Witchaven II: Blood Vengeance/Level 13: Mausoleum of Madness

This level looks like an incomprehensible mess from the overhead map, but if you have a good head for landmarks, it's not as baffling as it seems. From the start, head upwards, take the dark passage when there's a fork, and keep going up, finding a two-handed sword along the way, until you get to a watery green cavern containing an ankh. For reference, you can jump up and grab the black key from the small ledge here, but it is optional (and due to a map bug, useless, it seems). From here, follow the watery passage a little further to drop down into the big well.

Immediately through the lowest (and only reachable, without flying) passage out of this well is a wood-and-rock stable-like area. As you enter, immediately turn right and follow the sharp turn into a passage to an area made of a different sort of tan rock. The glass key is on a platform in this area, so jump up and grab it.

Go back to the stable-like area and find an office with a diamond ring on the desk, and a locked door in back that requires the glass key. Through the locked door is a sleeping area where you'll find the pentagram as well as a few coins.

Now that you have the pentagram, go back to the passage where you got the glass key, but this time follow it to its end into a dark grey cavern. The exit pad is right there, and once again you can complete the map while skipping many of the side areas.

Tips and secrets:
 * The way to go back up to higher levels after you've dropped down the well is a spiral stairway lined with black rock walls.
 * From the top of said stairs, go down the hallway, turn right and then head straight until you find an open room with a weapon enchantment shrine.
 * Between the stairs and the aforementioned enchantment shrine can be found another area with a mysterious unopenable door. This is meant to be the black key door, with a hoard of gold on the other side, but due to a map bug, there is no way to get in (the door tag was given to an overlapping sector instead of the correct one.)
 * If you fly up in the well, you can find a high opening into a black rock cavern with reflective water on the floor, where red ogres dwell (seemingly their only appearance in WH2). In this area you can find some stairs that lead up to what looks like a teleport pad, but it does nothing, and this time there's no evidence of attempted tagging. There do not seem to be any treasures in these caves either. A very mysterious area.

Notes:
 * Another overlap-heavy map. Because of this and other similar characteristics, I strongly suspect that the same designer made both this level and level 12.