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Terror Zones

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Reign of the Warlock
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Act 3 Map Tells

In the Act 3 jungles the game hands out the quest cave, the waypoint and an empty decoy to the clearings at random. But the clearings are not identical: often you can tell the right one from the first screen after the gap, so you can turn around before wasting a full clear.

Everything here comes from the game's own map files and map generator, not from in-game testing. The screenshots are HD renders in the in-game camera, a bit brighter than the real game.

Right room or dead end?

Every picture is taken from the spot where you stand when the tell first shows up. Flip between the variants with the buttons: a solid ring is the thing to look for, a dashed ring means that spot stays empty. Colours: green = the one you want, red = decoy, blue = waypoint clearing.

Spider Forest

Every Spider Forest has 2 or 3 clearings: the Spider Cavern (Khalim's Eye), the waypoint with the Arachnid Lair, and with 3 clearings an empty decoy. Which clearing gets which is random, but the map pieces are not identical.

Webby W (gap on the top-left)

  • Enter: top-left gap
  • On screen: right away
  • Graphics: HD only

Step through the gap and look just right of the first stone arch. A web-wrapped corpse on the ground means decoy, turn around. Empty ground there means Spider Cavern.

Spider Forest Webby W clearing with the Spider Cavern: empty ground right of the first stone archNothing here = Spider Cavern
Nothing here = Spider CavernExplore this clearing in 3D

Webby EW (from the top-left gap)

  • Enter: top-left gap
  • On screen: right away
  • Graphics: HD + legacy

Check the entrance torch. A second cocoon one tile from it means decoy. No cocoon there means Spider Cavern. A cocoon can spawn already broken (1 game in 14), but it is still there.

Spider Forest Webby EW clearing with the Spider Cavern: no cocoon next to the entrance torchNo cocoon = Spider Cavern
No cocoon = Spider CavernExplore this clearing in 3D

Webby E (gap on the bottom-right)

  • Enter: bottom-right gap
  • On screen: after ~5 tiles
  • Graphics: HD only

Walk in about 5 tiles and look left. A web-wrapped corpse with spider egg clusters means decoy.

Spider Forest Webby E clearing with the Spider Cavern: nothing left of the pathNothing here = Spider Cavern
Nothing here = Spider CavernExplore this clearing in 3D

Any clearing, deep in: the cave mouth

  • Enter: any gap
  • On screen: 15-25 tiles in
  • Graphics: HD + legacy

Nothing at the gap? This one never fails: only the Spider Cavern clearing has two lit braziers next to the cave mouth. The decoy has a pile of logs and webs in that spot.

Spider Cavern entrance in a Spider Forest clearing, with a lit brazier on each side of the cave mouthTwo lit braziers = Spider Cavern
Two lit braziers = Spider CavernExplore this clearing in 3D

No early tell: No early tell in Webby S, N, NW, NS and SW (from its top-left gap): cave and decoy look the same until the cave mouth, so use the brazier check. Webby EW (from the bottom-right), SW, SE and NE also differ in the tiny decoration at the foot of the entrance torch, but it is hard to read at speed.

Great Marsh

Great Marsh has no quest cave. One clearing has the waypoint, the others are dead ends with a chest, so this only matters if you want the waypoint.

Boggy E (gap on the bottom-right)

  • Enter: bottom-right gap
  • On screen: right away
  • Graphics: HD only

Look at the bridge over the water at the top of the screen. A fallen tree trunk means waypoint. A wooden log bridge means decoy.

Great Marsh Boggy E waypoint clearing: a fallen tree trunk bridges the waterFallen tree trunk = waypoint
Fallen tree trunk = waypointExplore this clearing in 3D

Boggy SE (from the bottom-right gap)

  • Enter: bottom-right gap
  • On screen: right away
  • Graphics: HD + legacy

A lit torch right at the gap (and a second one further in) means waypoint. No torch there means decoy.

Great Marsh Boggy SE waypoint clearing: a lit torch right at the entranceLit torch at the gap = waypoint
Lit torch at the gap = waypointExplore this clearing in 3D

No early tell: Boggy W, EW, S, SW, N, NW, NE and NS: no early tell, only the plants differ. The waypoint itself shows up 10-20 tiles in.

Flayer Jungle

Same deal as Spider Forest: one clearing has the Flayer Dungeon (Khalim's Brain and the Gidbinn altar), one has the waypoint with the Swampy Pit, and with 3 clearings there is an empty decoy.

Pygmy W (gap on the top-left)

  • Enter: top-left gap
  • On screen: right away
  • Graphics: HD + legacy

Water right after the gap? A pond 2-3 tiles in means dead end (decoy or waypoint clearing). Dry ground with a low ruined wall and pink plants means Flayer Dungeon.

Flayer Jungle Pygmy W clearing with the Flayer Dungeon: dry ground after the gapNo pond = Flayer Dungeon
No pond = Flayer DungeonExplore this clearing in 3D

Pygmy N (gap on the top-right)

  • Enter: top-right gap
  • On screen: after ~5 tiles
  • Graphics: HD + legacy

Walk in a few steps. A big lily-pad pond on the left means dead end. Dry ground and a straw flayer hut straight ahead means Flayer Dungeon.

Flayer Jungle Pygmy N clearing with the Flayer Dungeon: no pond, a straw flayer hut aheadNo pond = Flayer Dungeon
No pond = Flayer DungeonExplore this clearing in 3D

Pygmy SW (from the top-left gap)

  • Enter: top-left gap
  • On screen: after ~5 tiles
  • Graphics: HD + legacy

The Gidbinn altar on screen means Flayer Dungeon. A waypoint on screen means waypoint clearing. Neither means decoy.

Flayer Jungle Pygmy SW clearing with the Flayer Dungeon: the Gidbinn altar on screenGidbinn altar = Flayer Dungeon
Gidbinn altar = Flayer DungeonExplore this clearing in 3D

Pygmy EW (from the top-left gap)

  • Enter: top-left gap
  • On screen: right away
  • Graphics: HD + legacy

A lit torch right at the entrance means Flayer Dungeon. No torch means decoy. River water with a wooden walkway means waypoint clearing.

Flayer Jungle Pygmy EW clearing with the Flayer Dungeon: a lit torch at the entranceLit torch = Flayer Dungeon
Lit torch = Flayer DungeonExplore this clearing in 3D

Pygmy NS (from the top-right gap)

  • Enter: top-right gap
  • On screen: after ~6 tiles
  • Graphics: HD + legacy

Look down-left. Ruined stone arches with a small pond means dead end. Dense trees that just keep going means Flayer Dungeon.

Flayer Jungle Pygmy NS clearing with the Flayer Dungeon: dense trees down-leftTrees keep going = Flayer Dungeon
Trees keep going = Flayer DungeonExplore this clearing in 3D

Pygmy NS and SW (from the bottom-left gap)

  • Enter: bottom-left gap
  • On screen: right away
  • Graphics: HD only

A corpse with a blood stain on the path about 6 tiles in means dead end. No corpse means Flayer Dungeon. Pygmy SW has the same tell from its bottom-left gap.

Flayer Jungle Pygmy NS clearing with the Flayer Dungeon: no corpse on the pathNo corpse = Flayer Dungeon
No corpse = Flayer DungeonExplore this clearing in 3D

Pygmy SE (from the bottom-left gap)

  • Enter: bottom-left gap
  • On screen: after ~5 tiles
  • Graphics: HD only

Look up-right. A flayer camp (bloody corpses, a low wall with planks) means Flayer Dungeon. A dead tree stump and a broken arch means decoy.

Flayer Jungle Pygmy SE clearing with the Flayer Dungeon: a flayer camp with bloody corpsesFlayer camp = Flayer Dungeon
Flayer camp = Flayer DungeonExplore this clearing in 3D

Pygmy SE (from the bottom-right gap)

  • Enter: bottom-right gap
  • On screen: after ~6 tiles
  • Graphics: HD only

A small pond with planks up-left means Flayer Dungeon. Ruined walls and no planked pond means dead end.

Flayer Jungle Pygmy SE clearing with the Flayer Dungeon: a small pond with planksPlanked pond = Flayer Dungeon
Planked pond = Flayer DungeonExplore this clearing in 3D

Pygmy E (gap on the bottom-right)

  • Enter: bottom-right gap
  • On screen: after ~7 tiles
  • Graphics: HD only

A pond with a plank walkway and fresh blood up-left means Flayer Dungeon. A broken stone wall with no blood means dead end.

Flayer Jungle Pygmy E clearing with the Flayer Dungeon: a pond with a plank walkway and fresh bloodPond + walkway + blood = Flayer Dungeon
Pond + walkway + blood = Flayer DungeonExplore this clearing in 3D

No early tell: Pygmy NW, NE, S and EW (from the bottom-right gap): no early tell. Once you are inside, the Gidbinn altar settles it.

Spider Forest tells you the Flayer Jungle clearings

Count the clearings along the strip, starting at the docks end. In Flayer Jungle the decoy sits one slot further from the docks than it did in Spider Forest (from the last slot it wraps around to the first), and the cave and the waypoint keep their order. Pick the order you saw in Spider Forest:

Spider Forest (tap one)Flayer Jungle, most oftenHow oftenFlayer Dungeon clearing
DungeonDecoyWaypoint83%1st (83%), else 2nd
WaypointDecoyDungeon85%3rd (100%)
DungeonWaypointDecoy84%1st (100%)
DecoyDungeonWaypoint81%2nd (81%), else 1st
WaypointDungeonDecoy84%2nd (84%), else 3rd
DecoyWaypointDungeon83%3rd (83%), else 2nd

Overall this names the Flayer Dungeon clearing right 85% of the time (a blind guess gets 36%). If Flayer Jungle has only 2 clearings it is a sure thing: cave and waypoint in Spider Forest's order.

Cheat sheet (route order)

The quick list for the whole run. Directions are on your screen (up = top of the monitor). A quarter turn goes clockwise on screen: up-right, down-right, down-left, up-left. A dead end is a room with a single opening on the automap.

WhereLook atIt tells youHow sure
Act 1
Blood Moorthe edge you came in byCold Plains is at the far end of the strip. Came in on the top-right edge: go left.100%
Cold Plainswhere you arriveThe waypoint is right by the entrance.97%
Cold Plainsyour entry edgeStony Field is never on it. Best first guess: the edge to your right.100% / 50%
Cold Plainsthe edge the Stony Field exit is onBlack Marsh: the Tamoe exit edge. Lower Kurast: the Bazaar corner. Frigid Highlands and Frozen Tundra: which way the exit is.100%
Cold Plainsyour entry edgeDark Wood: which edge the Black Marsh exit is on.82% (100% after a bottom entry)
Cold Plains (+ Dark Wood)your entry edge (+ Dark Wood's Black Marsh exit edge)Act 4 Outer Steppes: which edge the Plains of Despair exit is on.82% (88%)
Stony Fieldthe open ground on your first screenCairn Stones and the passage are in the half in front of you. Follow the open ground to the Stones.100% / 92%
Underground Passage 1your arrival room's doorDark Wood exit is left or right, rarely straight. Its door faces the opposite way to yours; take the farthest dead end like that.87% / 99%
Dark Woodthe passage exitInifuss Tree and the Black Marsh exit are in the lower half of the screen; Black Marsh never on the passage exit's edge.89% / 75%
Black Marshyour entry edgeTamoe exit never on the bottom-left edge or your entry edge. Came in on the top-right edge: Tamoe is top-left.100%
Tamoe Highland-Monastery Gate is always on the top-right edge.100%
Jail 1your arrival room's doorWaypoint door = a quarter turn from yours, stairs door = a half turn. Stairs = the farthest dead end like that.100% / 94%
Jail 2 / Jail 3your arrival room's doorJail 2 stairs: a half turn. Jail 3 Inner Cloister: a quarter turn. Both the farthest dead end like that.100% / 89-91%
Catacombs 2the waypoint room's doorStairs door = a quarter turn counter-clockwise from it; farthest dead end like that.100% / 88%
Catacombs 1 / 3dead ends on the automapNo door rule, but the stairs are the farthest dead end of their door type.93% / 84%
Act 2
Rocky Wasteyour entry edgeDry Hills is never on it. Follow the open ground (2 screens).100% / 87%
Dry Hillsyour entry cornerFar Oasis is never in it. Halls of the Dead: follow the open ground.100% / 85%
Halls of the Dead 1-3the closed side of the T-shaped entrance roomNext level and the cube chest are never to your right. Stairs door = closed side, a quarter turn counter-clockwise.100%
Far Oasisyour entry cornerLost City is never in it. Maggot Lair: follow the open ground.100% / 83%
Maggot Lair 1-2your arrival room's doorNext level rarely to your left. Stairs door = a quarter turn counter-clockwise.92% / 100%
Maggot Lair 3-The staff chest is up-right.90%
Lost City-Valley of Snakes exit is never in the bottom corner.100%
Valley of Snakes-Claw Viper Temple is straight ahead, about 2 screens.100%
Claw Viper Temple 1-2the closed side of the T-shaped entrance roomTemple 1: the way down is never to your right. Temple 2: the altar is fixed, down-left.98% / 100%
Palace Cellar 1 / 3-Four-room loop. Cellar 1: waypoint in the bottom room. Cellar 3: Arcane portal in the top room.fixed map
Canyon of the Magi-Seven tomb doors along the upper edges. The real tomb is random: use the quest-log symbol.fixed map
Arcane SanctuaryanythingNothing predicts the Summoner's arm.pure luck
Act 3
Spider Forest-Cave, waypoint and the next jungle are all between up-right and right of the docks.100%
Spider Forest clearingsthe first screen after the gapRight clearing or decoy: see the tells above.fixed per clearing
Spider Forestthe order of its clearingsFlayer Jungle: which clearing has the Flayer Dungeon.85% (100% with 2 clearings)
Spider Cavernthe entrance roomTake the bottom-left exit: Khalim's Eye is always in the bottom room.fixed map
Great Marsh-Flayer Jungle is up-right. Boggy E / SE clearings: waypoint tells above.100%
Flayer Jungle-Lower Kurast is up-right. Flayer Dungeon is in the upper half; follow the open ground.100% / 76% / 80-90%
Flayer Jungle clearingsthe first screen after the gapPonds, altar, torch or corpse: see the tells above.fixed per clearing
Flayer Dungeon 1-2your arrival room's doorStairs door = a quarter turn, and it is the only dead end facing that way.100%
Lower Kurastthe Act 1 Cold Plains exit edgeBazaar exit at the top or the right corner. 50/50 on its own; Act 1 tells you which.50/50 (100% with Act 1)
Kurast Bazaaryour entry cornerUpper Kurast is in the opposite corner.100%
Upper Kurast-Causeway is in the middle of the top-right edge.100%
Causeway / Travincal-Travincal up-right; Durance entrance up-right, about 7 screens.fixed map
Durance of Hate 1your arrival room's doorLevel 2 is never to your right. Stairs door = a quarter turn.98% / 100%
Durance of Hate 2arrival or waypoint doorFrom the entrance: straight. From the waypoint: never right. Waypoint door = a quarter turn, stairs = a half turn.83% / 96.5% / 100%
Durance of Hate 3-Mephisto is to the left, about 6 screens.fixed map
Act 4
Outer Steppesthe Act 1 Cold Plains entry edgePlains of Despair never on the top-left (Fortress) edge, top-right half the time. Act 1 narrows it down.100% / 50% / 82%
Plains of Despairyour entry edgeCity of the Damned is never on it. Izual: follow the open ground.100% / 84%
City of the Damned-Waypoint within 1 screen of the River stairs; the stairs follow the open ground.100% / 87%
River of Flame-Chaos Sanctuary is up-right. Hellforge is never in the down-left half.100% / 99%
Chaos Sanctuarythe shape of each armWhich seal pops the boss.fixed map
Act 5
Bloody Foothills-Frigid Highlands is straight left along the strip.100%
Frigid Highlandsthe Act 1 Cold Plains exit edgeWaypoint at the entrance. Arreat Plateau up-left or up-right: 50/50 on its own, Act 1 tells you which.100% with Act 1
Arreat Plateauthe Act 4 Plains exit edge (+ Cold Plains entry edge)Crystalline Passage up-left or up-right.76% (94%)
Crystalline Passagearrival or waypoint doorFrom the waypoint: Glacial Trail never left. From the entrance: rarely right. Exit door = a quarter turn from yours.98.5% / 82% / 100%
Glacial Trailarrival or waypoint doorFrom the waypoint: Frozen Tundra straight. From the entrance: rarely right. Exit door = a quarter turn.79% / 86% / 100%
Frozen Tundrathe way the open ground runsAncients' Way is at that end.100%
Ancients' Wayarrival or waypoint doorFrom the waypoint: Summit straight or right. From the entrance: rarely right. Summit door = a quarter turn.97% / 82.5% / 100%
Worldstone Keep 1 / 3dead ends on the automapNo direction rule; the stairs are the farthest dead end of their door type.94%
Worldstone Keep 2the waypoint room's doorLevel 3 straight or right, never left. Stairs door = a quarter turn counter-clockwise.94% / 100%
Anywhere
Any maze or junglethe room just before a dead endNothing: its look is random, real stairs and decoys get the same mix.tested

Want everything else? You can read the full AI report (yes, AI slop). It may contain errors or things that were already known.