there might be others who don't understand some of the
subtleties of Monster Generators.
========================================Here is a savegame and the original dungeon of Amber's Imprisoned Again. (08,11,26) (08,11,18 ) (09,07,23) and one or more of the following flying eye generators(04,21,23) (04,19,21) (04,19,25). All of these locations are completely impassable, the monsters you kill at them the more there are.
My reply:
OK....here is my analysis of the generator at 08(11,26).
It has a delay of about 100 seconds. Therefore it cannot
be activated more than once every 100 seconds.
It is activated by the party stepping on the pad
at 08(03,03) or 08(26,09) or 08(23,27). So every time
you step on one of those pads (assuming 100 seconds
has elapsed since the previous time you stepped on
one of them), a new activation of the generator will
be queued.
If something is already on the pad.....like a monster
previously generated...then the game will remember the
activation and try again later. Right now I see that
you have several such activations remembered for the
generator at 08(11,26). So as soon as you kill the
monster on the generator or the monster moves off the
generator, a new monster will be generated. Several
times, in fact.
I see that **MANY** generators in the dungeon have
several activations queued up in similar fashion.
What you need to do is kill the monsters without
stepping on the pressure pads that activate the
generators.
This little puzzle is similar to the Black Flame
at the entrance to the DDD area of Chaos Strikes
Back. Since the Black Flame can never move, the
generator activations get queued up until you actually
kill the Flame without crossing the Pressure Pad
that activates the Generator.