lit, cannot include stairs, and can appear from level 6 onwards.

Pillar #3

# Not your usual pillar

+--------+
|####x###|
|#......#|
|#.#s##.#|
|x.#Mm#.x|
|#.#mM#.#|
|#.##s#.#|
|#......#|
|####x###|
+--------+

 : outside room
x: door
s: secret door
.: room floor
#: wall
m: room floor, random monster
M: room floor, extra-strong monster, random item

This room is lit, and cannot include stairs

Poison

# A poisonous area...

+--------+
|########|
|#1x....#|
|###.#..#|
|+..s#S.#|
|#...#..#|
|#..S#s.#|
|#.D.#D.+|
|#...#..#|
|###+####|
+--------+

+: "blocked" door
x: secret door
s: room floor, Scorpion
S: room floor, Giant Spider
D: room floor, Green Dragon
.: room floor
#: wall
1: corridor, Green Dragon, (unique), artifact

This room is lit, cannot include stairs, and can appear from level 10 onwards.

Vaults

Vault #1

# A double guarded secret room
# Created by Zak

+--------+
|##x#####|
|#....s.#|
|#....#i#|
|#....#g#|
|x....#i#|
|#....#s#|
|#....#i#|
|#....#g#|
|#....#i#|
|##x#####|
+--------+

 : outside room
x: door
s: secret door
.: room floor
#: wall
g: room floor, extra-strong monster, random item
i: random item, room floor

This room is lit, and cannot contain stairs.


Vault #2

# A double guarded secret room, mark 2

+--------+
|##x#####|
|#..#.s.#|
|#..#g#i#|
|#..#.#g#|
|x..sg#g#|
|#..#.#i#|
|##x#####|
+--------+

 : outside room
x: door
s: secret door
.: room floor
#: wall
g: room floor, extra-strong monster, random item
i: random item, room floor

This room is lit, and cannot contain stairs.

Vault #3

# An impenetrable store house - except to teleportation!

+--------+
|####x#  |
|#....#  |
|#..%%%%%|
|#..%i^i%|
|x..%iAi%|
|#..%iii%|
|##x%%%%%|
+--------+

 : outside room
x: door
.: room floor
^: Teleporter
#: wall
%: undiggable wall
i: random item, room floor
A: artifact, room floor

This room is lit, and cannot contain stairs.

Of course, this room contains a teleporter... so it frequently gets looted by a monster that spawned inside the room! Another way to loot it is with a Wizard's Eye.

Vault #4

# A double guarded secret room, mark 3

+--------+
|##x#    |
|x..#,ii |
|#..#,Gi |
|#..#    |
|#..sg,g |
|#..#,gi |
|#x##    |
+--------+

 : outside room
x: door
s: secret door
.: room floor
#: wall
g: corridor, extra-strong monster, random item
G: corridor, Unique monster, artifact
i: random item, corridor
,: corridor

This room is lit, and cannot contain stairs.

Note that the second secret room does not have a teleporter -- hopefully you have some way to get back out! The Wizard's Eye is less useful here because of the guard.

Zoos

The idea of "Zoos" was inherited from Rogue, but in POWDER, if you go slaughtering all those sleeping critters, Pax will get very angry. Best to pick off any accessible undead, see who that woke up, then sic any pets you've got on the more appealing sleepers to wake them up. Or you can just tromp around in your Squeaky Shoes, or otherwise making noise. Tip: You can still swap places with a neutral monster while they're asleep.

Zoo #1

+----+
|#x##|
|xmm#|
|#mmx|
|#mm#|
|##x#|
+----+

#: wall
x: "blocked" door
m: room floor, random monster, asleep

Room is lit. No stairs allowed.

Zoo #2

+------+
|####x#|
|#mmmm#|
|xmmmm#|
|#mmmmx|
|#mmmm#|
|#mmmm#|
|##x###|
+------+

#: wall
x: "blocked" door
m: room floor, random monster, asleep

Room is lit. No stairs allowed.

Zoo #3

+-----+
|###x#|
|#mmm#|
|xmmm#|
|#mmmx|
|#mmm#|
|##x##|
+-----+

#: wall
x: "blocked" door
m: room floor, random monster, asleep

Room is lit. No stairs allowed.


Zoo #4

+-----+
|###x#|
|#mmm#|
|xmMm#|
|#mMmx|
|#mmm#|
|##x##|
+-----+

#: wall
x: "blocked" door
m: room floor, random monster, asleep
M: room floor, Strong random monster, asleep

Room is lit. No stairs allowed.

Zoo #5

+---+
|#x#|
|xMx|
|#x#|
+---+

#: wall
x: "blocked" door
M: room floor, Very Strong Monster, asleep

(a.k.a. "Prison Cell") Room is lit. No stairs allowed.

God Quests

Halls of the Minotaur

# The halls of the Minotaur!

+---------------+
|###x###x###x###|
|##..#.....#...#|
|#...#.....###.x|
|x......#....###|
|#......#......#|
|#..#######....#|
|#..#..)..#....x|
|x..#..M/.#..###|
|#..#.....#....#|
|#..###..##..#.#|
|#...........#.x|
|x...........#.#|
|#x###########.#|
|#......#......#|
|####x###x###x##|
+---------------+

 : outside room
x: room floor
#: wall
.: room floor
M: room floor, Cretan Minotaur
): room floor, artifact
/: room floor, wand

This area is always lit, and there can be no stairs within it. It always appears on level 15.

This is the central area of a maze level. Its several large rooms and corridors are inhabited by the Cretan Minotaur. There is an artifact and a wand here, but the real prize is carried by the Minotaur itself -- the Glowing Y-Rune, which allows you to pass through dimensional gateways. As it happens, there's one of those down on level 20....

Belweir's Library

+-------------+
|###+###      |
|#11.11#      |
|#11.11#      |
|+.....#      |
|#11.11#      |
|#11.11*******|
|***%***,,,,,*|
|*,,,,,,,###,*|
|*,=?==,====,*|
|*,####,####,*|
|*,====,=?==,*|
|*,####,####,*|
|*,==?=,====,*|
|*,,#######,,*|
|**,+=,^,=+,**|
| *********** |
+-------------+

.: room floor
,: room floor
#: wall
*: undiggable wall
 : outside room
+: "blocked" door
=: room floor, spellbook
?: room floor, 5 scrolls
1: Altar
%: Magic Door
^: Hole

Room is lit. No stairs allowed.

"Belweir's Library" appears only once in the game, always on Floor 21. It consists of two sub-rooms: a puzzle area, and the mystically-shielded library proper. Stairs cannot appear within this room.

The outer room consists of a Sudoku-like puzzle which opens a unique magical door leading into the actual library. It is a good idea to save scrolls, wands, potions and rings that you won't use (such as Wands of Nothing or Wedding Rings) to use on this puzzle, as you will lose some items working it. (See the Floor 21 page for more details on the Sudoku puzzle.) Note that monsters can spawn or teleport into the puzzle room -- watch out for Gelatinous Cubes or humanoids!

Within the library itself, there are a couple of holes, but digging is not possible through the library walls, or within them. Within the library proper, monsters cannot be generated, nor can the area be reached by Teleport, or even from holes on the level above. Here is to be found a total of 15 scrolls and 23 skill and spell books. While it's not necessary to reach this room for a win, this is a good place to fill in any gaps in your skills or spells, or to pick up some extra scrolls of Identify, Enchant Weapon, or Enchant Armour.

Quizar's Quest

# Quizar's Quest

+------------------------------+
|##############################|
|#1###   ....###....########1##|
|#Ddd   ..B.B.#...B...AAA##AY##|
|## d......^^^^^^^^^^^^AAyAy###|
|#  .^.....^.B#....B...^AAy####|
|#...^. ...^..#..B...^^^.AA.###|
|# ..^    .^..#......^....^B.##|
|#  .^.....^.###....^^.B.B^..##|
|## .^   ##^^^^^^^^^^.####^####|
|## .^ ####^#####^######..^.###|
|#  .^^#^L^^#####^..#....B^..##|
|# ...^#^#^######^.B#B....^...#|
|#  ^^^^^#^^IIIFI^..#...^^^^B.#|
|###B.^####IIIffIIB.#..B^..^^^#|
|#.#<.^#..###IfIIII.#...^B.^>^#|
|#.B..^#....##IIIII.#...^..^^^#|
|#....^#.B.B.^III.^^^^^^^..^B.#|
|# . #^#.....^.IIII.#...^^B^..#|
|#####^#B...^^......#....^^^..#|
|#....^^^^^^^...B..B#....^...##|
|#.B..^##.B.^^^^.#..##...^..###|
|#..B.^.#......^^^^^.####^#####|
|#....^.#...B....#.^..B..^.####|
|#.B..^^^^^^^^..##.^.B..B^BLL##|
|#...B^..B...^^^^^^^^.LLL^LL###|
|#WWWW^.........##..^^LLLLL####|
|####WW.B..B...#####.LLrLL#####|
|##WeWeW..B..####YY###LLrLrLL##|
|##E#WW#######......########R##|
|##1##WWWWW+AA...YY.+EE11###1##|
|##############################|
+------------------------------+

.: corridor
#: undiggable wall
 : outside room
^: pit
+: "blocked" door
L: lava
W: water
A: acid
I: ice
>: ladder down
<: ladder up
1: corridor, artifact
B: corridor, boulder
y: acid, Yellow Dragon
Y: acid, Yellow Dragon, (unique)
r: lava, Red Dragon
R: lava, Red Dragon, (unique)
f: ice, White Dragon
F: ice, White Dragon, (unique)
e: water, Water Elemental
E: water, Water Elemental, (unique)
d: pit, Earth Elemental
D: pit, Earth Elemental, (unique)

Quizar's level (Floor 22) is a large maze full of traps and elemental tiles. The only enemies present are Water and Earth Elementals, and Red, Yellow, and White Dragons. Many enemies are named, but nothing EVER respawns; once you've killed everyone on this floor, that's it. There are always four artifacts on this floor, one in each corner of the level, in addition to any that might be dropped by a monster. The stairs are specified in the map.

Ideally you'll have items that grant resistances to fire, acid, and cold, plus walk on water and (if you're lucky) breathless. An Earth Hammer (or other item providing Can Dig) is helpful for the earth elementals. At a minimum, you'll need resistance to fire or acid, and walk on water, since you can lure most enemies into streams of acid or fire. Note that the interactions among water, lava, acid, and pits will not only move the hazards around the map, but fill the level with clouds of steam and acid smoke.

Neither teleporting nor digging works on this level. The level can appear rotated.

H'ruth's Arena

# H'ruth's Quest

+------------------------------+
|##############################|
|#####....##...5###############|
|####......#.#.##..############|
|####..6...+.#..+..+....#######|
|####......######4.#....#######|
|#####....##...##..#..3.#######|
|#####.####.....####....#######|
|#####+#<)+..1..+.2+....#######|
|#####.####.....###############|
|##.......##...##.......#######|
|#.........######..9.9..#######|
|#...7..7..#....+.......#######|
|#.........+..8.#..9..9.+.#####|
|##.......##....#.......#A#####|
|########################.#####|
|#^^^^^^^^#.........#.###+###.#|
|#^&&^&&^^#.C.C.C...###.....###|
|#^&&&&&&^#.........#..B...B..#|
|#^&D^&D&&+.C.C.C...+.........#|
|#^&&&&&&^#.........#.........#|
|#^&D&&D^^#.C.C.C...###.....###|
|#^&&^&&&^#.........###########|
|#^&^^^^^^#####################|
|##+#######....################|
|##.......+..E.+>##############|
|##########....################|
|##############################|
|##############################|
+------------------------------+

.: room floor
#: undiggable wall
^: mountain
&: forest
+: "blocked" door
): room floor, weapon
>: ladder down
<: ladder up
1: room floor, Daemon
2: room floor, Cockatrice
3: room floor, Yellow Dragon
4: room floor, Green Dragon
5: room floor, Lich
6: room floor, Hill Orc
7: room floor, ORC
8: room floor, Iron Golem
9: room floor, Ghast
A: room floor, Water Elemental
B: room floor, Fire Elemental
C: room floor, Kobold Fighter
D: forest, Kobold Assassin
E: room floor, Large Turtloid, (unique)

This is level 23, and is entirely lit. The stairs are as specified on the map.

H'ruth's arena is a linear series of rooms (only one entrance and one exit per room), each with one or more monsters of increasing difficulty. There are numerous traps as well. Like in Quizar's maze, the enemies don't respawn, and you can neither teleport nor dig through walls. On the other hand, Possess can easily let you break up the sequence.

Klaskov's Battle

# Klaskov Quest

+------------------------------+
|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|^^^^^^^^^^^^^^^^^^^^^^^>^^^^^^|
|^^^^^^^^^^^^^^^^^^^^^^&&^^^^^^|
|^^^^^^^^^^^^^^^^^^^^&&&.^^^^^^|
|^^^^^^^^^^^...&&&&&&&^^^^^^^^^|
|^^^^^^^^^..HHH!HHH&&&^^^^^^^^^|
|^^^^^^^^...HHHHHHH.&&^^^^^^^^^|
|^^^^^^^^...hhhhhhh...^^^^^^^^^|
|^^^^^^^^^..hhhhhhh.^^^^^^^^^^^|
|^^^^^^^^^^......^^^^^^^^^^^^^^|
|^^^^^^^^^^^^..^^^^^^^^^^^^^^^^|
|^^^^^^^^^^^^..^^^^^^^^^^^^^^^^|
|^^^^^^^^&&.......^^^^^^^^^^^^^|
|^^^^^^&&&&........^^^^^^^^^^^^|
|^^^^^&&~~~.......&&&^^^^^^^^^^|
|^^^^&&~~~~~~~...~~~&&^^^^^^^^^|
|^^^^&&&&.~~~~..~~~~&&&^^^^^^^^|
|^^^^&&&&&..........&&^^^^^^^^^|
|^^^^^&&&..@.....@..&&^^^^^^^^^|
|^^^^^^&&.#####.#+##^^^^^^^^^^^|
|^^^^^^...+,,<#.#,,#..^^^^^^^^^|
|^^^^^^...#,,t#.#,t+....^^^^^^^|
|^^^^^^^..#####.##+#...^^^^^^^^|
|^^^^^^^^.......#,,#.^^^^^^^^^^|
|^^^^^^^^^^.....####^^^^^^^^^^^|
|^^^^^^^^^^^.......^^^^^^^^^^^^|
|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
+------------------------------+

.: grass
,: room floor
t: room floor
#: wall
^: mountain
&: forest
~: water
+: door
=: room floor, spellbook
>: ladder down
<: ladder up
@: grass
h: grass, Orc
H: grass, Hill Orc
!: grass, Hill Orc, (unique), Leader

This is level 24, and is entirely lit. The stairs are as specified on the map.

A stark change of scenery awaits on Floor 24, where the level is made up of grass and trees, and enclosed by mountains. To escape, you need to get past all those Orcs and Hill Orcs! The enemies don't respawn, but you can't teleport. The mountains are also undiggable, though Sunfire can destroy them.

Afterword

Happy dungeoneering!

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