diff --git a/game/modules/tome/class/GameState.lua b/game/modules/tome/class/GameState.lua
index dd4330e34da0ab457169f6d5f80214c2e21a3d8f..2f90581b30e8d7332f44b29c80301e4729ac8be8 100644
--- a/game/modules/tome/class/GameState.lua
+++ b/game/modules/tome/class/GameState.lua
@@ -2468,10 +2468,9 @@ function _M:allowOnlineEvent()
 end
 
 function _M:infiniteDungeonChallenge(zone, lev, data, id_layout_name, id_grids_name)
-game.log("#ORCHID# infiniteDungeonChallenge called (%s, %s)", id_layout_name, id_grids_name)
 	self.id_challenge = self.id_challenge or {count=0, level_entering_id=game:getPlayer(true).level, quests={}, rewarded={}}
-	-- challenges become more rare with depth (lev 3+ between 20% and 70% chance, 65%@3, 45%@30, 35%@75)
---	if lev < 3 or rng.percent(30 + 50*lev/(lev + 30)) then return end -- !debugging 
+	-- challenges become more rare with depth (lev 3+ :: between 20% and 70% chance, 65%@3, 45%@30, 35%@75)
+	if lev < 3 or rng.percent(30 + 50*lev/(lev + 30)) then return end
 	self.id_challenge.count = self.id_challenge.count + 1
 
 	local challenges = {
@@ -2487,8 +2486,7 @@ game.log("#ORCHID# infiniteDungeonChallenge called (%s, %s)", id_layout_name, id
 		if c.min_lev and lev < c.min_lev then table.remove(challenges, i) end
 	end
 
---	local challenge = rng.rarityTable(challenges) -- !debugging
-	local challenge = rng.table(challenges) -- debugging
+	local challenge = rng.rarityTable(challenges)
 	data.id_challenge = challenge.id
 	data.id_layout_name = id_layout_name
 	data.id_grids_name = id_grids_name
@@ -2658,12 +2656,7 @@ function _M:infiniteDungeonChallengeReward(quest, who)
 	}
 	self:triggerHook{"InfiniteDungeon:getRewards", rewards=rewards}
 
-for i, rew in ipairs(rewards) do -- debugging
-	game.log("#GREY#ID Challenge Reward %d: %s[%s], rarity:%2.1f", i, rew.name, rew.id, rew.rarity)
-end -- debugging
-
---	local reward = rng.rarityTable(rewards) -- !debugging
-	local reward = rng.table(rewards) -- debugging
+	local reward = rng.rarityTable(rewards)
 	reward.name = reward.give(who) or reward.name
 	self.id_challenge.rewarded[reward.id] = (self.id_challenge.rewarded[reward.id] or 0) + 1
 	quest.popup_text[engine.Quest.DONE] = "#OLIVE_DRAB#Reward: "..reward.name
diff --git a/game/modules/tome/data/zones/infinite-dungeon/grids.lua b/game/modules/tome/data/zones/infinite-dungeon/grids.lua
index 4a13bce258376921cca5268ba92b7c2b03dfa93c..1d58f21a31214f90afac7c3e5771e78f79983c74 100644
--- a/game/modules/tome/data/zones/infinite-dungeon/grids.lua
+++ b/game/modules/tome/data/zones/infinite-dungeon/grids.lua
@@ -142,7 +142,6 @@ newEntity{
 	define_as = "LAVA_ROCK",
 	type = "wall", subtype = "lava",
 	name = "huge loose rock", image = "terrain/lava_floor.png", add_mos = {{image="terrain/maze_rock.png"}},
---	display = '+', color=colors.GREY, back_color={r=44,g=95,b=43},
 	display = '+', color=colors.GREY, back_color=colors.DARK_GREY,
 	shader = "lava",
 	notice = true,
diff --git a/game/modules/tome/data/zones/infinite-dungeon/zone.lua b/game/modules/tome/data/zones/infinite-dungeon/zone.lua
index f553f03c7625a3d7fe895384c5b549f4b010b350..70ae36a98a1ff058ba7284caef95f06b427f3279 100644
--- a/game/modules/tome/data/zones/infinite-dungeon/zone.lua
+++ b/game/modules/tome/data/zones/infinite-dungeon/zone.lua
@@ -99,7 +99,6 @@ return {
 		},
 	},
 	alter_level_data = function(zone, lev, data)
---print("Infinite Dungeon: alter_level_data", lev, "data:", data) table.print_shallow(data)
 		
 		-- Randomize the size of the dungeon, increasing it slightly as the game progresses.
 		local size = 60 + math.floor(30*lev/(lev + 50)) -- from 60 to 90, 70 @ level 25, 75 @ level 50
@@ -208,25 +207,20 @@ return {
 		-- select layout and grids for the level from those set previously (default 1)
 		local layoutN = ((zone.layoutN or 1) - 1)%#layouts + 1
 		local vgridN = ((zone.vgridN or 1) - 1)%#vgrids + 1
-		
---vgridN = 12 -- debugging
---layoutN = 6 -- debugging
-
 		layout = layouts[layoutN]
 		vgrid = vgrids[vgridN]
-		print("[Infinite Dungeon] using zone layout #", layoutN, layout.id_layout_name) table.print(layout)
-		print("[Infinite Dungeon] using variable grid set #", vgridN, vgrid.id_grids_name) table.print(vgrid)
+		print("[Infinite Dungeon] using zone layout #", layoutN, layout.id_layout_name) table.print(layout, "\t")
+		print("[Infinite Dungeon] using variable grid set #", vgridN, vgrid.id_grids_name) table.print(vgrid, "\t")
 		
 		data.generator.map = layout
 		
 		-- set up exit properties (to be finished post_process)
 		data.alternate_exit = {}
-		for i = 1, 10 do -- debugging
---		for i = 1, 2 do -- !debugging
+		for i = 1, 2 do
 			layoutN = rng.normal(layoutN + 1, 2)%#layouts + 1  --statistically rotate through all sets
 			vgridN = rng.normal(vgridN + 1, 2)%#vgrids + 1
-game.log("#LIGHT_BLUE# selected alternate down variables[%s]: %s, %s", i, layouts[layoutN].id_layout_name, vgrids[vgridN].id_grids_name) -- debugging
 			data.alternate_exit[i] = {layoutN=layoutN, layout=layouts[layoutN], vgridN=vgridN, grids=vgrids[vgridN]}
+--			print("[Infinite Dungeon] Exit", i, "layout:", layoutN, layouts[layoutN].id_layout_name, "grids:",vgridN, vgrids[vgridN].id_grids_name)
 		end
 
 		-- adjust map size for certain layouts
@@ -258,7 +252,6 @@ game.log("#LIGHT_BLUE# selected alternate down variables[%s]: %s, %s", i, layout
 		-- Scale enemy count according to map or with map area
 		local enemy_count = layout.enemy_count or math.ceil(vx * vy *34/4900) -- avg: 25 @ 60x60, 34 @ 70x70, 57 @ 90x90
 		data.generator.actor.nb_npc = {enemy_count-5, enemy_count+5}
-game.log("#LIGHT_BLUE#Setting up variable map (%s, %s) (%dw, %dh, %s rooms, %s enemies) data:%s", data.generator.map.id_layout_name, data.generator.map.id_grids_name, vx, vy, layout.nb_rooms, enemy_count, data) -- debugging
 		print(("[Infinite Dungeon] alter_level_data: (%dw, %dh) %s rooms, %d enemies, layout:%s, grids:%s"):format(vx, vy, layout.nb_rooms, enemy_count, data.generator.map.id_layout_name, data.generator.map.id_grids_name))
 		game.state:infiniteDungeonChallenge(zone, lev, data, data.generator.map.id_layout_name, vgrid.id_grids_name)
 	end,
@@ -304,19 +297,17 @@ game.log("#LIGHT_BLUE#Setting up variable map (%s, %s) (%dw, %dh, %s rooms, %s e
 						if data.guard and (not data.guard_test or data.guard_test(level)) then
 							local m = zone:makeEntity(level, "actor", rng.table(data.guard), nil, true)
 							if m then
-game.log("#LIGHT_BLUE# Adding stair guard to alternate exit [%d] at (%d, %d)", i, x, y)
 								zone:addEntity(level, m, "actor", x, y)
-								print("[Infinite Dungeon] placed additional stair guard", m.name, "at", x, y)
+								print("[Infinite Dungeon] placed (additional) stair guard", m.name, "at", x, y)
 							end
 						end
 					end
 				end
 				
 				if x and y and ex and ex.change_level then -- update the exit tile
-game.log("#LIGHT_BLUE# Adding Alternate exit[%d] [%s, %s] at {%d, %d)", i, ae.layout.id_layout_name, ae.grids.id_grids_name, x, y) table.print(ae) -- debugging
 					ex = ex:clone()
 					ex.show_tooltip = true
-					ex.desc = (ex.desc or "")..("\nAppears to lead to:\n%s%s"):format(ae.grids.desc or "indistinct", ae.layout.desc or "continuation of the Infinite Dungeon")
+					ex.desc = (ex.desc or "")..("\nEncroaching terrain:\n%s%s"):format(ae.grids.desc or "indistinct", ae.layout.desc or "continuation of the Infinite Dungeon")
 					-- make sure the exit is clearly marked (in case the nice tiler hides it)
 					if ex.add_displays then -- migrate graphics up, but below actor and nice tiler 3d z levels
 						for i, d in ipairs(ex.add_displays) do
@@ -325,9 +316,6 @@ game.log("#LIGHT_BLUE# Adding Alternate exit[%d] [%s, %s] at {%d, %d)", i, ae.la
 					else ex.add_displays = {}
 					end
 					ex.add_displays[#ex.add_displays+1] = marker -- add extra marker just in case
-					
-ex.desc = (ex.desc or "")..("\n[Alternate Exit[%d] (%s[%s], %s[%s])]"):format(i, ae.grids.id_grids_name, ae.vgridN, ae.layout.id_layout_name, ae.layoutN) -- debugging
-
 					ex.layoutN, ex.vgridN = ae.layoutN, ae.vgridN
 					ex.change_level_check = function(self, player)
 						game.zone.layoutN = self.layoutN
@@ -335,6 +323,7 @@ ex.desc = (ex.desc or "")..("\n[Alternate Exit[%d] (%s[%s], %s[%s])]"):format(i,
 					end
 					zone:addEntity(level, ex, "terrain", x, y)
 					level.spots[#level.spots+1] = {x=x, y=y, check_connectivity="exit"}
+					print("[Infinite Dungeon] Added/updated Exit#", i, x, y, "layout:", ex.layoutN, ae.layout.id_layout_name, "grids:",ex.vgridN, ae.grids.id_grids_name)
 				end
 			end
 		end
@@ -364,7 +353,6 @@ ex.desc = (ex.desc or "")..("\n[Alternate Exit[%d] (%s[%s], %s[%s])]"):format(i,
 			end end
 			local closed = 100*block_count/(level.map.w*level.map.h) local open = 100-closed
 			print(("[Infinite Dungeon] Open space calculation: (%s, %s, %dw x %dh) space -- (open:%2.1f%%, closed:%2.1f%%)"):format(level.data.id_layout_name, level.data.id_grids_name, level.map.w, level.map.h, open, closed))
-game.log("#ORCHID# Level (%s, %s) grid count: %d blocking (open:%2.1f%%, closed:%2.1f%%)", level.data.id_layout_name, level.data.id_grids_name, block_count, open, closed) -- debugging
 		end
 	end,
 }