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Eclipse is a level in LEGO Megaverse: Ultimate, and an adaptation of the forum play-by-post "Eclipse". Unlike other levels, it is more open-world, its premise based upon exploration of the labrynthine corridors of the Tower of the Moon and the elements of risk inherent in trespassing on a mad-with-greed Alabaster Dresden's territory.

  • Locked doors require a bashing, good requires Padlock character, superior locks require a puzzle solved, magic requires magic user
  • Secret doors blend into the walls on the other side.
  • Stairs up: Triangular, Stairs down: Square
  • Camera rotates like in a Hub
  • Unless otherwise stated, the area is lit by candelabras on the wall. They are destructible.
  • Characters have 8 HP each, hits do 1 HP DMG
  • Orcs have 1 HP, Captains have 2, Generals have 4, Alabaster has 8
  • Combat is handled by a pair of contesting d% rolls.
  • Minikits: 12

Stage 1: The First Floor

TotMS11F

A map of the Tower of the Moon's first floor

On the first floor, you must find the stairs up.

Entry

  • Enter into corridor. Stone bricks, lit by Hollywood torches
  • Orcs from the Romani Battalion deploy via a chute in the roof at C(2 Platoons), they must be fought
  • There’s a dart trap at Z like in LEGO Raiders

Southern Spiral

  • Pit trap at A, activated when a character is right over the pit (Small pressure pad controlling a latch for the hinges in the centre). Acrobatics characters can recover from the entire pit, but non acrobatics characters can only recover from the edges. Only Acrobatics characters can climb out.
  • Rockfall Hazard at X (Roll D%, 20 or below is a hit)

Eastern Spiral

  • There’s a group of 5 crickets at R. Catch them all to receive a Minikit.
  • There’s a pit trap at M. It works like a normal pit trap, except the characters caught die.
  • There’s an idol made of Demonic LEGO at U. Smash it to receive a Minikit.

Northern Corridors

  • There’s a tripchain at N. The characters fall over and must untangle themselves before continuing.
  • 2 Romani Platoons deploy at C and must be fought.
  • Another camo pit trap at A.
  • A Silver chandelier hangs from the ceiling. Smash it to gain a Minikit.

Western Cluster

Room 1-1 (Brig)

  • The room is lined with cells. They can easily be smashed open.
  • A giant spider inhabits the room (Shelob, but without needing a rider: 16 hearts).
  • The north door opens into the room. Pushing the door first causes a very audible click, then, if the door is released, a pit trap opens beneath anyone standing in front of the door.

Room 1-2

  • Gargoyles adorn the north wall.
  • Upon entering the room, the characters must fight a platoon of Swordsorcs.
  • Two more deploy through a chute in the roof once the lingering platoon is down
  • Once all the enemies are destroyed, flamethrowers in the gargoyle heads activate. Any character that doesn’t have Magic Shield or is situated on the north-south middle line of the room takes 4 damage.
  • The key to the north door is wreathed in a ring of flames that must be extinguished to pass through.
  • A Magic user is required to open the west door.
  • Opening the south door activates a dart trap down the North-South middle line of the room.
  • Opening the east door activates a tripchain.

Room 1-3 (Hall of Heroes)

  • A group of gargoyle carvings line the west wall. Once the entire party is in the room, the door seals and the gargoyles breathe fire over the whole room. Magical Shield characters survive, but all others take 4 damage. Three sarcophagi are on this wall. The one on the south end is a secret door. The key for the door is inside the chest (destructible). Once the door is unlocked, a pendulum comes down from the ceiling and deals 2 damage to any non-Acrobatics character along the west edge of the room.
  • The rest of the walls have sarcophagi (4/wall). Around half of them have spikes like in LEGO Raiders (Roll d%, <50 is a spike trap). Stationary characters survive, but characters running past take 4 damage. The lids are destructible.
  • The chest in the northwest corner contains the key to the west door, and is destructible, so that the bricks can be used to make an access point to the NE secret door, which, once discovered, is a small character access point.
  • The tapestry of a water god in the south is destructible. The door is unlocked.
  • The door in the south requires a Padlock character to open.

Room 1-4 (Dungeon Library & Archives - Destructible bookshelves line the room & the corridor loop beyond.)

  • There’s a bottomless pit in the centre of the room, spanned by a rickety wooden platform with a key on it. If a Flying or Acrobatics character is put on the platform to retrieve it, the platform and the key fall into the bottomless pit below, but a Grappling character can reach the key without destroying the platform.
  • The door on the north end pulls out into the room. If it is pushed, then a pit trap opens beneath it when it is released, heralded by an audible “click” once the door is pushed far enough.
  • The southeast entry requires a good bashing to open.
  • The mid-east entry requires a Padlock character or the key from the platform to open.

Room 1-5 (Dungeon Library & Archives - Destructible bookshelves line the room & the corridor loop beyond.)

  • There is a platoon of Swordsorcs that must be fought (1 Captain, 7 Soldiers)
  • The north entry can only be unlocked by a Magic user.
  • The west entry requires a Padlock character to open.
  • The south entry triggers a dart trap like the one from LEGO Raiders. It works only once.

Room 1-6 (Armoury)

  • The north entry requires a good bashing to open.
  • The west entry requires a magic user to open. Once it’s open, spikes shoot up from the floor underneath the door, dealing 1 damage to anyone standing in front of the door.
  • The east entry is hidden behind a hydra statue, and requires two Grapple characters to open, though it is undisguised from the other side.
  • The key to the south entry is located on the south side of the corridor loop, at S.
  • The corridor loop contains destructible weapon racks and a Minikit, as well as destructible masonry pieces at S.
  • The pit at V requires a Flying character to cross.

Room 1-7 (Sanctum Sanctorum)

  • The bookshelves here are interspersed with weapons, equipment, and for some strange reason, a magma-forge.
  • Once the party enters the corridor leading up to the north entrance, they have to run from the LEGO Raiders boulder
  • The bookshelf in the northwest rotates open when hit, as does the bookshelf in the southeast
  • A Magic user is required to open the southwest door. In the corridor beyond is a Minikit.

Stage 2: The Second Floor

TotMS12F

A map of the Tower of the Moon's second floor.

Southern Cluster

  • At W, there is a brown splattermark next to a skeleton and a Ghost Swarm.
  • At V, there is a Magic Portal space that leads to the corridor directly north, passing a Minikit on the way.
  • At S, there is a set of blade traps like in LEGO Last Crusade, going from the south to the north.
  • At R, a magical fire burns from a pit in the hallway, which can only be quelled by a Magic user.

Eastern Spiral

  • No traps…

Northern Cluster

  • At A, knocking sounds can be heard. Then flames sprout across the hallway. Water Spray is required to pass.
  • At C, falling down the pit here drops the party into the Hall of Heroes, with the trap activated.
  • At I, there is a dart trap like in LEGO Raiders.
  • At M, there is a tripchain.

Western Corridors

  • At E, a chasm slices the corridor in two. Only Flying or Acrobatics characters can pass.

2-1

  • The north entry is rigged with a net trap.
  • The east entry is hidden behind a destructible tapestry of the Battle of Hogwarts. If the tapestry lever is pulled, a portcullis slides down in front of the door. If the tapestry is destroyed instead, nothing happens.
  • The south entry is locked from this end.
  • The room has a handful of destructible crates, but is otherwise empty.

2-2

  • The north entry is locked and requires a Magic user to open.
  • The east entry is hidden behind a destructible throne and Alabaster’s gigantic bestiary tapestry
  • Mini Boss: Tank, supported by a platoon of Rifleorcs. The tank’s weak spot is its Gold tracks. Once its tracks are destroyed, the tanks can be climbed onto and destroyed by a Silver Lego user.

2-3

  • Once the party enters the room, a trap activates and a bunch of burning hands emerge from the walls Wallmaster-style for 5 rounds. They can simply be avoided, though Magic Shields can dispel them and Flight characters can fly over them. They deal 2 damage.
  • The east entry is concealed behind a bookshelf. The book controlling the latch is the only one that will not get burned by the trap.
  • The north entry is concealed behind a statue of a dragon. It opens once the trap plays out.
  • The south entry is locked, but can be bashed open.

2-4

  • The west entry must be bashed open.
  • The mid-south entry requires a Magic user to open.
  • The southeast entry requires a key to open.
  • The key is retrieved by using Latin Translation, Prophecy, or Intellect on some runes on the wall (“Lightning comes before thunder”). Once it is read, an Electricity switch is revealed via sliding panel. Power the switch to reveal the key via a rotating door and a lever.

2-5

  • Three platoons of orcs must be fought here: Two of swordsorcs, one of rifleorcs.
  • The north-northwest entry is protected by a door-sized pit trap. It must be broken open, but attempting to use melee attacks will trigger the trap.
  • The northeast entry is hidden behind a block of Glass Lego.
  • The west-northwest entry is unlocked, but activates a pit trap if pushed.
  • The west entry is hidden behind a bestiary in tapestry form, but it is not hidden from this side!
  • The south entry triggers a LEGO Raiders-style dart trap when it is opened.

2-6

  • Destructible cages are scattered throughout the room.
  • The west door is hidden within a mosaic of the Olympian pantheon.
  • The southwest entry requires a Padlock character to unlock.
  • The south-southwest entry requires a key (found in one of the cages)
  • The mid-south entry sets off a tripchain when it’s opened

2-7

  • The west entry requires a Relic Detector character to reveal.
  • The north entry sets off a LEGO Raiders style dart trap when it is opened.

2-8

  • The mid-east entry sets off a net trap when it is opened.
  • The east-southeast entry requires a Padlock character to open.
  • The southwest entry is hidden behind a bookshelf lined with fantasy novels. The latch is controlled by “The Incomplete History of Secret Organizations”.
  • The south-southeast entry opens a pit trap when it is pushed.

2-9 (Mythos Sanctum)

  • The door is concealed within a mosaic mapping out Yggdrasil.
  • The room’s walls are plastered with maps and bookshelves, and a transmutation circle resembling tRNA is drawn in chalk on the floor

2-10

  • The north entry requires a Relic Detection character to find
  • The east & west entries require a Padlock character.

2-11

  • The north entry requires an Acrobatics character to reach, but can just be bashed open.
  • The west entry sets off a LEGO Raiders dart trap when it’s opened.
  • The south entry sets off a tripchain.
  • A platoon of swordsorcs must be fought here.

2-12

  • The door is concealed from the outside by a statue. Smash it to reveal the door.
  • Inside is a hex grid displaying a model of a Civ V game, complete with rivers running along a small channel in the floor. A Minikit is also located here.

2-13

  • The northwest entry is hidden behind a tapestry demonizing Icarus Rourke. It just bashes open.
  • The north entry just bashes open.
  • The west entry is hidden behind a destructible pile of skulls.
  • A replica of the Asgard ceiling mural decorates the ceiling. A platoon of Swordsorcs must be fought here.

2-14

  • The northwest entry is hidden behind a throne on a dais.
  • The north entry requires a Padlock character to open.
  • The west entry requires a Magic user to open.
  • The east entry requires a Padlock character to open.

2-15

  • The north entry is hidden behind a statue of Medusa, and opened by using two Grapple characters to uncover her eyes
  • The west entry triggers a Burning Wallmaster trap.
  • The room is lit entirely by candles scattered across the floor.

2-16

  • The northwest entry is hidden behind a destructible tapestry recounting Hercules’ twelve labours.
  • The northeast entry is opened by bashing it.
  • A destructible tapestry of the ancient Greek pantheon adorns the east wall.

2-17

  • The northwest entry requires a Padlock character to open.
  • The southwest entry is unlocked, but sets off a tripchain.
  • A platoon of rifleorcs must be fought here.

2-18

  • The north entry is sealed by a portcullis (which must be blown up before the door opens).
  • The north-northeast entry requires a Padlock character to open.
  • The northwest entry is unlocked, but opening the door sets off a Raiders spike trap.
  • The southwest entry is unlocked, but opening it sets off a net trap.
  • The northeast entry must be bashed open.
  • The east-southeast entry requires a Magic user to open.
  • The south entry requires a key to open.
  • A torn tapestry hangs from the north wall, and part of the west wall has collapsed into destructible fragments littering that side of the room.
  • Mini-Boss: Tank, this time with no minions. It drops the key for the south entry.

2-19

  • The north entry requires a Magic user to open.
  • The southwest entry requires a Magic user to unlock. If the door is pushed, a pit trap will open.
  • The southeast entry is hidden behind a destructible tapestry of the Battle of Hogwarts.

2-20

  • The west door requires a Magic user to open.
  • The east entry is unlocked.
  • The tiles on the floor are black and white, like the 5 pips on a die. Stepping on the black tiles activates a spear trap like in Raiders.

2-21

  • The northwest entry requires a Relic Detector character to find.
  • The northeast entry requires a Padlock character to open.
  • The south entry requires a Magic user to open.

2-22 (Treasure Room)

  • The north entry is locked. Only a Padlock character can open it.
  • The east entry is hidden behind a bookshelf filled with ancient books, hit it to open it. Once it’s open, a tripchain sets off.
  • There is a pit trap in the centre of the room. It does not kill, but instead it reveals the treasure.

2-23

  • The north entry requires a Relic Detector character to find and a Padlock character to open.
  • A Minikit can be found using a Tracker character.

2-24

  • The west entry emerges into an iron maiden.
  • There is a Raiders dart trap here, with a destructible chest on the other side containing a Minikit.

2-25

  • The east entry requires a Padlock character to open.
  • A Chi Energy Source is in the northwest corner.

2-26

  • The north entry is hidden behind a warrior statue, and opened by using a Grapple character on his sword.
  • The west entry unleashes a giant pendulum on whoever opens it. (2 damage)
  • The east entry activates a Raiders-style dart trap.
  • A platoon of Swordsorcs must be fought here.

2-27 (Alabaster’s Throne Room)

  • The north entry is concealed behind a bookshelf (but it is visible from this side).
  • The south entry is locked, but just requires a good bashing.
  • There is a well on the west end of the room, and Alabaster’s throne is in the east.

2-28

  • The east entry is just bashed open.
  • The south entry is just bashed open.
  • On the floor is a map of the Mandala. There is a Minikit here as well.
  • A platoon of Swordsorcs must be fought here.

2-29

  • The south door is protected by a pit trap.
  • A destructible treasure chest on the other side of a dart trap contains a bunch of jewels and a Minikit.

2-30

  • The south entry opens into an iron maiden.
  • On the east side of the room is a small platform, reached by a ladder. On top of the platform is a Minikit.
  • A platoon of rifleorcs must be fought here.

2-31

  • The west entry requires a Padlock character to open.
  • The northeast entry requires a Padlock character to open.
  • The east entry is concealed within an iron maiden.

2-32

  • The east entry is unlocked. When it opens, a Burning Hand trap activates.
  • The southeast entry requires a Magic user to open.
  • The southwest entry requires a Magic user to open.
  • The ceiling is decorated with a mural of the Battle of Hogwarts.

2-33

  • The north entry is accessed via a ramp up the west and south walls. It’s rigged with a Burning Hands trap.
  • The east entry is protected with a Raiders spear trap.
  • The ceiling is covered in transmutation circles.

2-34

  • The south entry requires a Magic user to open.
  • The north entry requires a key to open. There is a clanking sound moving around the room. Use a Relic Detector character on it to reveal the key.
  • The northeast entry requires a key to open. It’s hidden inside the destructible statue.
  • A platoon of swordsorcs must be fought here.

2-35

  • The east entry requires a Padlock character to open. It’s concealed behind a tapestry of a Celtic knot.
  • The south entry is located within a demon’s mouth, Temple of Doom style.
  • The northwest corner of the room holds a map of the Mandala. Destructible masonry pieces are scattered around the room.

2-36

  • The west entry requires a Magic user to open.
  • The south entry requires a Padlock character to open.
  • There is a hole in the east wall leading to the corridor beyond. The north and west walls map out the Labyrinth.

Source Material

Alabaster smiled devilishly as his took his seat atop the Tower of the Moon's throne. The greatest treasure mound in the world was his, all his, and nobody could stop him! He would have to safeguard the loot against other adventurers, though, which would be a bit of a hassle considering the Mandala...

"The Tower of the Moon is ready for its challengers," Alabaster said. "Lower the drawbridge. Open the gates. Let the games... begin!"

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