Rooms in DeathtrapDungeon
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- A Battle - Bloodstained walls and floors indicate that a battle took place only recently at this junction. Evidently some of your competitors have also made it this far. The passage to the north seems to be the one to take from here.
- A Bend - Here you may proceed north or east. Two sets of footprints head from the east round this bend to the north, from where you can hear a tremendous howling and snarling!
- A Bend - The passage turns here, heading east toward a junction and south toward a staircase heading down into a mirrored hall.
- A Bend - You proceed along the tunnel to a sharp bend, where you can proceed east or south. You hear footsteps, grunting and heavy breathing coming from the east, and your nose detects the unmistakable odor of trolls.
- A Bend - You come to yet another of the many bends in the corridor in this place. To the north, you can see what looks like two fountains, while to the west the passage ends in a door.
- A Bend - The passage bends sharply to the east here. An old man crouched near a basket is visible there, while to the south you can see a junction.
- A Bend in the Passage - At this point the passage bends, heading north and west. The passage to the west is damp and dark, while to the north it grows suddenly dry, hot even. You can feel a sudden wave of heat from the north.
- A Bloodstained Arena - The floor of this place is covered in bloodstained sand. You can smell the scent of death, heavy on the air, and wonder if any or all of your competitors have met their ends here.
- A Bloodstained Arena - The floor of this place is covered in bloodstained sand. You can smell the scent of death, heavy on the air, and wonder if any or all of your competitors have met their ends here.
- A Breeding Pit - Some sort of giant insect, a fly or mosquito, has chosen to raise its many offspring in this damp, warm pit. Larvae crawl about all around you, their disgusting slimy ichor and stench making you feel rather nauseous.
- A Cave - The passage widens sufficently here to form a small cave, in which you spy the remains of a campfire and the bones of someone's recent meal. It suddenly occurs to you that the occupant may not be too far away...
- A Cavern - You enter a dimly-lit cavern, illuminated by the phosphorescent glow of some subterranean mold that can be seen between the many stalagmites and stalactites that grow here. There is a large oak door to the east of here.
- A Chamber - This chamber is dominated by a large circular pit, which you could climb down into if you so desired. The humming is now very loud, and you peer about expectantly, looking for its source. You may wish you didn't find it. You see something moving about down in the pit, a squirming, wriggling mass of... something.
- A Chamber... Or a Crypt? - This dark chamber is devoid of any items of interest, save for an alcove you can enter to the west, and a large stone chair containing a skeleton, who appears to be not quite dead yet... A sudden crash from outside that sounds very much like a large boulder connecting with solid stone can suddenly be heard, and without even testing you get the feeling your eastern exit has been blocked...
- A Chasm - The passage ends at the lip of a narrow ravine here. You may proceed down into the ravine, or back east. Suddenly, you hear voices from the west, across the ravine, and see crowds of cheering people, hailing you and telling you that you have made it through, and to come out and celebrate.
- A Chasm - You step out onto a tightrope, almost losing your balance in surprise. It stretches across a small chasm to a helm stuck on a pole on the far side. A few short steps will take you across to fetch it, should you wish.
- A Cobwebby Passage - You proceed along a section of corridor that is enshrouded in spider webs. As you cut and tear your way through them, you find yourself fervently hoping that you don't run into whatever made them...
- A Corner - The passage bends sharply here, heading off to the south and east. You see that both sets of tracks that you saw to the south continue east from here- evidently your opponents are making good time!
- A Corner - Here the passage turns, heading east toward a large chute, and south. To the south you can hear high pitched whispering and sniggering, and it makes you feel both amused and uneasy.
- A Curtain - At this point, a brown velvet curtain hangs over an archway on the eastern wall. You cannot hear anything from behind it, though you may be able to peek through before you enter.
- A Dead End - The passage ends at a sudden dead end, a newly-constructed brick wall barring further passage onwards. However, there may still be something of interest lying about...
- A Dead End - The tunnel ends after a short distance in a cave-in, and you see the bloated corpse of a rock grub half-buried under the rubble. Evidently the rock grubs are not qualified excavators... But perhaps there is still another one around...?
- A Dead End - A dead end with nothing to recommend it. Perhaps there IS something of interest left lying around, though...
- A Debris-Strewn Chamber - As you enter the heavy Iron door Slams shut behind you. Sealing your fate. You stumble into a debris-strewn chamber, gagging at the stench of death. You then learn rather graphically the fate of one of your opponents. He is impaled on a rather lethal trap, evidently one he triggered quite unknowingly (well, he wouldn't do it KNOWINGLY, would he now? tsk.) while heading for an alcove on the far wall...
- A Deep Pool - The passage heads down a small slope toward a deep, still pool. You may enter the pool if you wish, or you may head back up to the chair.
- A Deep, Dark Pit - You have reached a point where a large pit gapes in the middle of the corridor. It is rather narrow, however, and you could easily jump across it, and continue east.
- A Dimly Lit Section of Corridor - At this point a dim light pervades the corridor from some distant crack in the ceiling, illuminating a small circular area, which seems to be serving as some sort of fighting ground for two angry hobgoblins, battling over whatever is lying on the floor.
- A Divided Tunnel - Paths run to the north and west from this point. Passage southward is blocked by a door that cannot be opened from this side. You hear a faint buzzing coming from the west.
- A Gallery - At the bend, you gaze northward into what appears to be a gallery of mirrors, while to the east lies damp, dark tunnel. There appears to be someone or something moving about to the north, and you suddenly feel rather uneasy.
- A Gallery - You are walking along a long corridor lined with hundreds of mirrors. The sheer number of reflections you cast boggles you, and you barely notice the presence of another, more sinister, traveller... It is only when you see a skeleton that looks like it has been half-dragged into a mirror do you really begin to realize you could be in serious trouble. A staircase fashioned of skulls allows one to proceed upward from this place.
- A Game - You have entered a room containing several items of interest, which you may explore at leisure. You see what was once apparently a crossbow trap of some sort, though your entry doesn't seem to trigger it...
- A Glass Door - You pass a glass door set in the north wall here. Looking through it, you see a swarm of nasty insects circling round a bejewelled crown that is resting in the center of the room. It looks very valuable.
- A Hot Corridor - Proceeding along this dry corridor, you suddenly begin to sweat profusely as it grows unbearably hot. You steel yourself and rush onward to minimise the damage you may suffer from the heat.
- A Huge Cavern - The passage ends in a huge cavern, which is filled with a small tribe of Troglodytes dancing about a golden effigy. They are immersed in their ritual and don't seem to notice you. On the far side you see a bridge spanning a dark, deep river.
- A Jail Cell - You have entered one of the Trialmasters' punishment cells. A man with one hand missing has been chained to the far wall. You feel anger at their cruelty, but don't know if you want to get involved. Perhaps the prisoner may be able to tell you something useful, though?
- A Jolly Sight - You emerge into a long tunnel and suddenly find yourself overwhelmed by leprechauns, emerging from tiny secret doors to bound alongside, over and underneath you. You feel hands groping at your possessions, and start to angrily force your way through. Perhaps a bit more of a physical deterrent is needed to be rid of these noisome pests, say, a sword to their heads?:)
- A Junction - Paths head in all four cardinal directions at this point, with footprints leading back and forth each way. You cannot see or hear anything from here, but the passage does appear to be lit far to the north, by what you cannot tell...
- A Junction - You have reached a junction, where you may proceed east, west or south. A white arrow on the wall opposite the southern branch points west, and judging by the footprints several of your opponents decided to follow its silent advice- three pairs head in that direction. One pair, however, heads east.
- A Junction - At this point, there are three passages to the east, south and west, all stretching away into the dimness. From the west you can hear what sounds like rock being crushed, while to the south you can hear a faint humming.
- A Junction - You have reached a T-junction, with passages heading east, south and west. The north wall is heavily decorated with gruesome murals depicting screaming humans being chased by foul demons. You shudder and decide which way to go.
- A Junction - From this point you may head north, east or west. A faint buzzing is barely audible from the east, while from the north comes the faint sound of running water. To the west, you see a bend in the corridor, with a door on the east wall of the bend. You fancy you can hear cries for help emanating from this direction...
- A Junction - You reach a junction where the paths to the east and west end in dead ends, and the passage to the south ends at a locked iron door. A voice suddenly calls from the north, beckoning you, and you proceed.
- A Junction in the Wet Passageway - The footprints are clear in the muddy ground here- two pairs head west, and one pair heads north along the northern branch. A vile smell wafts from the north, and you crinkle your nose in disgust.
- A Large Cavern - You have entered a large cavern, the floor of which is much drier than that to the south, but it is also much darker. A massive gold idol of some oriental deity rises in the center of the room. You may climb up it, to its head, where you spy two large gems which depict the idol's eyes, as well as two large stuffed birds, which seem almost alive somehow...
- A Long Corridor - The humidity has returned to the air in this section of the corridor, and you can once again see footprints in the dirt- heading from the east to a door north of here. But they don't appear to lead out again... Ominous. You can see nothing else of interest besides the iron door.
- A Long Corridor - This section of the corridor is particularly cold, dark and silent, and you shiver as you consider your options. The ground is too hard and shrouded in darkness to yield any substantial tracks. From the south you suddenly hear a faint grunt, either of pain or anger, you aren't sure which.
- A Long Corridor - You continue along this north-south corridor. It is rather plain and featureless, though you do see something interesting on the floor here...
- A Long Corridor - At this point, there is a wooden door set in the west wall. Listening at it, you hear nothing, not unusual in this place as you have already seen. You can hear what sounds like chanting coming from the north, though.
- A Long Passageway - You are travelling along a narrow passage, the walls of which are lined with deep cracks. You hear slow, shuffling footsteps approaching, and prepare to see who or what is coming.
- A Marble Hall - You enter a spacious marble hall, lined with elegant Doric columns that run from floor to ceiling on either side. There is an iron door on the far wall, leading (hopefully) to the exit! However, you may not be in here alone...
- A Marble Hall - You enter a spacious marble hall, lined with elegant Doric columns that run from floor to ceiling on either side. There seems to be no other exit from here save for a small chute in the far wall. However, you may not be here alone...
- A Mysterious Corner - Rounding the bend here, you can here high pitched whispering and sniggering coming from the north. Wondering what sort of subterfugal skullduggery is being perpetrated, you hesitate before continuing.
- A New Corridor - You crawl from the pool onto a small stone ledge, and examine your immediate surroundings. A long passageway stretches away to the north, as far as you can see, while to your immediate west there is a door, which is slightly ajar. You can hear sounds of a struggle coming from here.
- A North South Passage - This passage heads north and south, disappearing into the darkness in each direction before and behind you. To the west a metal door is set into the ancient cracked wall. Listening at it, you hear nothing. In fact the only noise you can hear is a constant dripping far to the south, and a faint humming noise from the north.
- A North-South Passage - At this point there is a wooden door set in the west wall. No noise can be heard from whatever lurks within. The path continues north and south.
- A North-South Passage - At this point there is a wooden door set in the west wall. No noise can be heard from whatever lurks within. A large "X" has been scrawled upon it in blood. The path continues north and south, though the path northward looks rather suspicious and barren...
- A Pipe - You reach a bend in the passage, with passages heading south down a slope to a locked door, and west to a junction. To the east gapes the entrance to a smelly, slimy sewerage pipe, which you can enter if you wish *shudder*.
- A Pit Chamber - The center of this chamber is dominated by a deep pit, which you barely avoid falling into as you enter. It has plenty of finger and toe holds, however, should you wish to climb into (or out of) it.
- A Pit Stop - At this point in the passage, a rather ugly chair has been placed in a recess. Deeply suspicious of everything in this place by now, you consider what you should do.
- A Ravine - You are standing at the bottom of a ravine. The only way onward from here is north- the climb back up is too arduous for someone of your limited mountaineering skills.
- A Red Line - At this point, a large sign has been erected near a dotted red line on the floor. The sign reads- "NO WEAPONS BEYOND THIS POINT" and below that- "Violators will be disqualified" Looks like you better get rid of your weapons if you want your prize.
- A Side Passage - At this point a narrow passage branches off this one, forming a junction where you may head north, west or south. There is a potent odor emanating from the south, while you can hear a crackling sound from the west.
- A Slimy Death - You ignore all your instincts and proceed deeper into the pipe. Suddenly, you feel the pipe drastically change its angle, and you feel yourself sliding very quickly down the sludge into a wide pipe that goes down for over 50 meters. You plummet screaming into the depths, and land with a soft squelch in a lake of sewerage. Dying, exhausted and filthy, you have no option but to be grateful you are still alive and recall.
- A Strange Sight - Upon entering the room, you see a cage covered with a heavy drape. There is a rope with which you can pull the drape back and thus enter the cage. The voice is crying louder now, as if the occupant knows you are here, crying for release.
- A Sudden Corner - Rounding the corner here, you find yourself in a position where you can head west or south. There are tracks in the dirt here, Orcish by the look of them. There is also a faint Orcish odor here- perhaps you'd better remain alert in case the horrid humanoids lair near here...?
- A Testing Chamber - You have entered a testing chamber, but the Trialmaster of this room is nowhere to be seen. You hear a click as the door locks behind you, and realize that the only way out is to the north.
- A Treasure Room - You are excited to see a large wooden chest with iron bands sitting on a stone base on the far side of the room. Your excitement fades when you spot the footprints in the dust on the floor leading to and from the chest, and the fact that the chest is standing open. Still, might be worth a look.
- A Turn - The passage turns at this point, heading north and west as far as you can see. A large pit looms to the west, while to the north you see a couple of doors on the western wall.
- A Western Passageway - You are advancing along a passage that heads west away from the entrance junction, skirting two sets of muddy footprints that head westward. There is a large bell hanging here, which looks extremely heavy (and useless).
- A-roarin' - The passage you are in turns suddenly northward, where it ends at a wooden door. From behind the door comes the most godawful roaring you have ever heard. Whatever lives behind there is big, bad and ANGRY!
- A...Museum??? - This room is littered with a variety of stone statues, depicting all types of classes and races. They are strikingly realistic... STRIKINGLY realistic... and the subjects appear to have been in great pain at the time they posed for these replicas. The room is currently empty, the trialmaster who works here being called away on other business (lunch), and you think maybe it would be best if you were not present upon his return...
- An Ascending Tunnel - This passage heads steadily uphill to the north at a slight angle, before evening out near a door on the east wall, to which a hand has been nailed.
- An Eastern Path - You are heading along a narrow passage that runs east away from the entrance junction. At this point the corridor is quite damp and dark, and you have to proceed slowly.
- An Empty Chamber - This bare room has a damp, earthy odor, and the mold and moisture you have encountered in other parts of the dungeon is even more prevalent here.
- An Energy Field - The corridor at this point is suffused with a barely visible energy field, crackling and humming as is sparks about here. You hesitate before continuing, until you find that the field actually blocks the passage onward.
- Another Bend, Another Mob - I'm sick of writing it and you're sick of reading it. Yes, it's another BEND. You can head north or east. You can hear someone crying for help from a door to the west. It is standing slightly ajar, allowing you to peek in if you wish.
- Another Tunnel - You are in a rough hewn east west tunnel that ends in a door to the east and a bend to the north far to the west. There is a wooden door to the north here.
- Atop the Idol - As you near the top, you notice the birds move slightly, and you ready yourself for what could be a mad dash for the gems. Then, suddenly, they come to life with an angry squawk, and you know you are in trouble.
- BOULDER DASH! - Ack! Haven't you seen Indiana Jones? You have just run smack into a huge boulder, which rumbles right down onto you, squashing you flat before continuing down the corridor. You lay in its wake for a few minutes, very badly injured, before realizing you are too hurt to continue, and you will have to recall. Next time, be more careful, hmmm?
- Continuing East - You head east along a passage toward what looks like some sort of electrical field, though it only seems to stop people coming from the east to here, and you find you can pass through it without harm should you wish.
- Dog Kennels - Here two large savage guard dogs are quartered by the Trialmasters to help track down runaway slaves. They haven't been used for quite some time, and are restless and hungry. Unfortunately for you.
- Fountain Room - This room contains two fountains, one on the east wall and one on the west, each of which is filled with clear fresh drinking water. Wondering what the dungeon has in store for you now, you cautiously approach.
- In the Pool - You are swimming along a narrow underwater passage. A strong current suddenly grabs you and drags you forward!
- Insects - You are surrounded by thousands of biting, stinging insects of all descriptions. You curse and swat as you are constantly stung and more than once you have to remove insects from your hair and mouth.
- Inside the Cage - Oops. Upon entering the cage, you quickly notice that it was never in fact locked. Indeed, it is starting to look more and more like a trap. You ready your weapons and prepare to deal with whatever is lurking in here.
- Inside the Dungeon - You enter into the gloomy interior, walking along a damp earth floor that runs far to the north. Presently, all exterior light has dissipated, and you have to rely solely on your own light source. Water drips occasionally from the ceiling, the soft plop it makes as it hits the floor echoing eerily in this stony tunnel. Tiny insects, disturbed by your light and noise, scurry away into many tiny cracks and holes in the walls. The sets of the footprints of those who entered before you can be seen on the ground.
- Inside the Pipe - This slimy affair is barely more than a meter in diameter, and you are forced to crawl on your hands and knees through the sludge. You feel that the tunnel is beginning to slope ever so slightly downward, and you get the distinct impression that were you to continue, you would not be able to find sufficient purchase on the slimy walls to slow your descent and you would most certainly plummet far down into the murky depths. So NOW WOULD BE A GOOD TIME TO HEAD BACK!
- Ivy's Room - This room serves as the quarters of Poison Ivy, the brawn in the partnership with the man downstairs. She hardly ever gets paid anything, and she seems awful upset about it...
- More Slime... - The walls of this section of corridor are covered in acidic green slime. Being in here even for a few seconds, you can feel it beginning to eat away at your clothes and skin. You exclaim in pain and hurry onwards.
- North - Ok. So you decided to head up here anyway. Well you proceed for several hundred meters along a totally featureless passageway, with neither door nor monster to relieve the tedium. Presently, you detect a faint rumbling sound from the north that grows steadily louder, and you think you can see something large and solid moving down the passageway toward you. Perhpas you'd better turn back...
- Old Tunnels, New Tunnels - You may at this point head north or south along a long, narrow tunnel, or west along a short one that ends in a bend to the north. You can see a door on the east wall to the north, and one on the west wall, at a bend to the east in the southern tunnel. From this end you can hear cries for help.
- On the Bridge - This bridge spans a rather sinister-looking black river full of strange fish, and you are glad you don't need to go in there. In front of you is a large iron door, which is securely locked. Hope you have the key...
- On the Way - There is little of interest at this bend save for a chute, from which a horrid smell emanates. You CAN enter it if you so desire...
- Outside An Iron Door - Further along on the western wall there is an iron door, with an iron plate at chest height which can be slid aside to allow one to gaze within. From the north you can hear grunting and cursing, while from the south comes a sudden wave of intense heat.
- Poles - A series of poles have been laid across the passageway here, and you must step between them to continue. Gingerly you do so, avoiding touching any- a gut feeling tells you that that would be a very bad thing to do...
- Rock Grubs! - At this point, a massive rock grub has burst through the north wall, collapsing the old stone sufficiently to allow it to enter the corridor from its tunnel. Slime-covered rocks and other debris litter the corridor. You may proceed east or west, or venture into its tunnel to the north...
- Slime... - The walls of this section of corridor are covered in acidic green slime. Being in here even for a few seconds, you can feel it beginning to eat away at your clothes and skin. You exclaim in pain and hurry onwards.
- Snake Bowl - You enter the room and see a young elven thief rolling about, attempting to free herself of the crushing embrace of just about the biggest Boa anyone's ever seen. Neither of them have noticed your entry.
- The Alcove - You proceed down a short flight of steps into a rubbish-strewn cellar, and on top of the rubbish grows a large crop of mushrooms. An archway on the opposite wall allows one to proceed west into a crystal-lit tunnel.
- The Central Area - There are three doors and a southern passage leading from this room. There is also an empty snake basket in the center of this room- where is its occupant...?
- The Corridor Ends - You find the corridor ends here in a flight of steps leading down. Something large and hungry, probably rabid too, is down there. It is barking and howling, as if it has caught your scent and is anticipating the upcoming feast...
- The End is Nigh - You have reached the final chamber of the Dungeon! Congratulations. Few get this far. As you stand here looking around, you notice a locked door on the far wall. If you wait, a Trialmaster should be along to tell you what you need to do. Or you may already know... If you don't have the right items needed to finish, you will have to recall and start again.
- The End of the Corridor - At this point any further passage forward is impossible. The north wall contains a narrow chute leading down into darkness, however, which you may enter if you wish. To the west, a set of ornate double doors stand partially open, and you think that you may be able to see whats inside if you look through the crack.
- The Exit! - Fabulous! You opened all three! You emerge into bright sunlight, and a crowd of thousands, who roar with approval as you exit. The baron himself is here, congratulating you, and your prize lies here, awaiting you. Well done! You feel all warm and fuzzy, and you brush a tear from your eye as you are proclaimed the conquerer of Deathtrap Dungeon!
- The Far Side - You make it across without mishap, and can now grab the helm abd be off.
- The Final Door - Well Done! You had the Emerald and the Sapphire! Now, try the last door...
- The Final Test - Here, there is a small but securely locked door leading back into the dungeons, the key to which is held by the trialmaster. He is willing to give it to you in exchange for another item, but would much rather have a good fight over it.
- The Guard Room - You emerge into a brightly-lit, sparsely furnished guard room. There are two chairs and a table, as well as a small cupboard. The room is in surprisingly good order for Goblin quarters. Doors lead to the north and west, as well as back down.
- The Next Door - Well Done! You had the Emerald! Now, try the next door...
- The Only Way is Up? - Here, an elderly man is selling people rides in his basket, taking them up to the next level. To get the key to go up, simply give him something. He asks you not to kill him, for then you won't know the secret. Alternatively you can continue east or west.
- The Other Side - The current carries you under a wall and into another area. Up above you can see the surface, and you strike out for it.
- The Other Side - You slip through the door and find yourself in a short passage that runs north to a junction. You proceed.
- The Passage Continues - The passage continues without event, running to the north and south as far as you can see with your limited light source. There are at least two pairs of footprints in the dirt that covers the floor.
- The Passage Continues - The passage continues without event, running to the north and south as far as you can see with your limited light source. There are at least two pairs of footprints in the dirt that covers the floor. From behind a door to the east you can hear a faint humming sound, as of bees, or other insects.
- The Pit Fiend's Lair - You have stumbled into the lair of the Pit Fiend, a ten-metre green-skinned T-Rex with sharp enough teeth to crush rock and steel. It has seen you, and has decided to take out its frustration at its captivity on you.
- The Pool of Slime - You emerge from the chute in a pool of fetid slime, in which lives quite possibly the most repulsive creature you have ever seen. Unless you were extremely lucky and landed here just after someone else did it in. If you aren't lucky, you are going to have a heck of a fight on your hands!
- The Story Falls Flat - As you enter, the door slams behind you, but you do not notice- your avaricious gaze is directed solely at the huge diamond. Suddenly both the corpse and the gem disappear, and a faint click is followed by a loud rumbling. Staring upwards, you see that the ceiling is slowly but surely descending upon you. With despair, you realize that your only option is to recall and try again, or be crushed to death by one of the Baron's favorite traps.
- The Streets Outside the Dungeon - You are making your way through the crowds to the entrance of the infamous Deathtrap Dungeon, wherein you, along with several other adventurers, will quest for fame, glory and, of course, gold. Five other adventurers are gathered outside, waiting for the Baron to begin the Trial of Champions, at which point you will enter the maze, and find your way through to the finish, at which point you will be granted a fabulous reward! Four of them enter before you- then its your turn, and you stride purposefully into the dungeon, taking the first few steps of what is known as "The Walk".
- The Tunnel - The tunnel ends here at a set of stone steps leading up to a trapdoor, from behind which you can hear the voices of Goblins. Light streams through cracks in the trapdoor, and you are grateful that you will soon be in a nice brightly lit room instead of a gloomy dungeon, even though you may have to share it with aggressive humanoids.
- The Tunnel - The tunnel ends here at a set of stone steps leading up to a trapdoor, from behind which you can hear the voices of Goblins. Light streams through cracks in the trapdoor, and you are grateful that you will soon be in a nice brightly lit room instead of a gloomy dungeon, even though you may have to share it with aggressive humanoids.
- Trolls n' Stuff - You stumble right into the lair of a rather large and angry troll. It has just discovered the corpse of one of its fellows, slain by one of yours, and it is in a rage!
- Two Doors...Or is it..? - You enter a chamber with doors on the east and west walls. You can hear nothing from behind the east door, but as you go to check the west door, you suddenly see, or think you see, it *move* somehow, and you instinctively draw your weapon.
- down and see, - You peek down and see, The End With great joy, you leap across and run into the crowd, rejoicing in your triumph. Suddenly, the crowd of admirers turns into a pile of corpses, and the air around you grows thick and heavy. You gaze about in panic and see that you are locked in a small room littered with the bodies of those fooled before you. Cursing, you realize that you have been tricked by the Baron, and will have to recall and try again...