MM6 Map Details is provided to assist you while you explore 54 huge maps including 15 towns and 39 dungeons. Details below show the foes you will face and the loot you will find in each location. Check the Foe List to see how to defeat them!
“Beware to the wanderer without map details; in unknown lands, ignorance invites the dark fates.”
The Surveyor
Map Details
MXL is Maximum Level of foes present
AVL is Average Level of foes present
MXH is Maximum Hit Points of foes present
AVH is Average Hit Points of foes present
D2R is Days to Reset of map
PBB is Permanent Boost Barrels in map
PBC is Permanent Boost Cauldrons in map
BOX is Chests, Wardrobes, Drawers, etc in map
SIS is Sword in Stone nodes in map
CPX is Complexity, Skill Level required to Disarm traps
TRP is Trap Power, damage factor for triggered traps
Click or Tap on the Row to see more details about the actual Foes present on the map. Maps are sorted in the order of difficulty using Max Level and Avg Level datapoints.
Name | MXL | AVL | MXH | AVH | D2R | PBB | PBC | BOX | SIS | CPX | TRP | Description | Conditions to prepar for | GPS | Foe A1 | Foe A2 | Foe A3 | Foe B1 | Foe B2 | Foe B3 | Foe C1 | Foe C2 | Foe C3 | Foe Unique | Spoiler | ||||||||||||||||||||||
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14 | Misty Islands | 7 | 5 | 25 | 17 | 672 | 1 | 0 | 5 | 0 | 2 | 2 | STOLEN ITEM, DEAD | Follower of Baa | 3 | 9 | Mystic of Baa | 5 | 17 | Fanatic of Baa | 7 | 25 | Cutpurse | 3 | 9 | Bounty Hunter | 5 | 17 | Assassin | 7 | 25 | none | - | - | none | - | - | none | - | - | none | - | - | ||||
12 | Castle Ironfist | 11 | 6 | 45 | 20 | 672 | 0 | 0 | 6 | 1 | 2 | 3 | DISEASED | Lizard Man | 4 | 13 | Lizard Archer | 7 | 25 | Lizard Wizard | 11 | 45 | Blood Sucker | 2 | 6 | Brain Sucker | 4 | 13 | Soul Sucker | 8 | 30 | Follower of Baa | 3 | 9 | Mystic of Baa | 5 | 17 | Fanatic of Baa | 7 | 25 | none | - | - | ||||
15 | New Sorpigal | 10 | 6 | 40 | 24 | 168 | 4 | 0 | 17 | 1 | 0 | 1 | BROKEN ITEM | Goblin | 4 | 13 | Goblin Shaman | 6 | 21 | Goblin King | 10 | 40 | Apprentice Mage | 2 | 6 | Journeyman Mage | 6 | 21 | Mage | 10 | 40 | none | - | - | none | - | - | none | - | - | none | - | - | ||||
11 | Bootleg Bay | 11 | 8 | 45 | 29 | 224 | 0 | 0 | 5 | 0 | 3 | 2 | WEAKNESS | Cannibal | 6 | 21 | Head Hunter | 8 | 30 | Witch Doctor | 10 | 40 | Cannibal | 6 | 21 | Head Hunter | 8 | 30 | Witch Doctor | 10 | 40 | Lizard Man | 4 | 13 | Lizard Archer | 7 | 25 | Lizard Wizard | 11 | 45 | none | - | - | ||||
16 | Goblinwatch | 10 | 6 | 40 | 20 | 672 | 0 | 0 | 9 | 0 | 0 | 1 | The weathered stones of this old keep shelter empty buildings in an unused courtyard. Faint sounds echo from a worn stairway that leads down below the keep. | DISEASED, BROKEN ITEM | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Goblinwatch-Entrance-New-Sorpigal-MM6.webp | SW New Sorpigal | Common Rat | 2 | 6 | Large Rat | 4 | 13 | Giant Rat | 6 | 21 | Goblin | 4 | 13 | Goblin Shaman | 6 | 21 | Goblin King | 10 | 40 | Blood Sucker | 2 | 6 | Brain Sucker | 4 | 13 | Soul Sucker | 8 | 30 | none | - | - | In New Sorpigal Speak to Janice in Town Hall (10-2) Obtain the Key to Goblinwatch Enter Goblinwatch in Goblinwatch West passage to treasure room Find chests hidden behind panels Goblinwatch Code is here At this point you can leave or continue to explore and find all the containers. To explore the lower depths you will need the code for the keypad. Code: NILBOG |
17 | Abandoned Temple | 14 | 8 | 61 | 33 | 672 | 3 | 0 | 13 | 0 | 1 | 1 | Strange squeaking echoes from behind the front doors. At one time a temple of Baa, a foul curse caused the old inhabitants to move away. | POISONED, DISEASED | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Abandoned-Temple-Entrance-New-Sorpigal-MM6.webp | W New Sorpigal | Bat | 3 | 9 | Giant Bat | 6 | 21 | Vampire Bat | 9 | 35 | Cobra | 5 | 17 | King Cobra | 10 | 40 | Queen Cobra | 14 | 61 | Spider | 5 | 17 | Giant Spider | 8 | 30 | Huge Spider | 12 | 50 | Queen Spider (u) | 12 | 50 | in Abandoned Temple Candelabra in 2nd Room, to E Angela in 1st Branch Passage, to N Continue to next cave junction There are rocks here and a ledge West path to another junction West path, Alcove with Cobra Eggs Continue West to Spider Queen A teleporter back to Entrance is here |
38 | Temple of Tsantsa | 14 | 9 | 61 | 33 | 672 | 0 | 0 | 6 | 0 | 2 | 1 | The smells of death and decay seem to fill the air near this structure. The temple's original purpose has long since been forgotten by the new worshippers. | POISOINED, WEAKNESS | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Temple-of-Tsantsa-Entrance-Bootleg-Bay-MM6.webp | NE Bootleg Bay | Cannibal | 6 | 21 | Head Hunter | 8 | 30 | Witch Doctor | 10 | 40 | Cannibal | 6 | 21 | Head Hunter | 8 | 30 | Witch Doctor | 10 | 40 | Cobra | 5 | 17 | King Cobra | 10 | 40 | Queen Cobra | 14 | 61 | none | - | - | in Temple of Tsantsa From Entrance to 1st Lever N.N.W.NW.NW.S From 1st to the 2nd Lever W.W.JUMP.N From 2nd to the Cell Key Chest S.S.E From Cell Key to the 3rd Lever W.N.NE.NW.N.E.JUMP.S From 3rd to Main Battle To the West then North is the large room that you want to explore. It is full of Cobra and Cannibals. If you need to, use the Pit that you Jumped over just to get here. You can pull a few Cobra out of the big room then jump over the Pit and shoot them from the far side. Continue through a door and down to find the Cell with Sherell. Escort her back to Free Haven. |
37 | Temple of the Fist | 27 | 11 | 153 | 49 | 672 | 0 | 0 | 3 | 0 | 2 | 1 | This large but simple structure has become the center of wrship for a small religious group call the Order of the Fist. | DISEASED, WEAKNESS | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Temple-of-the-Fist-Entrance-Bootleg-Bay-MM6.webp | SW Bootleg Bay | Novice Monk | 8 | 30 | Initiate Monk | 16 | 73 | Master Monk | 27 | 153 | Common Rat | 2 | 6 | Large Rat | 4 | 13 | Giant Bat | 6 | 21 | none | - | - | none | - | - | none | - | - | none | - | - | in Temple of the Fist Take the Right ramp down Tap the Flickering Torch Tap the revealed Button Switch Backtrack to first room Take the Left ramp down Follow only path to the Crystal Room You will face a few Master Monk, 3 of which are in the room with the Crystal. You can try to pull them out one at a time but not guaranteed to work. You can also use the temple to heal up if you need to, its close by. Another tactic that can work is to rush the crystal. It's not perfect plan but there is no animation when using the crystal so it's quick use and cruise. Definitely works better after you kill a few Monks. Return to Winston Schezar in Bootleg Bay. |
47 | Free Haven Sewer | 25 | 11 | 137 | 49 | 672 | 0 | 0 | 6 | 0 | 4 | 2 | STOLEN ITEM, DISEASED | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Takao-Teacher-Expert-Shield-Free-Haven-MM6.webp | Many houses in Free Haven | Common Rat | 2 | 6 | Large Rat | 4 | 13 | Giant Rat | 6 | 21 | Acolyte of Baa | 8 | 30 | Cleric of Baa | 15 | 67 | Priest of Baa | 25 | 137 | Thief | 8 | 30 | Burglar | 12 | 50 | Rogue | 18 | 86 | none | - | - | Make sure you talk to Lord Stone first to get the quest. You can't do this one backwards. There are many entrances to the sewers but all of them access the same interconnected map. Any entrance will work. The entrance from Takao's house enters right at the locked door, keeping you out of the room with all the gold. You can find the Sewer Key in one of the many wall grates. Takao's house entrance is somewhat close to where the Prince of Thieves is hiding. To find the Prince travel to the NW corner of the map. Find a secret door behind a partition wall. Look under the bed. | |
36 | Temple of Baa | 25 | 11 | 137 | 50 | 672 | 0 | 9 | 5 | 0 | 2 | 1 | Faint chanting can be heard from beyond the doors of this Temple. Visitors do not appear to be welcome here. | POISONED, DISEASED, CURSED, AFRAID | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Temple-of-Baa-Entrance-Castle-Ironfist-MM6.webp | Central Castle Ironfist | Acolyte of Baa | 8 | 30 | Cleric of Baa | 15 | 67 | Priest of Baa | 25 | 137 | Spider | 5 | 17 | Giant Spider | 8 | 30 | Huge Spider | 12 | 50 | Skeleton | 6 | 21 | Skeleton Knight | 10 | 40 | Skeleton Lord | 14 | 61 | none | - | - | The door to E opens to a large room with 4 Outer Doors to N,E,S and you came from the W. There are also 4 large passages leading NW,NE,SE,SW. In the center of the room is a square structure with 4 doors. in Temple of Baa Door to S on the edge of large room Door to S at first junction Check Statue: Store Room Key Backtrack to junction Door to E, uses Store Room Key Check Chest: Bathhouse Key Foes spawned in the large room Clear the large room Door to N on edge of large room Passageway to E Door to N, use Bathhouse Key Check Chest: Store Room Key Foes spawned in the large room Clear the large room Door to S on edge of large room backtrack back to junction Door to W, uses Store Room Key Check Chest: Secret Door Key Back to the large room Just open the Door to E and Fireballs! but say in big room Now the center area Touch inner door that faces N Touch inner door that faces E Touch inner door that faces W Touch inner door that faces S Now all inner doors are open When you open the chest you will spawn a lot of skeletons and they will try to surround you unless you move quickly. Clear the room, be sure to collect the Bathhouse Key from the chest. Door to N edge of large room Passageway to W Door to N, uses Bathhouse Key Check Chest: Treasure Room Key Clear the large room Now done with the first large room. Door to E, watch for the Fireball. Clear your way around and up to another large room. Clear the second large room but be wary as approaching the dias will spawn a lot of skeletons. Clear the men of cloth before triggering the skeletons. You can lure folks into the fireball path if you need extra firepower. Secret Door E in 2nd large room Uses Secret Door Key E to junction Path to N then W Secret Door to N on balcony Uses Treasure Room Key Chest for Chime of Harmony Chest for Treasure Room Key Back to junction Path S then W Secret Door to S on balcony Collect the gold |
8 | Free Haven | 29 | 13 | 171 | 61 | 672 | 3 | 0 | 2 | 0 | 4 | 6 | Archer | 9 | 35 | Master Archer | 19 | 93 | Fire Archer | 29 | 171 | Apprentice Mage | 2 | 6 | Journeyman Mage | 6 | 21 | Mage | 10 | 40 | none | - | - | none | - | - | none | - | - | none | - | - | |||||
9 | Mire of the Damned | 19 | 13 | 93 | 60 | 168 | 0 | 0 | 3 | 0 | 3 | 7 | AGED, CURSED, AFRAID, UNCONSCIOUS, DRUNK | Ghost | 9 | 35 | Evil Spirit | 13 | 55 | Specter | 19 | 93 | Harpy | 14 | 61 | Harpy Hag | 17 | 79 | Harpy Witch | 19 | 93 | Skeleton | 6 | 21 | Skeleton Knight | 10 | 40 | Skeleton Lord | 14 | 61 | none | - | - | ||||
18 | Shadow Guild Hideout | 22 | 14 | 114 | 62 | 672 | 9 | 0 | 3 | 0 | 2 | 2 | This area appears to be abandoned. However, fresh footprints lead in and out from a recently repaired door. Perhaps it isn't so abandoned after all. | STOLEN ITEM | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Shadow-Guild-Hideout-Entrance-Castle-Ironfist-MM6-1.webp | N Castle Ironfist | Thief | 8 | 30 | Burglar | 12 | 50 | Rogue | 18 | 86 | Thug | 8 | 30 | Ruffian | 14 | 61 | Brigand | 22 | 114 | none | - | - | none | - | - | none | - | - | none | - | - | in Shadow Guild Hideout W at first junction Switch on N wall should be IN Back to junction N to next junction Note the Locked Door to W N to next junction N to next junction W into the mess hall Switch on S wall can be ignored Door to W S to junction S to junction W into Storeroom Switch on S wall should be IN Back to junction S to next junction Door to W Check Chest: Guild Key Use the Guild Key on Door Escort Sharry back to New Sorpigal |
20 | Snergle's Caverns | 30 | 14 | 180 | 76 | 672 | 17 | 0 | 2 | 0 | 3 | 3 | These caverns once belonged to the exied King Rocklin, but now they are hometo the new Dwarven King, Snergle. | DISEASED, BROKEN ARMOR | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Snergles-Caverns-Entrance-Castle-Ironfist-MM6.webp | NW Castle Ironfist | Dwarf | 10 | 40 | Dwarf Warrior | 20 | 100 | Dwarf Lord | 30 | 180 | Bat | 3 | 9 | Giant Bat | 6 | 21 | Vampire Bat | 9 | 35 | none | - | - | none | - | - | none | - | - | Snergle (u) | 20 | 150 | Gold Veins and Gems on the walls can be examined for potential gold but it may trigger a cave-in which grants party damage instead. in Snergle's Caverns Advanced to the first large room Search waterfall (reload for random) W through the open passage S to Bones, +5 Ma Resist (perm) N to Bones, +5 Po Resist (perm) W to liquid barrels Backtrack to large room N up the ramp to 3 Barrels Up in the elevator Clear the large room Press the Switch in the floor W to x Barrels Use Snergle's Chamber Key for a big fight with a lot of dwarves. You will be surrounded -- a viable solution is to Set a Lloyd's Beacon back near the elevator.. open Snergle's door then recall.. take out the dwarven horde with a protected flank. Snergle's Throne switch opens a new passage. the first Glowing Dinosaur Bones grants +5 MGT, the second one teleports you back to entrance of dungeon. |
25 | Dragoons' Keep | 35 | 14 | 227 | 76 | 672 | 10 | 0 | 10 | 0 | 3 | 3 | The Dragoons rebuilt and refurbished this keep to serve as their headquarters. From here, they prey on traffic to and from Free Haven. | DISEASED, BROKEN WEAPON | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Dragoons-Caverns-Entrance-Castle-Ironfist-MM6.webp | S Free Haven | Fighter | 14 | 61 | Soldier | 24 | 129 | Veteran | 35 | 227 | Common Rat | 2 | 6 | Large Rat | 4 | 13 | Giant Rat | 6 | 21 | none | - | - | none | - | - | none | - | - | none | - | - | in Dragoons' Keep Right Door to N Door to N Door to S at end-of-hall Door to W Activate the Switch Backtrack to the first room Left Door to N Long hallway First Door to W Clear for Barrels, ignore switch Second Door to W Secret Door to W for Chest Back to long hallway N down the stairs around to N again Switch on E wall Clear the rats N cell room Activate the Switch Short time passes door will open Backtrack up the stairs Head S, first passage to E Clear the room Chest for the lost Artifact |
26 | Corlagon's Estate | 40 | 16 | 280 | 84 | 672 | 0 | 0 | 11 | 0 | 4 | 4 | Once the residence of Archmage Terrax, Corlagon received the Estate from Archibald for his services during the Succession Wars. | AGED, CURSED, AFRAID, UNCONSCIOUS | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Corlagons-Estate-Entrance-Castle-Ironfist-MM6.webp | SW Castle Ironfist | Ghost | 9 | 35 | Evil Spirit | 13 | 55 | Specter | 19 | 93 | Skeleton | 6 | 21 | Skeleton Knight | 10 | 40 | Skeleton Lord | 14 | 61 | none | - | - | none | - | - | none | - | - | Power Lich | 40 | 280 | in Corlagon's Estate Door to N A room with inactive fountain Door to E Passage W to treasure rooms then backtrack to Passage N Plan drop down in large room (pull/clear fliers up to hallway) (feather fall or jump down) (can rest on N side of room) Passage to W Up the long steady ramp Alcove to N, Flip Switch Passage W to S Secret Door to E Cast Jump up the chimney Door to S First W, Flip Switch Second E, Secret treasure room Continue S to E Passage N, Flip Switch Continue to E to N Passage to N on the Right Chest: Crystal of Terrax |
19 | Hall of the Fire Lord | 35 | 17 | 227 | 90 | 672 | 0 | 0 | 11 | 0 | 2 | 2 | Ancient runes above the entrance attempt to scare away the casual visitor. Fresh goblin tracks lead into and out of the doorway. | POISONED, BROKEN ITEM | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Hall-of-the-Fire-Lord-Entrance-Bootleg-Bay-MM6.webp | SE Bootleg Bay | Goblin | 4 | 13 | Goblin Shaman | 6 | 21 | Goblin King | 10 | 40 | Ogre | 15 | 67 | Ogre Raider | 20 | 100 | Ogre Chieftain | 28 | 162 | none | - | - | none | - | - | none | - | - | Fallen Defender (u) | 35 | 227 | in Hall of the Fire Lord Talk to Lore of Fire Collect Amber Cast Feather Fall Drop down hole and land on platform Turn to face W Fall into the West-most chute Follow winding corridor around to a room with many grey doors to N. You want to face the yellow wicker door that says "Warded" Use Amber on Door 1/2 (it wont open) Passage to S in SW corner of room Up a ramp into a room with a Pit Fall into the Pit E and fall into another Pit Now in a large room with Green floor. There are cages here. There are many doors on the N wall--enter the right-most door and follow the winding corridor until you see a blue floor. At the end of the blue floor corridor is the 2/2 Ward door. Get close enough to door to use Amber without falling into the pit. Now both Ward doors are open Backtrack to the green floor Drop into either Pit on E wall Drop all the way down Defeat Fallen Defender Loot Fallen Defender for Chest Key Jump back to room with Green floor 2nd from Right door has buff well Enter 2nd from Left door Drop down Pit Check Chest for Amber Door to N Door to N Use Amber on Stone Face You are at the Entrance You can heal up here if you want but we only have another short excursion to collect the Crystal Skull. Drop down the Pit to platform Drop down the Pit to N Passage between two Stone Faces Door to E Check Chest for Crystal Skull Backtrack to the 2 Stone Faces Use Amber on a Stone Face Talk to Lord of Fire turn in Quest |
22 | Silver Helm Outpost | 33 | 18 | 207 | 94 | 672 | 10 | 0 | 5 | 0 | 3 | 3 | This small post acts as an advance base for the Fraternal Order of Silver. From here, they are able to patrol Mist in their conquest of evil. | BROKEN ARMOR, BROKEN WEAPON, WEAKNESS | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Silver-Helm-Outpost-Entrance-Misty-Islands-MM6.webp | Central Misty Islands | Swordsman | 10 | 40 | Expert Swordsman | 17 | 79 | Master Swordsman | 24 | 129 | Novice Monk | 8 | 30 | Initiate Monk | 16 | 73 | Master Monk | 27 | 153 | Guard | 11 | 45 | Lieutenant | 19 | 93 | Captain | 33 | 207 | none | - | - | in Silver Helm Outpost N into Barracks for a Barrel Back into main passage, down ramp and enter a large room with 7 doors in all directions. South Wall, Left door Food in sacks, Liquid Barrels Back to large room South Wall, Right door Food in sacks, Liquid Barrels Back to large room West Wall, Left-most door, XP only West Wall, Middle door, XP only West Wall, Right-most door Hallway with 3 doors East wall is secret door E,N and up the ramp N into alcove, Barrel and Switch Walk up the steps up to top At the Mural, go N, secret door Collect Melody Silver Back to Mural, go S, secret door 2 Chests, back to Mural Touch the Mural Heal up, turn in Rescue quest, come back when you want the Key to Gharik's Laboratory. Back in large room with 7 doors East Wall, Right-most door East door, room with vaulted ceilings East door to small room with chest Check Chest: Enemies List Switch here also, hit it Back to vaulted ceiling room New passage E is available Check Chest: Key to Gharik's Forge |
23 | Shadow Guild | 55 | 19 | 467 | 116 | 672 | 5 | 0 | 11 | 0 | 4 | 3 | Home to the so-called Prince of Thieves, the Shadow Guild operates outside of Anthony Stone's jurisdiction. This Guildhall is not open to the public. | STOLEN ITEM, DEAD | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Shadow-Guild-Entrance-Frozen-Highlands-MM6.webp | SE Frozen Highlands | Thief | 8 | 30 | Burglar | 12 | 50 | Rogue | 18 | 86 | Cutpurse | 3 | 9 | Bounty Hunter | 5 | 17 | Assassin | 7 | 25 | Genie | 33 | 207 | Lesser Genie (u) | 22 | 136 | Efreet | 55 | 467 | Rogue Leader (u) | 27 | 133 | A series of traps and puzzles in Shadow Guild Pit Trap: Passage W at junction Door to W Passage W Down Ramp to S Door to E, treasure room Backtrack to top of ramp Switch on E wall Backtrack to treasure room Door (new) to W Door to N at top of ramp Ice Blast Trap: Passage to N Jump over the floor trap Passage to E Door to N Passage to N Electric Floor Traps: Passage N Jump over the Suspicious tiles Door to E Here is the room where you will fight a Genie later via teleport but for now you can clear the Rogue Leader so they will not be there later. Backtrack S to a Passage E Passage to W Jump over Suspicious tiles for Barrels Teleporter Puzzle: Backtrack to Ice Blast trap Passage to N You need to hop around to all the suspicious tiles in a certain way and you will be teleported. Once you do it correctly, you will teleport back to the room where you defeated the Rogue Leader but now, there is a Genie. Defeat them. Incinerate works well. Once you defeat the Genie, go back to the Teleporter Puzzle room and do it again, this second time you will fight one more Genie and you will now see a black portal on the S wall of the room. Touch this wall to teleport to the final treasure rooms. Door to E You cannot see me, hear me or touch me. I lie behind the stars and alter what is real, I am what you really fear, Close your eyes and I near. What am I? Answer: Dark Door to S What consumes rocks, levels mountains, destroys wood, pushes the clouds across the sky, and can make a young one old? Answer: Time Door to W I go through an apple, or point your way, I fit in a bow, then a target, to stay. What am I? Answer: Arrow Passage N Alive without breath, as cold as death, never thirsty ever drinking, all in mail never clinking, ever traveling, never walking, mouth ever moving, never talking. What am I? Answer: Fish black teleport goes to Free Haven |
21 | Dragoons' Caverns | 35 | 19 | 227 | 99 | 672 | 3 | 0 | 8 | 0 | 2 | 3 | The original name of these caverns has been lost in time. Now, it is named for the group of bandits that base their operations from it. | BROKEN ITEM, POISONED, BROKEN WEAPON | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Dragoons-Caverns-Entrance-Castle-Ironfist-MM6.webp | SE Castle Ironfist | Thug | 8 | 30 | Ruffian | 14 | 61 | Brigand | 22 | 114 | Fighter | 14 | 61 | Soldier | 24 | 129 | Veteran | 35 | 227 | Ooze | 12 | 50 | Acidic Ooze | 18 | 86 | Corrosive Ooze | 25 | 137 | none | - | - | in Dragoon's Caverns Turn the corner and clear first room Door to E End of hall, Door to E Secret Door to N Press Both Switches Back to long hallway Door to S Bottom of ramp Door to S Passage to S Check Chest Touch Mural on N wall, +10 LCK Backtrack to junction Backtrack to where you came down ramp Door to W Check Barrels Down Ramp is nothing you need, but you can explore the water area for minor loot and practice fighting Oozes. Backtrack up the ramp to entrance hall Exit and heal up if needed then back Door to S into red walled room Door to N Elevator Down Door to W Passage to W is chested dead end Passage N Door to N Flip the Switch Backtrack tiny bit for new passage W E into room with bridge (if you fall, you will be with Oozes) Door to E E at junction Passage to W Down Elevator Door to W Door to N E to chested dead end Door to W Door to S Double-doors to S ONLY open 2nd from Left Collect the Harp |
29 | Tomb of Ethric the Mad | 40 | 20 | 600 | 147 | 672 | 0 | 0 | 18 | 0 | 4 | 3 | Ethric, the first Sorcerer seeking life after death, still walks about his tomb, the leader of a host of undead servants. At least, that's how the rumor goes. | AGED, CURSED, AFRAID, UNCONSCIOUS | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Tomb-of-Ethric-the-Mad-Entrance-Free-Haven-MM6.webp | W Free Haven | Lich | 20 | 100 | Greater Lich | 30 | 180 | Power Lich | 40 | 280 | Skeleton | 6 | 21 | Skeleton Knight | 10 | 40 | Skeleton Lord | 14 | 61 | Ghost | 9 | 35 | Evil Spirit | 13 | 55 | Specter | 19 | 93 | Ethric (u) | 40 | 600 | in Tomb of Ethric the Mad Ride W Elevator N niche in room to S has Gold S niche in room to W has Item Passage to N to room Flip the Switch on N wall Backtrack to first room Ride E Elevator E niche in room to N has Gold W niche in room to N has Item Flip the Switch on E wall Backtrack to first room Ride N Elevator Enter room with fireballs S niche in room to W has Gold Backtrack to Fireball room Door to E N niche in room to N has Item Backtrack to Fireball room W (left) Passage to N N niche in room to W has Gold S niche in room to W has Item Backtrack to Fireball room E (right) Door to N Passage to E at Junction Passage to E to room with Liches Flip the Switch on E wall Passage to N Defeat Ethric Collect Ethric's Skull Coffins are trapped with loot Backtrack to Junction Passage to W W niche has Gold E niche has Gold Coffin is trapped with loot Passage to N Coffins are trapped with loot |
7 | Frozen Highlands | 37 | 20 | 247 | 109 | 672 | 0 | 0 | 2 | 0 | 4 | 6 | AGED, CURSED, DRUNK | Harpy | 14 | 61 | Harpy Hag | 17 | 79 | Harpy Witch | 19 | 93 | Magyar | 14 | 61 | Magyar Soldier | 25 | 137 | Magyar Matron | 37 | 247 | Archer | 9 | 35 | Master Archer | 19 | 93 | Fire Archer | 29 | 171 | none | - | - | ||||
10 | Silver Cove | 33 | 21 | 207 | 112 | 672 | 0 | 0 | 3 | 3 | 4 | 5 | PARALYZED, DRAINED SP, WEAKNESS | Druid | 10 | 40 | Great Druid | 16 | 73 | Grand Druid | 28 | 162 | Stone Gargoyle | 16 | 73 | Marble Gargoyle | 22 | 114 | Diamond Gargoyle | 33 | 207 | none | - | - | none | - | - | none | - | - | none | - | - | ||||
30 | Icewind Keep | 33 | 21 | 207 | 112 | 672 | 17 | 0 | 15 | 0 | 4 | 5 | Originally used to keep creatures from escaping the Frozen Wastelands, now the keep prevents traffic to and from Castle Stromgard and town of White Cap. | POISONED, BROKEN ITEM | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Icewind-Keep-Entrance-Frozen-Highlands-MM6.webp | SW Frozen Highlands | Ogre | 15 | 67 | Ogre Raider | 20 | 100 | Ogre Chieftain | 28 | 162 | Guard | 11 | 45 | Lieutenant | 19 | 93 | Captain | 33 | 207 | none | - | - | none | - | - | none | - | - | none | - | - | in Icewind Keep Wide hall junction Wide passage to W Doors W have Loot and Liquid Barrels Door to N Door on Left Flip the Switch Backtrack to Wide hall junction Wide passage to E Doors E have Loot and Liquid Barrels Door to N Door on Right Flip the Switch Backtrack to Wide hall junction Passage to N (new) Examine the smaller throne Flip the Switch are arm rest Treasure Room to E |
40 | Temple of the Moon | 45 | 23 | 337 | 137 | 672 | 0 | 0 | 3 | 0 | 3 | 2 | Originally, a place of worship for the Church of the Moon, this old sanctuary is now home to Cedric Drother's group of Druids. | STONED, POISONED, DRAINED SP | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Temple-of-the-Moon-Entrance-Free-Haven-MM6.webp | NW Free Haven | Druid | 10 | 40 | Great Druid | 16 | 73 | Grand Druid | 28 | 162 | Cobra | 5 | 17 | King Cobra | 10 | 40 | Queen Cobra | 14 | 61 | Medusa | 35 | 227 | Medusa Enchantress | 40 | 280 | Gorgon | 45 | 337 | none | - | - | You start in a Central Chamber and the door to the N is barred. A plaque reads: "Life above all, Accuracy before Might, Endurance before Speed, and finally, Luck." The door to E leads to 3 more doors each with an altar. The first door is Endurance, second door is Life, third door is Might. The door to the W leads to 3 more doors each with an altar. The first door is Luck, the second door is Speed, the third door is Accuracy. Touch the Altar of Life Touch the Altar of Accuracy Touch the Altar of Might Touch the Altar of Endurance Touch the Altar of Speed Flip the switch behind Altar of Speed Treasure room is revealed Touch the Altar of Luck Door to N in Central Chamber |
49 | Oracle of Enroth | 0 | -- | 0 | -- | 672 | 0 | 0 | 0 | 0 | 0 | 0 | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Oracle-of-Enroth-Control-Center-Entrance-Free-Haven-MM6.webp | E Free Haven | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | |||
42 | Superior Temple of Baa | 50 | 24 | 400 | 141 | 672 | 84 | 16 | 6 | 0 | 4 | 4 | The focal point of all Baa worship in Enroth, the Superior Temple only allows followers of Baa inside. | DRAINED SP, INSANE | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Superior-Temple-of-Baa-Entrance-Kriegspire-MM6.webp | SE Kriegspire | Acolyte of Baa | 8 | 30 | Cleric of Baa | 15 | 67 | Priest of Baa | 25 | 137 | Druid | 10 | 40 | Great Druid | 16 | 73 | Grand Druid | 28 | 162 | Sorcerer | 25 | 137 | Magician | 35 | 227 | Warlock | 50 | 400 | none | - | - | In order to enter, you need to have the Cloak of Baa. The cloak is given to you by Wilbur Humphrey after returning Kilburn's Shield. Speak at the council and then back to Humphrey. In order to open any doors inside the temple you need a character with Expert Perception -- only that character can interact with the temple. in Superior Temple of Baa Door to W, visible from entrance Passage to S A step W but continue S Door to E Search room for Gongs but you will need to find High Sorcerer's Key and High Cleric's Key in order to open the Chest on the table. Door to E Passage S to next junction Passage S then all the way E, then S Door to S Clear room for High Cleric's Key. Backtrack to the room with the Chest W then N to next junction Passage W all the way Door to W Clear room for High Sorcerer's Key Backtrack to the room with the Chest Open the chest Letter from Zenofex is Quest item You may go now and return to Wilbur Humphrey.. or clear the dungeon first for loot, boosts, and XP |
28 | The Monolith | 40 | 25 | 280 | 144 | 672 | 0 | 0 | 9 | 0 | 3 | 5 | This forboding structure radiates magical power. Druids from all over Enroth make periodic pilgrimages to visit this sacred place. | DRAINED SP, UNCONSCIOUS, BROKEN ITEM, BROKEN ARMOR | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/The-Monolith-Entrance-Silver-Cove-MM6.webp | SW Silver Cove | Druid | 10 | 40 | Great Druid | 16 | 73 | Grand Druid | 28 | 162 | Rock Beast | 25 | 137 | Earth Spirit | 30 | 180 | Earth Elemental | 40 | 280 | Water Beast | 14 | 61 | Water Spirit | 24 | 129 | Water Elemental | 36 | 237 | none | - | - | This dungeon is a series of rooms, there is only one way to go. Search everything for Gold and to open doors. Nothing is trapped. |
13 | Eel Infested Waters | 48 | 26 | 374 | 156 | 224 | 0 | 0 | 2 | 1 | 5 | 6 | PARALYZED, STONED, BROKEN ITEM, AFRAID | Sea Serpent | 28 | 162 | Sea Monster | 36 | 237 | Sea Terror | 48 | 374 | Agar's Pet | 13 | 55 | Agar's Monster | 15 | 67 | Agar's Abomination | 17 | 79 | Water Beast | 14 | 61 | Water Spirit | 24 | 129 | Water Elemental | 36 | 237 | none | - | - | ||||
27 | Silver Helm Stronghold | 50 | 26 | 400 | 159 | 672 | 6 | 0 | 4 | 0 | 3 | 4 | The headquarters of the Fraternal Order of Silver and Sir John Silver's home. Silver Helms from this Stronghold patrol Silver Cove in search of evil. | BROKEN WEAPON, INSANE | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Silver-Helm-Stronghold-Entrance-Silver-Cove-MM6.webp | Central Silver Cove | Swordsman | 10 | 40 | Expert Swordsman | 17 | 79 | Master Swordsman | 24 | 129 | Fighter | 14 | 61 | Soldier | 24 | 129 | Veteran | 35 | 227 | Sorcerer | 25 | 137 | Magician | 35 | 227 | Warlock | 50 | 400 | none | - | - | in Silver Helm Stronghold Clear the Central Chamber to S Door to W for Liquid Barrels Door to E for chestless dead-end Door to S 1st passage E Speak with Ghost of John Silver N for a chested dead-end Secret Wall to S of John Silver Door to W Passage to S Clear room Collect the Ankh |
44 | Castle Alamos | 50 | 29 | 400 | 178 | 672 | 13 | 0 | 14 | 0 | 5 | 5 | The first fortress dedicated to magical research, its remote location provided secrecy for the mages and protection for the populace in the event of an accident. | BROKEN ITEM, INSANE | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Castle-Alamos-Entrance-Eel-Infested-Waters-MM6.webp | NE Eel Infested Waters | Sorcerer | 25 | 137 | Magician | 35 | 227 | Warlock | 50 | 400 | Magyar | 14 | 61 | Magyar Soldier | 25 | 137 | Magyar Matron | 37 | 247 | Dust Devil | 16 | 73 | Twister | 22 | 114 | Air Elemental | 33 | 207 | none | - | - | Clues: Etched into the tree a message reads: The first is half the forth plus one, better hurry or you'll be done! Etched into the tree a message reads: The second is next to the third, oh so pretty like a bird! Etched into the tree a message reads: The third is the first of twenty six, A through Z you'll have to mix! Etched into the tree a message reads: The forth is eight from the end, Archibald really is your friend! Etched into the tree a message reads: The fifth is twice the second, five letters in all I reckon! in Castle Alamos E and SE from the entrance reach a large pit, drop to bottom the fireball shoots to the first tree back to the central room with fireball Come up the ramp, then W to S Push in the Switch at the second tree Passage S then E, up ramp to N Up the broken floor ramp to SE Take the S turn at yellow brick road Follow this one way passage to a pool Ignore the pool and go S to a tree To NW from tree is an elevator Elevator near 5 leads to Narrow ledge to W above cages Answer "JBARD" for riddle Collect Memory Crystal Beta You could bail now or you can press on to the Treasure Room! Treasure Room is south of the large room full of Warlocks, Magicians, and Elementals. Use Jump. Requires Treasure Room Key which is in a chest inset on the east wall of the octagonal room. The treasure room has 8 chests. |
34 | Agar's Laboratory | 50 | 29 | 400 | 197 | 672 | 0 | 0 | 1 | 0 | 5 | 9 | This laboratory is the brithplace for countless horrid experiments. Its remote location was chosen for both safety and secrecy. | PARALYZED, STONED, INSANE, AFRAID, ASLEEP | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Agars-Laboratory-Entrance-Kriegspire-MM6.webp | NE Kriegspire | Flying Eye | 30 | 180 | Terrible Eye | 40 | 280 | Maddening Eye | 50 | 400 | Agar's Pet | 13 | 55 | Agar's Monster | 15 | 67 | Agar's Abomination | 17 | 79 | none | - | - | none | - | - | none | - | - | Agar (u) | 40 | 320 | in Agar's Laboratory N to first central chamber Passage to E, press Button Clear way back to central chamber Passage to W, press Button Clear way back to central chamber Take the elevator down N to next central chamber Passage to E, press Button Clear way back to central chamber Take the elevator down Door to W Eastern Door to N for final chests Cauldron grants +50 INT IF CURSED Easiest way to get cursed is to Set a Beacon then Town Portal to White Cap and Fly over the mountains to Castle Stone.. unless you have cleared them, the Harpies will surely Curse everyone from nearly infinite range. Then Recall to your Beacon and tap the cauldron. You need to ONLY have CURSED condition so Cure up first. |
45 | Castle Darkmoor | 50 | 30 | 400 | 194 | 672 | 0 | 9 | 0 | 0 | 5 | 5 | The temperature drops as you apprach this gates to this castle. Legend holds that this castle contains the knowledge of how to transcend death as undead. | POISONED, INSANE, AFRAID, ASLEEP | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Castle-Darkmoor-Entrance-Mire-of-the-Damned-MM6.webp | NW Mire of the Damned | Lich | 20 | 100 | Greater Lich | 30 | 180 | Power Lich | 40 | 280 | Flying Eye | 30 | 180 | Terrible Eye | 40 | 280 | Maddening Eye | 50 | 400 | Ogre | 15 | 67 | Ogre Raider | 20 | 100 | Ogre Chieftain | 28 | 162 | none | - | - | in Castle Darkmoor Clear your way to the large chamber with a huge Blue Cube. Acid Burst and Implosion work pretty well against the Eyes with Incinerate for the Liches. Do not waste a bunch of SP on buffs because they will be dispelled. The cauldrons will grant Magic Resist +1 permanent for 1 character. Clear everything before you touch the cube. There is a second level and a lot of side passages around the large chamber. Clear it all and heal up then touch the cube. Big fight with 8 Eyes inside the cube. If you can't get it done in one go and need to touch the blue walls to teleport out, know that you will teleport to a large room full of other foes.. unless you cleared it first! There is a switch you need to Flip to changed the cube to a Red Cube. From where the blue cube teleports you to, head N, then W up the stairs, then N to the dead end with a plaque. Read the plaque, flip the switch. Make your way back to the large chamber with the Cube, notice it is now red. Touch it! Message received "The way has been cleared" A large passage opened to the North into a new very large chamber. Clear the chamber around the large building first then head up the ramp on the S side. Secret door at the top of the ramp for some Books and Deck of Fate. Now clear the inside of the large building where the 2nd blue cube is. You will find a area to the W where there is an invisible barrier. To remove the barrier, come to the front entrance of the large building. Go all the way W till you see ramps up to N and S. Take the S ramp up then back to the E along the balcony, find the ramp Down, go down. Once down the ramp find the north-most corridor heading west.. then up a narrow ramp. Read the plaque. Toggle the switch. Touch the red cube. Go back to invisible barrier. Clear the western room. Note: foes will not make range attacks through doorway where the invisible barrier used to be.. that can help. Collect the Memory Crystal Delta Read the plaque Touch the cube Destroy the Book of Liches Loot Sarcophagus (rob Dead) hits Rep You can save-scum the loot drops W is always Waist E is always Feet S is always Head |
33 | Gharik's Forge | 50 | 31 | 400 | 206 | 672 | 0 | 0 | 7 | 0 | 7 | 8 | Fire Elementals assisted Gharik in his attempts to create powerful items here. A handful of his students continue his experiments. | BROKEN ITEM, INSANE | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Ghariks-Forge-Entrance-New-Sorpigal-MM6.webp | NE New Sorpigal | Sorcerer | 25 | 137 | Magician | 35 | 227 | Warlock | 50 | 400 | Fire Beast | 13 | 55 | Fire Spirit | 26 | 145 | Fire Elemental | 39 | 269 | none | - | - | none | - | - | none | - | - | none | - | - | in Gharik's Forge Down the circle ramp to the hallway Secret door on E wall Toggle lever to extend bridge In the fiery room with the wooden bridge the goal is to use the switches to open the stone doors and move the bridge to the E side of the room. This dungeon is otherwise, pretty linier. There are a few secret doors that lead to chests. The teleport tiles that are in the bottom of fire pit rooms are just a way to get out, no need to go down there on purpose. You will need Key to Gharik's Forge found in Silver Helm Outpost. Find the Hourglass of Time in the final room. |
5 | Blackshire | 60 | 38 | 540 | 279 | 672 | 0 | 0 | 5 | 0 | 6 | 8 | BROKEN ITEM, DISEASED, UNCONSCIOUS | Fire Lizard | 40 | 280 | Lightning Lizard | 50 | 400 | Thunder Lizard | 60 | 540 | Wolfman | 20 | 100 | Werewolf | 30 | 180 | Greater Werewolf | 40 | 280 | Dust Devil | 16 | 73 | Twister | 22 | 114 | Thunder Lizard | 60 | 540 | none | - | - | ||||
24 | Snergle's Iron Mines | 60 | 26 | 540 | 168 | 672 | 13 | 0 | 11 | 0 | 3 | 3 | The largest dwarven mine in Enroth, Snergle has claimed it in his succession to the dwarven throne. | DISEASED, BROKEN ITEM, POISONED, BROKEN ARMOR, DRAINED SP | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Snergles-Iron-Mines-Entrance-Mire-of-the-Damned-MM6.webp | NE Mire of the Damned | Dwarf | 10 | 40 | Dwarf Warrior | 20 | 100 | Dwarf Lord | 30 | 180 | Ooze | 12 | 50 | Acidic Ooze | 18 | 86 | Corrosive Ooze | 25 | 137 | Devil Spawn | 20 | 100 | Devil Worker | 40 | 280 | Devil Warrior | 60 | 540 | none | - | - | in Snergle's Iron Mines At first junction, Double-door to N Door to E At junction, Door to E (open with High INT) Search for books Exit room to W continue up to N then W Defeat Oozes Door to S, follow path to a Cabinet Obtain Cell Key Backtrack to the first junction Wide passage S to E First door to N for chested dead-end First door to S for chested dead-ends Door to E Secret Door E wall, chested dead-end Door to N First Door to S is Ghim Hammond Door to N for barrels Second Door to S for barrels E for chested dead-end |
41 | Supreme Temple of Baa | 60 | 27 | 540 | 176 | 672 | 0 | 0 | 8 | 0 | 4 | 4 | The temprature rises steadily as you approach the doors, the smell of sulfur and ash are strong. This place resembles a hideout more than a temple. | DISEASED, DRAINED SP, BROKEN ITEM | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Supreme-Temple-of-Baa-Entrance-Hermits-Isle-MM6.webp | SE Hermit's Isle | Acolyte of Baa | 8 | 30 | Cleric of Baa | 15 | 67 | Priest of Baa | 25 | 137 | Devil Spawn | 20 | 100 | Devil Worker | 40 | 280 | Devil Warrior | 60 | 540 | Fire Beast | 13 | 55 | Fire Spirit | 26 | 145 | Fire Elemental | 39 | 269 | Slicker Silvertounge (u) | 25 | 137 | in Supreme Temple of Baa W for a portal to Free Haven Sewer This dungeon is mostly linier, just keep clearing as you make you way through. You will encounter 5 Altars each with a Gong. You can take the gongs. If you touch every Altar one character can get +10 Elemental Resistance (perm). Whole party takes damage when touching the altar. Continue until you reach the lava pit. Use the bridges to reach the next switch, Flip the Switch and work your way around. In the N room, find the Memory Crystal Alpha. Slicker Silvertounge is also here. |
32 | Lair of the Wolf | 60 | 26 | 420 | 150 | 672 | 28 | 4 | 11 | 0 | 5 | 6 | A foul smell wafts from the entrance to these caves. The howl of a wolf can be heard from the distance. | DISEASED, BROKEN ITEM, BROKEN WEAPON, UNCONSCIOUS, POISONED | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Lair-of-the-Wolf-Entrance-Blackshire-MM6.webp | W Blackshire | Wolfman | 20 | 100 | Werewolf | 30 | 180 | Greater Werewolf | 40 | 280 | Swordsman | 10 | 40 | Expert Swordsman | 17 | 79 | Master Swordsman | 24 | 129 | Ooze | 12 | 50 | Acidic Ooze | 18 | 86 | Corrosive Ooze | 25 | 137 | Werewolf Leader (u) | 60 | 420 | in Lair of the Wolf Clear the largest circle room Explore the tip of the W appendage Talk to Ghost of Balthasar or Quest Explore the tip of the E appendage Collect Pearl of Purity Backtrack to largest circle room Touch the Wolf Altar You can turn in quest with Maria Trapan or continue exploring for loot and XP. Enter the long corridor to S Passage E is chested dead-end Passage W then S Door to E to room with table Door to N is chested dead-end Take the east-most passage to S Take the east-most door to S Secret door to E, at meat hooks Door to E, many barrels Passage N goes upstairs Door to E for a Chest Secret door to E, another Chest Passage S Door to E Door to N East passage at junction Defeat Werewolf Leader Collect Pearl of Putrescence Turn in Quest with Ghost of Balthasar Return Pearl of Purity to Humphrey |
66 | Devils Outpost | 60 | 45 | 540 | 365 | 672 | 0 | 0 | 0 | 0 | 1 | 1 | The failt smell of brimstone and the sound of creatures talking in a strange language drift from the entrance of this cave. | DISEASED, DRAINED SP | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Devils-Outpost-Entrance-Kriegspire-MM6.webp | W Kriegspire | Devil Spawn | 20 | 100 | Devil Worker | 40 | 280 | Devil Warrior | 60 | 540 | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | Devil of Baa (u) | 60 | 540 | Go in and clear it out. There are about 15 foes inside including the Devil of Baa. Acid Blast, Implosion, and Physical will get it done simple enough. |
4 | Kriegspire | 79 | 40 | 861 | 305 | 224 | 0 | 0 | 2 | 0 | 6 | 8 | BROKEN ARMOR, BROKEN ITEM, UNCONSCIOUS | Minotaur | 39 | 269 | Minotaur Mage | 59 | 525 | Minotaur King | 79 | 861 | Rock Beast | 25 | 137 | Earth Spirit | 30 | 180 | Earth Elemental | 40 | 280 | Flame Drake | 24 | 129 | Frost Drake | 28 | 162 | Energy Drake | 32 | 198 | none | - | - | ||||
1 | Sweet Water | 70 | 45 | 700 | 367 | 224 | 0 | 0 | 1 | 0 | 8 | 9 | DISEASED, DRAINED SP | Devil Spawn | 20 | 100 | Devil Worker | 40 | 280 | Devil Warrior | 60 | 540 | Devil Captain | 30 | 180 | Devil Master | 50 | 400 | Devil King | 70 | 700 | none | - | - | none | - | - | none | - | - | none | - | - | ||||
39 | Temple of the Sun | 79 | 33 | 861 | 279 | 672 | 11 | 0 | 20 | 0 | 3 | 2 | This forgotten shrine of the Chruch of the Sun still stands. For all of its time in the humid jungle, the temple remains in surprisingly good condition. | WEAKNESS | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Temple-of-the-Sun-Entrance-Bootleg-Bay-MM6.webp | Central Bootleg Bay | Novice Monk | 8 | 30 | Initiate Monk | 16 | 73 | Master Monk | 27 | 153 | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | Minotaur King | 79 | 861 | Expect a volley of magic upon entry but Inferno or Mass Curse is a solid response. You can also dip into one of the alcoves for some cover. The 45 degree corners near the altars are secret doors, NE leads to bedroom. The Sacred Chalice is in the cabinet in the bedroom. You can grab it without confronting the Minotaur King if you like. The Minotaur King protects the final treasure room which is where all the barrels of liquid and most chests are located. |
53 | Dragon's Lair | 80 | 80 | 880 | 880 | 672 | 0 | 0 | 0 | 0 | 1 | 1 | A large dragon obviously makes his residence in these caves. The undead near his home might have been adventurers seeking the dragon's treasure. | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Dragons-Liar-Mire-of-the-Damned-MM6.webp | NW Mire of the Damned | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | Longfang Witherhide (u) | 80 | 880 | Resists Fire/Cold based attacks. Acid Blast, Implosion, and Physical will get it done simple enough. | |
46 | Castle Kriegspire | 79 | 39 | 2000 | 435 | 672 | 7 | 0 | 7 | 0 | 6 | 6 | Kriegspire no longer rests between its lakes, the earth around the castle was raised to prevent the creatures inside from escaping. | PARALYZED, STONED, BROKEN ITEM | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Castle-Kriegspire-Entrance-Kriegspire-MM6.webp | W Kriegspire | Minotaur | 39 | 269 | Minotaur Mage | 59 | 525 | Minotaur King | 79 | 861 | Agar's Pet | 13 | 55 | Agar's Monster | 15 | 67 | Agar's Abomination | 17 | 79 | Flame Drake | 24 | 129 | Frost Drake | 28 | 162 | Energy Drake | 32 | 198 | Lurch (u) | 79 | 2000 | in Castle Kriegspire This place is pretty straight forward. Take your time and save often as the Minotaur Kings can cast Finger of Death. Careful about finding yourself in the one of the 4 arena.. many foes will spawn. You can fight through the windows to prevent taking any damage. You can even pull foes to the East side of map to the windows. Double-door north leads to Curator of Kreigspire, a lot of Drakes, and the Guardian of Kriegspire. A lot of loot. You can safely ignore the Curator and Guardian if you want. There is a switch you need to press in the center of the 4 arena, up top on a pillar. This will open the way that was blocked by horizontal bars. You can collect Memory Crystal Epsilon without disturbing Lurch if you like.. but more fun, You can let Lurch out of his very small room, you can jump down to where the barrels are (and the Memory Crystal Epsilon).. and shoot Lurch safely from below. There is a small black square to port back up (or Jump). |
31 | Warlord's Fortress | 80 | 33 | 880 | 258 | 672 | 26 | 0 | 31 | 0 | 5 | 6 | Muted sounds of clashing metal and loud voices emanate from this imposing fortress. No one would dare assault the Warlord's home. | AFRAID, BROKEN WEAPON | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Warlords-Fortress-Entrance-Silver-Cove-MM6.webp | NW Silver Cove | Thug | 8 | 30 | Ruffian | 14 | 61 | Brigand | 22 | 114 | Fighter | 14 | 61 | Soldier | 24 | 129 | Veteran | 35 | 227 | Death Knight | 40 | 280 | Doom Knight | 60 | 540 | Cuisinart | 80 | 880 | none | - | - | Touching the doors in this dungeon will teleport you to other doors but you can just keep touching the doors to cycle the destinations. The concept is not very complicated, one of the doors that leads to the East will open as normal. The southern-most barracks has a secret door to the west which leads to a treasure room. Find 2 Storage Room keys In the most NE room there is a door that requires Perception to open.. in it find the Discharge Papers, required for Osric's quest. |
35 | Caves of the Dragon Riders | 80 | 60 | 880 | 557 | 672 | 0 | 0 | 13 | 0 | 6 | 10 | These caves house a strange alliance between human warriors and dragons. The Dragon Towers were built in the towns to ward off these raiders. | POISONED, AFRAID | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Caves-of-the-Dragon-Riders-Entrance-Kriegspire-MM6.webp | NW Kriegspire | Death Knight | 40 | 280 | Doom Knight | 60 | 540 | Cuisinart | 80 | 880 | Wyrm | 50 | 400 | Giant Wyrm | 60 | 540 | Great Wyrm | 70 | 700 | none | - | - | none | - | - | none | - | - | none | - | - | 6 large chambers with Loot Containers and a lot of foes |
48 | Tomb of VARN | 90 | 55 | 1080 | 499 | 672 | 0 | 0 | 16 | 0 | 8 | 8 | This pyramid seems to be made of a strange, weathered metal. It appears to be partially buried in the sand. | ERADICATED, BROKEN ITEM, BROKEN WEAPON, AFRAID, ASLEEP | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Tomb-of-VARN-Entrance-Dragonsand-MM6.webp | NW Dragonsand | Defender of Varn | 35 | 227 | Sentinel of VARN | 55 | 467 | Guardian of VARN | 65 | 617 | Genie | 33 | 207 | Djinn | 44 | 325 | Efreet | 55 | 467 | Patrol Unit | 50 | 400 | Enforcer Unit | 70 | 700 | Terminator Unit | 90 | 1080 | none | - | - | Efreet weak to Cold Djinn weak to Poison Genie weak to Fire but more simply, Implosion and Acid Burst on all 3. Guardians, Physical. Clear the long corridor, watch your back, head to E and then down the ramp to reveal the vast inner space. Check to make sure you have the Back Door Key, if not you may have missed a Sentinel of VARN. Get the key. Head to the E wall then N all the way Enter the 2nd gold trimmed passage Find the Cleansing Pool On N wall is Water Temple (locked) Stay along S wall then S into Back Door The backdoor hallway goes far to the E with a 5 branches that head S. FIRST branch-to-S leads to some large pools, Genie Lamps, Doctor's Code, Engineer's Code, Communications Officer's Code, and the VARN Chest Key. Requires Bibliotheca Chest Key. SECOND/THIRD branch-to-S circles upon itself and has nothing of note other than combat. FOURTH branch-to-S is a wider passage, note the small alcove to N has a small pool you can use to extinguish radiation... FIFTH branch-to-S has a lot of winding corridors, explore them all and find First Mates Code and Water Temple Key. Go back to the Water Temple now that you have the key. Clear the upstairs for some loot and then go down below for the chest. Collect Crystal Skull, Navigator's Code, and Bibliotheca Chest Key. Jump back and open the Bibliotheca chest. Head back to the S end of the pyramid interior space where you first entered. Find the double picture door heading W, it is to the W of where you came in. Push the Switch behind the door to W and Open Chest for the Captain's Code, for another Crystal Skull, and the Flame Door Key. Head to the very large red door and use the Flame Door Key. Read the notes for the codes: First Mate's Code: kcops Communication Officier's Code: aruhu Engineer's Code: yttocs Navigator's Code: ulus Doctor's Code: yoccm Captain's Code: krik Enter the 5 pools and enter the corresponding code as prompted then stand on the blue water and enter the Captain's Code to reveal a ladder. (the character with the code must be selected when entering the pool) Find the chest and use the VARN Chest Key. Collect Control Cube |
50 | Control Center | 90 | 70 | 1080 | 727 | 672 | 0 | 0 | 14 | 0 | 5 | 8 | BROKEN ITEM, ERADICATED | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Oracle-of-Enroth-Control-Center-Entrance-Free-Haven-MM6.webp | Under the Oracle | Patrol Unit | 50 | 400 | Enforcer Unit | 70 | 700 | Terminator Unit | 90 | 1080 | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | Similar to VARN Defenders, these Units have great magic defenses and the Terminators will grant ERADICATED. Rely almost exclusively on Implosion and Physical attacks. If you are getting unlucky, you can save-scum the combats with a Terminator to work around getting eradicated. Take the initial ramp down to E and N then inspect the Control Panel to learn Blaster Skill for all your party. Go back up the ramp Enter the room to the W Check the chest for a Blaster Optionally, now that you have the Blaster skill and a Blaster, go and get Master Blaster skill for those you plan to outfit with a blaster. Lloyd's back and let's go. Take the S door into another room with a chest and potential blaster. There are 4 chest on the wester part of the map. Keep working your way around counter-clockwise. | |
3 | Hermit's Isle | 95 | 57 | 1187 | 532 | 168 | 0 | 0 | 2 | 0 | 7 | 8 | BROKEN ITEM, DEAD, POISONED, AFRAID | Titan | 65 | 617 | Noble Titan | 75 | 787 | Supreme Titan | 95 | 1187 | Hydra | 45 | 337 | Venomous Hydra | 55 | 467 | Colossal Hydra | 65 | 617 | Sea Serpent | 28 | 162 | Sea Monster | 36 | 237 | Sea Terror | 48 | 374 | none | - | - | ||||
2 | Paradise Valley | 100 | 74 | 1300 | 808 | 168 | 0 | 0 | 3 | 0 | 7 | 8 | BROKEN ITEM, POISONED, DEAD | Red Dragon | 80 | 880 | Blue Dragon | 90 | 1080 | Gold Dragon | 100 | 1300 | Hydra | 45 | 337 | Venomous Hydra | 55 | 467 | Colossal Hydra | 65 | 617 | Titan | 65 | 617 | Noble Titan | 75 | 787 | Supreme Titan | 95 | 1187 | none | - | - | ||||
6 | Dragonsand | 100 | 67 | 1300 | 680 | 168 | 0 | 0 | 6 | 0 | 8 | 10 | BROKEN ITEM, POISONED | Wyrm | 50 | 400 | Giant Wyrm | 60 | 540 | Great Wyrm | 70 | 700 | Red Dragon | 80 | 880 | Blue Dragon | 90 | 1080 | Gold Dragon | 100 | 1300 | Fire Lizard | 40 | 280 | Lightning Lizard | 50 | 400 | Thunder Lizard | 60 | 540 | none | - | - | ||||
43 | Temple of the Snake | 100 | 64 | 16000 | 3629 | 672 | 0 | 0 | 9 | 0 | 5 | 5 | The forest of statues scattered about seems to magnify the silence on Star Island. Certainly, the rumors of medusas living in this temple are true. | STONED, BROKEN ITEM | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/Temple-of-the-Snake-Entrance-Blackshire-MM6.webp | E Blackshire | Medusa | 35 | 227 | Medusa Enchantress | 40 | 280 | Gorgon | 45 | 337 | Gold Dragon | 100 | 1300 | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | Q (u) | 100 | 16000 | Pretty straight forward dungeon. It can help to save during combat in case you need to back up a few turns. Physical damage wins the day vs Q and Gold Dragon. You can also avoid the Dragon if you like just move past him quickly. |
51 | The Hive | 100 | 59 | 1300 | 600 | 7 | 0 | 0 | 5 | 0 | 10 | 10 | This strange structure commands a spetacular viewof Paradise Valley. The outer walls are constructed from an unknown material. | DISEASED, DRAINED SP | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/The-Hive-Entrance-Sweet-Water-MM6.webp | NW Paradise Valley | Devil Spawn | 20 | 100 | Devil Worker | 40 | 280 | Devil Warrior | 60 | 540 | Devil Captain | 30 | 180 | Devil Master | 50 | 400 | Devil King | 70 | 700 | Reactor (u) | 100 | 1300 | none | - | - | none | - | - | Demon Queen (u) | 100 | 1300 | The entrance opens to a circular room with a LOT of demons. Pull them up to the entrance door a few at a time. Blasters help incredibly but when you have them stacked up around you, you really might want your melee char (if) to use their melee weapon. Be sure to Set a Beacon just outside the dungeon, which works better if you clear the outside area first. Once you clear the first circular room of demons you can notice 4 holes NE,NW,SE,SW and a 5th hole in the center which is covered to start. Each hole will path around passing a few smaller rooms with chests or switches and then ultimately circling back to the circular room with the 5 holes. First, you need to Tap the Switch to open the central hole.. you can find it down the SE hole and then in the 3rd doorway to the N. Next, you need the Hive Sanctum Key.. you can find it down the NE hole and then into the 2nd doorway to the N. If you want the good ending, make sure you have the Ritual of the Void scroll in your inventory. Finally, you can jump down the central hole and use the Hive Sanctum Key to reach a Switch. The switch press will start the encounter with Reactor. Stand back and shoot. When the reactor dies fight starts with Demon Queen -- back yourself into the exit doorway to NE and spam attack for your life. |
67 | New World Computing | 0 | -- | 0 | -- | 7 | 0 | 0 | 0 | 0 | 1 | 1 | https://dungeoncrawl-classics.com/wp-content/uploads/2024/11/New-World-Computing-Entrance-Dragonsand-MM6.webp | Central Dragonsand | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - | none | - | - |
Attribution
Official manual is here.
How to obtain a copy of this game
eBay link – PC version (1999)
GOG link – Digital PC Version