To ease the strain on your memory.

The abstraction is simply to allow the screen designer enough free reign to make the rooms interesting.

Also, I've decided that the ladder will be the new L2 Ladder I've made for beta 16, which allows four directions of movement.

Doublealso: there should be absolutely no clue as to where the big boss is, apart from the compass.

Triplealso: there are two scripted minibosses - Ice Volvagia, and the Rival (who defeats a monster called Fire Volvagia just as you enter her room). Both of the dragons are actually the extended elemental heads of an unseen Trinexx, who bursts through and swallows the Rival when you "defeat" her.

Quadruplealso: all of the "stepladder gates" should probably be water tiles.