The rub here is that any guard inside the dungeon that spots you and actually get close enough to touch you, whether in combat or in casual contact, stips you of your goods and throws you into a cell near the warden's office. There are six of them by my count, not including the one that pops up in the button room off of the cell halls.
Wrong
{
first section
{
[water entry, on left of door] skull switch (opens door to
wardens office)
warden office
{
book:nnn to all guards of wrong
[under book] key:gold key (???)
[under picture of ankh] blue button (???)
}
healing
fountain
[outside wardens
office] guard
Cleos Cell (opened by lever in box on right side of door)
{
Cleo (knows Smith is in a tree near Paws)
[north wall] brick button (drops east wall)
bedroll
[underwater in passage behind east wall] bag
{
gem:amethyst
jwry:necklace
armr:wyrmguard:gauntlets
}
}
cell & secret pass
{
cell
{
bedroll
[opposite entry portcullis behind bench] secret
door
}
first room
{
(3) spider
[barrel] weap:1H:broadsword
}
room 2
{
giant spider
[pile of bones] key:gold key (???)
binding circle
}
[2nd cell] press plate (opens cell portcullis,
corpse can be used to hold it open)
}
[through door to left of second cell exit] hall back to wardens
office
{
guard
[in box near
door] switch (opens door to first hall)
[in closet off hall] chest
{
key:copper key (opens box with switch
for floor grate in previous hall)
[if captured] tool:backpack
}
}
subfloor passage 1
{
thief
brute
torture room
{
thief
weap:2H:battleaxe
[on chain winch] lever (opens floor grate
at end of passage)
}
}
barracks
{
[chest] key:gold key (???)
red button (???)
}
false Ravens room (opened by lever in box outside of portcullis)
{
book:nnn just when I thought
bedroll
ghoul (disguised as Raven)
}
through second section hall near Ravens cell
{
[in box on other side of portcullis near fake Ravens
cell from second section passage] lever (opens portcullis)
guard
Ravens
cell (opens with skull switches activated in order from book in fake Ravens cell)
{
Raven (gives key:Ravens Key, will
give multiple keys one for each conversation, can open all locked doors once used)
[on left] valve (cuts off flame wall)
[on right] valve (opens grate and raises
Ravens platform)
}
}
cell from hall past Ravens cell
{
bedroll
potn:red
}
hall past the double doors
{
(2) giant rat
[left] red
switch (opens double doors to the right)
[right] red switch (starts alarm)
}
}
second section
{
first hall
{
(2) guard
lever (opens
first room)
first room
{
(2) predator fish
key
(cannot be picked up, has no use)
}
[in box] lever (opens floor grate)
[grave rooms] (2) skeleton (using blue
coffin in next room after killing skeletons opens exit)
[in cage room through double doors] wolf
[in corner on a nest] potn:yellow
}
next hall
{
first double doors on left
{
first cell opened with lever in box near door
{
valve (opens grate in passage under
pool)
[on platform through passage] chest
{
potn:yellow
armr:wyrmguard:helm
armr:wyrmguard:boots
armr:wyrmguard:gauntlets
}
}
[on table under inkwell] red button (opens
portcullis to cell halls)
}
second double doors on right
{
(2) giant rat
[in
crate] potn:yellow
}
brick switch (opens floor grate)
floor passage (connects with floor grate just beyond first
double doors)
{
guard
(2) switch (each opens nearby cell)
}
[cell at end of hall opened by lever in box near door]
bedroll
}
cell halls
{
Jean Paul (letting him go
gives 1 karma)
slaver (letting her go loses 1
karma)
brick switch (opens floor grate)
button room from passage under floor
{
blue button (opens door near cells)
red button (transporter to front of Jean
Pauls cell)
green button (unlocks chest causes guard to appear from doorway)
chest
{
(20) coin
(20) coin
(20) coin
(2) gem:topaz
gem:amethyst
gem:emerald
}
}
}
chest room through blue button door
{
(2) mimic [southwest and northeast
corners]
chest
{
mscl:Summon Reagents
reag:ash
reag:garlic
reag:ginseng
reag:moss
reag:silk
reag:pearl
reag:nightshade
reag:mandrake
}
chest
{
armr:leather:gaunlets
armr:leather:cap
potn:yellow
}
}
water trap
{
(2) predator fish
[north wall
floor of tunnel] valve (open portculli)
}
}
end game
{
Anaaj (Jaana turned
by the Guardian)
qust:Glyph of Sacrifice
(through hall with moving portculli, straight through is the wrymguard
and the glyph, turn left is the exit; capture Anaaj under the cage using the lever on the
winch, agree to let her out if she opens the portcullis; the entrance to the column is in
the front just behind the rockfall)
exit room
{
brick switch (makes column covering transporter disappear)
transporter (to first room of secret pass in first section)
}
}
}