{
"climate": "none",
"description": [
"A single torch flickers gently, casting a dancing light that breaks the dark monotony of the tunnel."
],
"id": 6222,
"image": "wl-wehntoph-1310775397.png",
"image_coords": [
1061,
318,
1079,
336
],
"location": "The Hidden Plateau",
"paths": [
"Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest"
],
"tags": [
"black hook mushroom",
"withered black mushroom",
"soft white mushroom",
"white hook mushroom",
"blue trafel mushroom",
"cave moss",
"murdroot",
"ironfern root",
"bolmara lichen",
"meta:forage-sensed",
"red trafel mushroom",
"wingstem root",
"meta:forage-sensed:day:2025-02",
"meta:forage-sensed:night:2025-06"
],
"terrain": "none",
"timeto": {
"6221": 0.5,
"6223": 0.5,
"6224": 0.5,
"6225": 0.5,
"6229": 0.5,
"6230": 0.5,
"6231": 0.5,
"6232": 0.5,
"6233": 0.5,
"6234": 0.5,
"6235": 0.5
},
"title": [
"[Labyrinth]"
],
"uid": [
2167111
],
"wayto": {
"6221": ";e target_room_id = 6221; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6223": ";e target_room_id = 6223; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6224": ";e target_room_id = 6224; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6225": ";e target_room_id = 6225; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6229": ";e target_room_id = 6229; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6230": ";e target_room_id = 6230; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6231": ";e target_room_id = 6231; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6232": ";e target_room_id = 6232; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6233": ";e target_room_id = 6233; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6234": ";e target_room_id = 6234; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }",
"6235": ";e target_room_id = 6235; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }"
}
}
Room Information
Description: | A single torch flickers gently, casting a dancing light that breaks the dark monotony of the tunnel. | ||||||||
---|---|---|---|---|---|---|---|---|---|
Obvious Paths: | Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest | ||||||||
Map Image: | wl-wehntoph-1310775397.png | ||||||||
Tags: | black hook mushroom, withered black mushroom, soft white mushroom, white hook mushroom, blue trafel mushroom, cave moss, murdroot, ironfern root, bolmara lichen, meta:forage-sensed, red trafel mushroom, wingstem root, meta:forage-sensed:day:2025-02, meta:forage-sensed:night:2025-06 | ||||||||
Exit Command | Connecting Room ID | ||||||||
;e target_room_id = 6223; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6223 | ||||||||
;e target_room_id = 6234; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6234 | ||||||||
;e target_room_id = 6224; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6224 | ||||||||
;e target_room_id = 6235; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6235 | ||||||||
;e target_room_id = 6225; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6225 | ||||||||
;e target_room_id = 6229; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6229 | ||||||||
;e target_room_id = 6230; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6230 | ||||||||
;e target_room_id = 6231; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6231 | ||||||||
;e target_room_id = 6221; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6221 | ||||||||
;e target_room_id = 6232; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6232 | ||||||||
;e target_room_id = 6233; maze_rooms = [6225, 6234, 6235, 6223, 6230, 6233, 6229, 6224, 6232, 6231, 6222]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end } | 6233 |
Full Room Data
Full Room Info (JSON Data)
Nearby Rooms Data
Nearby Rooms on This Map
The following rooms are also shown on this map and can be clicked or navigated to:
- [Krag Slopes] (ID: 6119) - Location: the Krag slopes
- [Krag Slopes] (ID: 6120) - Location: the Krag slopes
- [Krag Slopes] (ID: 6121) - Location: the Krag slopes
- [Krag Slopes] (ID: 6122) - Location: the Krag slopes
- [Krag Slopes] (ID: 6123) - Location: the Krag slopes
- [Krag Slopes] (ID: 6124) - Location: the Krag slopes
- [Krag Slopes] (ID: 6125) - Location: the Krag slopes
- [Krag Slopes] (ID: 6126) - Location: the Krag slopes
- [Krag Slopes] (ID: 6127) - Location: the Krag slopes
- [Krag Slopes] (ID: 6128) - Location: the Krag slopes
- [Krag Slopes] (ID: 6129) - Location: the Krag slopes
- [Krag Slopes] (ID: 6130) - Location: the Krag slopes
- [Krag Slopes] (ID: 6131) - Location: the Krag slopes
- [Krag Slopes] (ID: 6132) - Location: the Krag slopes
- [Krag Slopes] (ID: 6133) - Location: the Krag slopes
- [Krag Slopes] (ID: 6134) - Location: the Krag slopes
- [Krag Slopes] (ID: 6135) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6136) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6137) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6138) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6139) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6140) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6141) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6142) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6143) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6144) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6145) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6146) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6147) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6148) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6149) - Location: the Krag slopes
- [Upper Krag Slopes] (ID: 6150) - Location: the Krag slopes
- [Upper Krag Slopes, Dark Cave] (ID: 6151) - Location: the Krag slopes
- [Hidden Plateau] (ID: 6152) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6153) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6154) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6155) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6156) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6157) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6158) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6159) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6160) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6161) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6162) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6163) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6164) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6165) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6166) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6167) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6168) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6169) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6170) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6171) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6172) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6173) - Location: The Hidden Plateau
- [Hidden Plateau] (ID: 6174) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6175) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6176) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6177) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6178) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6179) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6180) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6181) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6182) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6183) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6184) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6185) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6186) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6187) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6188) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6189) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 6190) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6191) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6192) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6193) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6194) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6195) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6196) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6197) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6198) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6199) - Location: The Hidden Plateau
- [Labyrinth, Crossroads] (ID: 6200) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6201) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6202) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6203) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6204) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6205) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6206) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6207) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6208) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6209) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6210) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6211) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6212) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6213) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6214) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6215) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6216) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6217) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6218) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6219) - Location: The Hidden Plateau
- [Labyrinth, The Unending Path] (ID: 6220) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6221) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6223) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6224) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6225) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6226) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6227) - Location: The Hidden Plateau
- [Labyrinth, Promontory] (ID: 6228) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6229) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6230) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6231) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6232) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6233) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6234) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6235) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6236) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6237) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6238) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6239) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6240) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6241) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6242) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6243) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6244) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6245) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6246) - Location: The Hidden Plateau
- [Labyrinth, The Forge] (ID: 6247) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6248) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6249) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6250) - Location: The Hidden Plateau
- [Labyrinth, Great Hall] (ID: 6251) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6252) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6253) - Location: The Hidden Plateau
- [Labyrinth] (ID: 6254) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6364) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6365) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6366) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6367) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6368) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6369) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6370) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 6371) - Location: The Hidden Plateau
- [Krag Slopes, Dark Cave] (ID: 8599) - Location: the Krag slopes
- [Krag Slopes, Dark Cave] (ID: 8600) - Location: the Krag slopes
- [Krag Slopes, Dark Cave] (ID: 8601) - Location: the Krag slopes
- [Krag Slopes, Dark Cave] (ID: 8602) - Location: the Krag slopes
- [Krag Slopes, Darkened Recess] (ID: 8603) - Location: the Krag slopes
- [Krag Slopes, Damp Cavern] (ID: 8604) - Location: the Krag slopes
- [Krag Slopes, Darkened Chamber] (ID: 8605) - Location: the Krag slopes
- [Krag Slopes, Back Cavern] (ID: 8606) - Location: the Krag slopes
- [Krag Slopes, Bloody Cave] (ID: 8607) - Location: the Krag slopes
- [Krag Slopes, Freshwater Cavern] (ID: 8608) - Location: the Krag slopes
- [Krag Slopes, Storage Chamber] (ID: 8609) - Location: the Krag slopes
- [Above Krag Slopes, Fissure Cave] (ID: 8610) - Location: the Krag slopes
- [Krag Slopes, Dark Cavern] (ID: 8611) - Location: the Krag slopes
- [Krag Slopes, Tiny Niche] (ID: 8612) - Location: the Krag slopes
- [Plateau's Edge, Steep Path] (ID: 9651) - Location: The Hidden Plateau
- [Labyrinth, The Dark Altar] (ID: 12976) - Location: The Hidden Plateau
- [Hidden Plateau, Ruins] (ID: 17794) - Location: The Hidden Plateau