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Mausoleum Dungeon
Long section
Long section of all levels under the Glavica (DUN-D1)
TypeDungeon (instance)
LocationUnder the Octagon and the harbour floor
LevelsL0–L5
DepthAbout 58.6 m of descent
LengthCritical path about 409 m; 15–25 minutes with side rooms
AffiliationThe dead of every era; the source
Planstara_luka_mausoleum.md
StatusPlanned (RESULT PASS 0)

Mausoleum Dungeon

The Mausoleum Dungeon is the instance beneath the Octagon. Its rule is simple: going down is going back in time. Each level is older than the one above, cut by different hands in the same pale limestone, and each tells its story through its architecture: tool marks, masonry, and what was built over what.

This page is a summary. It avoids boss details beyond what the plans state.

The levels

Level Built by Floor Y (current) What it is
L0 late Romans; medieval reuse 17.0 (crypt 12.0) the threshold: the rotunda and a triple switchback down through the podium crypt
L1 the patrician family, about 1340–1600 +1.8 the family crypt: vaulted galleries, loculi, coffins on trestles, the hall of the effigy
L2 late-Roman fossores (gravediggers), 3rd–5th c. −5.2 catacombs and ossuary: painted cubicula, a bone hall, the fossors' hall
L3 nature; a Roman cistern −20.4 a karst cave with a daylight shaft, a Roman cistern, and the first standing held water
L4 the Delmatae, Iron Age −31.6 → −41.6 the Illyrian sanctum: cyclopean walls, stelae, the court of the held sea
L5 nature −41.6 a vast collapse chamber: the boss arena

The upper levels lie under the dry crown; from L2 down, the dungeon runs under the harbour and the cove floor, always with solid rock above.

Level by level (summary)

  • L0, the mausoleum. Roman dressed blocks, cut through by rougher medieval steps: the family took the tomb over; it wasn't built for them. The first grave-robbers' lantern waits on the back landing, where the world ends and the instance begins.
  • L1, the family crypt. The founder's line died out in a plague year; a cadet chamber was walled up in a hurry. Risen house servants still keep the family's lamps lit. A grate in the floor shows lamplit bones below: the first glimpse of L2. A locked well room shows the shortcut long before it can be used.
  • L2, the catacombs. Galleries of loculi, painted chambers (boats and nets for a fishing family, a vine for a wine merchant), and an underground cemetery hall. Digging south, the fossors broke into a natural shaft and walled it off. Salt bloom on the seaward walls and one cold sheen line in the rock tell why the level is still dry: the sea is being held back. Mini-boss: the fossor (working name), the head gravedigger with a pick.
  • L3, the cave and the cistern. A collapse chamber lit by a column of daylight from the doline above, flowstone, a brackish pool that rises and falls with the tide, and a Roman cistern built into the cave. Three grave-robbers from the town got this far last night; their camp's embers are still warm. Optional mini-boss: the aquarius (working name) in the salt hall. The way on is a sunken stair down through the pool, where the sea stands back as two walls of water.
  • L4, the Illyrian sanctum. Cyclopean walls of huge polygonal blocks, a hall of stelae, and the court of the held sea, where a 22 m mouth opens onto a drowned cave with the sea standing as a vertical face. The Illyrian walls prove the sea was held back before the sanctum was built: the Delmatae found the source; they didn't make it. A 60 m way of torch-lit stelae descends to the antechamber.
  • L5, the collapse chamber. A huge natural chamber with drowned stalagmites, four cover columns, and on a cut Illyrian dais the source, before a wall of standing sea. The boss waits there. See The lich king.

The dead of each era

Every level's enemies belong to its era: the family's servants and cadets in L1, the fossors in L2, the robbers' companions and Roman dead in L3, Illyrian warriors in L4. See The dead of the Glavica.

Treasures (optional rooms)

The first owner's gilt crossbow brooch (L0) · the family's silver cup and strongroom keyring (L1) · a gold-glass medallion and the steward's silver casket (L2) · the family silver the robbers carried off, and a pot of late-Roman coins (L3) · a Greco-Illyrian bronze helmet (L4) · the founder's hoard of Venetian ducats and Illyrian silver (L5).

The shortcut

The founder's hoist, a medieval shaft with an iron cage on a windlass, rises from the boss chamber to the L1 well room. It opens only from below, after the boss falls. The way out leads back through the crypt and the rotunda into the cemetery at dusk, with the town's lights across the water.

Light

Only what people brought, and daylight: the family's lamps (which the dead keep lit), the grave-robbers' lanterns marking the path through L0–L2, the robbers' embers, the Illyrian dead's torches and fire bowls, one daylight shaft. The one cold light is used only at the source and the held water. No glowing runes, no crystals.

Level plans

L0 L1 L2
L3 L4 L5

Flow diagram: flow_diagram.png

Unconfirmed

  • Who the boss is, and what the source is: Unconfirmed — awaiting the director.
  • Whether the held water creeps in after the boss falls (offered as an option; the default is that it stays put and the source dims).

See also


Sources: docs/towns/island1/stara_luka_mausoleum.md (§000 current numbers, §1–§7, §10); docs/plan/level_02_fishing_town_plan.md §4–§5, §9; docs/decisions.md (10:45, 17:35, 18:05) Last updated: 2026-09-29 (WIKI-1)

Categories: Locations · Dungeons · Enemy zones