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1 - Arrival
Be wary as you arrive on the second floor of the dungeon, as there are Beholders locked in the adjacent cells and the doors will swing open as you walk past them.
2 - Beholders
A Beholder inhabits each of the four diagonal rooms that branch off of this main chamber. Move your party through slowly, as the door to each of these small chambers will open automatically when you walk past it.
When all four of the aberrations are no more, check the barrel near the entrance door to find a scroll of Monster Summoning VII.
3 - Magic Mouth
In order to reach
the third floor of the dungeon, you must first appease a Magic Mouth on the face of this door. Speak with the mouth to learn that it will only allow "those who have two heads with no eyes, a pair of mouths, but no voice" to pass beyond the door. Hmm.
To meet this requirement, bring the two skulls from area #5 and #7 and speak with the Magic Mouth once again (you might have to wait a few moments for the mouth to reappear). This time, you'll be allowed to pass through and the party will receive 420,000 experience points.
4 - Prison Cells
Various beasties are locked behind the cells in this hallway. As expected, the doors will swing open as you pass them and you'll be forced into battle.
5 - Locked Door
Slay the four Spectral Guards within this chamber, then pick or bash the door to the south to discover a corpse in the final cell. Search the corpse to find the first of two skulls you'll need at area #3.
6 - Prison Cells
Various beasties are locked behind the cells in this hallway. As expected, the doors will swing open as you pass them and you'll be forced into battle.
7 - Locked Door
Slay the four Spectral Guards within this chamber, then pick or bash the door to the north to discover a corpse in the final cell. Search the corpse to find the second of two skulls you'll need at area #3.