The Guardian's Keep on the Isle of Terfin is only a small outward edge of his fortress. The rest of it extends much greater distances under the ground in dungeon halls. Raven has the know of an entrance to these subterranian passages. She informs the avatar of it in their goodbyes.

This is, as Janna put it back in the castle, the "final push." In that fashion, it is meant to entail the heaviest fights and the most complex of puzzles. Look out for plenty of wyrmguard and gargoyles as well as any switches, keys and lock devices.

Terfin Dungeons
{
  level one
  {
    [74°6’N,103°26’W] arrival point
    first room
    {
      phase spider
      [west corner near rocks] pressure plate (opens south portcullis exit)
    }
    first hall
    {
      gargoyle
      west room
      {
        (2) winged gargoyle
        (4) mace
        (2) spiked club
        (2) potn:purple
        potn:black
        armr:shield
      }
      east room
      {
        (2) gargoyle
        blue button (opens west room door, so does a recent key)
      }
    }
    second hall
    {
      [west wall] brick switch (drops wall illusion revealing doors to west hall)
      west hall
      {
        (3) fireball tripwire traps (fire from north to south and the wires can be jumped)
        north room
        {
          gargoyle
          (3) food:cheese
          (3) drnk:wine bottle
          (3) drnk:bottle of whiskey
          food:bread
          under barrels
          {
            potn:black
            potn:red
            potn:yellow
          }
        }
        south room
        {
          gargoyle
          winged gargoyle
          goblin
          spider
          drnk:bottle of whiskey
          (2) drnk:wine bottle
          key:gold key (to the doors to the third hall)
        }
      }
      east room
      {
        (4) gargoyle
        (2) weap:1H:broadsword
        (3) weap:misl:longbow
        (2) weap:2H:battleaxe
        (2) ammo:arrow
        [north stall near the end of the inside wall] blue button (drops wall illusion on doors to third hall)
        key:copper key (to chest nearby)
        [chest] (25) ammo:arrow
        [east stall, NE wall, secret door, in chest] potn:black; (3) potn:yellow
      }
    }
    third hall
    {
      winged gargoyle
      east hall
      {
        gargoyle
        drnk:bottle of gin
        room
        {
          coin trap (when the eyes see you, the coins disappear and a skeleton appears)
        }
      }
    }
    squeeze room
    {
      after entering the door behind vanishes, the walls start compacting the room, after a while a red button appears that resets the room and reveals the exit; stay to the west, spikes emerge from he east wall
    }
    fourth hall
    {
      (on entering, the door to the squeeze room disappears)
      thief
      [high] brick switch (summons one gargoyle)
      [low] brick switch (nothing)
      [left] brick switch (teleports to gargoyle room teleporter)
      [right] brick switch (reveals south door)
      (2) potn:yellow
      teleporter (to gargoyle room teleporter)
      drnk:wine bottle
      drnk:bottle of whiskey
      gargoyle room
      {
        (3) bat
        winged gargoyle
        healing fountain
        (of these three chests; if any one is opened, its two companions vanish with their contents)
        [left chest] mscl:Inferno
        [mid chest] mscl:Ring of Fire
        [right chest] mscl:Summon Daemon
        teleporter (to fourth hall teleporter)
      }
      chest
      {
        potn:purple
        potn:yellow
        (18) coin
      }
      east hall
      {
        phase spider
        room 1
        {
          gargoyle
          book:encyclopedia Britannia Vol V
          (6020) coin
          key:copper key (chest in room 2)
          room 2
          {
            potn:yellow
            reag:pearl
            (6) mimic
            [sw corner on floor, not on steps chest] key:gold key (doors south of fourth hall)
          }
        }
        water trap
        {
          (on entering, the wall closes behind you and the tunnels fill with water)
          [eye level, south side, towards east, center tunnel] valve (drops door to east valve room)
          [between portculli, north tunnel] chest
          {
            armr:buckler
            potn:black
          }
          east valve room
          {
            large valve (drops water level)
            key:gold key (?)
          }
        }
      }
    }
    fifth hall
    {
      (3) gargoyle
      globe (using opens field over door to fire field room)
      fire field room
      {
        [douse torch to release fire field protecting] key:gold key (south door in torture room)
      }
      east passage
      {
        gargoyle
        west hall
        {
          (2) gargoyle
          pressure plate (releases pit trap further down hall)
          globe (using opens field over door to fire field room)
        }
        room
        {
          gargoyle
          mscl:lightning storm
          (2) potn:yellow
        }
      }
    }
    torture room
    {
      [west] lever (portculli to north and east rooms)
      [east] lever (portculli to south and west rooms)
      west room
      {
        chest
        {
          potn:yellow
          potn:purple
        }
      }
      south room (entering spawns a skeleton)
      {
        mscl:fireball
      }
    }
    sixth hall
    {
      phase spider
      [west hall wall right after phase spider's room] secret passage
      {
        mscl:Lightning Bolt
        glass sword room
        {
          [south-left] pressure plate (spawns skeleton)
          [east-mid] pressure plate (spawns skeleton)
          [north-right] pressure plate (releases field on sword
          wep+:1h:glass sword
        }
      }
      winged gargoyle
    }
    throne room
    {
      bloated demon
      key:green power cube
      blue button
    }
    seventh hall
    {
      [passage north from the pit of pikes leads to a room with] lever (opens wall over pit of pikes blocking seventh hall)
    }
    laboratory
    {
      gargoyle
      winged gargoyle
      (2) potn:black
      (4) potn:blue
      (2) potn:yellow
      (2) potn:orange
      tool:bandages
      girl (she's been poisoned and cannot be cured, wether you kill her or leave her the Guardian taunts you)
      bed
      [northeast hall] teleporter (level two starting point)
    }
  }
  level two
  {
    start room (door west can be unlocked from one of the many unused keys or by examining the tilted picture in the room)
    {
      [51°30’N,86°27’W] starting point
      [behind starting point] teleporter (level one teleporter)
      chest
      {
        potn:purple
        potn:yellow
      }
    }
    first hall
    {
      (3) wyrmguard
      ritual chamber (on entering, a wall seals the doorway a key:red power cube is needed to open it)
      {
        key:blue power cube
        large pentacle telporter (demon caves starting point)
        demon caves
        {
          [53°27’N,83°10’W] starting point
          (6) bat
          bloated demon
          key:red power gem (gem lock to open exit from ritual room)
          pentacle teleporter (ritual chamber pentacle teleporter)
        }
      }
      west hall
      {
        (2) wyrmguard
        aquarium
        {
          winged gargoyle
        }
        [beyond the turn] wyrmguard
        [closet] trap fountain (explodes if drank from)
        tilt picture switch (floor disappears in an explosion revealing passage to mana fountain)
        [in room at end of passage] mana fountain
        [south-left chest] mimic
        [north-right] chest
        {
          potn:black
          potn:yellow
        }
        barracks
        {
          wyrmguard
          bed
          key:gold key (unlocks north doors in northward room)
          [invisible on desk] key:yellow power cube
          book: knights of legend vol 1
          brick switch (reveals southward room in first hall)
        }
      }
      west room
      {
        chest
        {
          (2) jwly:necklace
          jwly:bracelet
        }
        weap:misl:longbow
        (10) weap:ammo:arrow
        key:gold key (door to east room)
      }
      east room
      {
        wyrmguard
        bed
        book: the caverns of Freitag
        book: gone with the wisp
        [chest] (10) weap:ammo:arrow
      }
    }
    second hall (on entering the doors close and lock behind you)
    {
      (4) wyrmguard (some or all respawn)
      weap:2H:battleaxe
      (4) weap:1H:broadsword
      (3) weap:2H:two handed axe
      armr:buckler
      armr:shield
      blue button (opens portcullis to skeleton room)
      closet
      {
        weap:1H:cutlass
        potn:white
        potn:yellow
        figurine switch (use the statuette and the skull turns into a mscl:Death)
      }
      skeleton room
      {
        (2) skeleton
        [chest] (4) potn:green
        key:gold key ()
        lever (opens illusionary south wall)
        secret room
        {
          pressure plate ()
          [chest] potn:blue
          ghost
          large valve (opens skeleton room portcullis)
        }
      }
      east halls
      {
        (2) mscl:Telekinesis
        wyrmguard
        smithy
        {
          wyrmguard
          weap:1H:broadsword
        }
        [past portcullis] green button (opens portcullis, cast Telekinesis to get past portcullis)
        wyrmguard
        lab
        {
          potn:orange
          potn:black
          potn:purple
          crystal (shows this room)
        }
        den
        {
          confused mage
          (40) coin
          [chest] potn:green
          [behind picture] blue button (opens closet portcullis)
        }
        [closet, in chest] qust:treasure room key
        [guardian watch hall, appears after guard hall rituals complete] teleporter (to Turfin dungeon exit)
      }
    }
    treasure room hall
    {
      Ciara (give her qust:treasure room key for a qust:queen's power cube, place the power cube in the nearby cube lock to drop the field to the south)
      treasure room
      {
        (2550) coin
        weap:2H:battleaxe
        weap:1H:broadsword
        armr:shield
        (2) jwly:bracelet
        (4) jwly:ring
        gem:diamond
        gem:ruby
        gem:emerald
        gem:amethyst
        gem:cut diamond
        gem:cut sapphire
        gem:cut emerald
        gem:cut topaz
        chest
        {
          potn:yellow
          potn:orange
          map:britain
          map:minoc
        }
      }
      crypt
      {
        mimic
        (2) zombie
        ghost
        lever ()
      }
      phase spider
      [alcove, chest] (3) potn:yellow
      pit
      {
        spider
        key:copper key (chest in alcove)
      }
    }
    guard halls
    {
      (5) wyrmguard
      weap:misl:siege bow
      (75) weap:ammo:arrow
      (any arrow that hits the pentagram target becomes huge :/ )
      cube lock room
      {
        [key:yellow power cube in south east cube lock; key:blue power cube in southwest; key:green power cube in northwest reveals] meteor
        scale switch (place meteor on scale, a gem appears over the scale and the teleporter appears in the guardian watch room)
      }
      statue alcove
      {
        lever (drops field to cube lock room)
      }
      [carpet hall, meeting room] red button (drops illusory wall over statue alcove)
      [north hall] potion room
      {
        potn:yellow
        potn:blue
        potn:black
      }
    }
  }
}