The Slime Pit
The Slime Pit features Warlocks, Goo Blobs, Meat Men, Golems, and several unique monsters. Most have mediocre HP and attack (the same by level as a golem or serpent) and the following abilities:
Gelatinous Thing: Retaliate: Fireball Slime Blob: Cursed (more durable than a Bandit) Muck Walker: Undead, Weakening Strike Acid Blob: poor HP, but Corrosive
The two bosses of the Slime Pit are the Tower of Goo and Super Meat Man. These bosses are the same as fought elsewhere, but are relatively difficult because of the large pools of physical and magical resources needed to defeat them.
After killing a certain number of enemies, all the Meat Men in the level begin to rot, which makes them all Poisonous and makes regen fighting them difficult. As you continue to kill monsters, the Meat Men rot further and become Corrosive as well--at this point it is probably not worth fighting any non-popcorn Meat Men. The boss, Super Meat Man, is fortunately not affected.
This dungeon can be deceptively hard, because you need very different strategies against the normal monsters and the bosses. Most of the regular monsters have below average health, and inflict special conditions in melee like Weakness, Curse and Corrosion, which makes them susceptible to characters that can deal a lot of damage. On the other hand, the bosses are very durable, but deal below average damage and have no special hazards, being easiest to beat with characters who are themselves very durable. The ideal strategy copes with both types of challenge.
Paladin: The Paladin is one of the best classes to bring down the bosses, especially if he carries a Really Big Sword. Sadly, he is also very severely impacted by the adverse conditions inflicted by the regular denizens, especially if he carries said Really Big Sword. It is therefor recommended that initially the player focus on the Meatmen primarily, and the Gelatinous Things, Golems and Goo Blobs secondarily, leaving the rest alone until they can be dealt with without any issue. The first opponent to defeat should be the Tower of Goo, after which the Really Big Sword can be converted, and the special monsters that were left alone at the start, can finally be disposed of. Generally, improving resistances and/or damage reduction favors this strategy the most. Packing Taurog for this level makes sense, as he provides damage bonus and resistances at the same time.
Monk: Plays similarly to the Paladin. Consider though that without the starting HALPMEH, Meat Men become dangerous as soon as they gain Poison strike, therefor eliminating them as quickly as possible is even more important.
Warlord: The antithesis of the Paladin for this dungeon, the Warlord finds it very easy to dispose of most normal monsters, being generally unhindered by either Curse or Corrosion. He can reliably kill monsters that are 2 or more levels higher than himself. However, the bosses - especially the Super Meat Man - can be very challenging with this class. Again, the recommendation is to target the Tower of Goo first, and use as few resources as possible to defeat it, ideally lowering/ignoring its resistances via Really Big Sword, Binlor or Glowing Guardian, and potentially also leveling up mid-fight. The Super Meat Man might still force a change in strategy, which is when reserved blackspace and additional durability (resistances, sanguine, lifesteal, potions) can come in handy. Prepping the extra alchemy stores can be useful at this point, because it can help wiping the Corrosion stacks, as well as purchase a Schadenfreude potion or a health / mana potion.
Rogue: Plays similarly to the Warlord. It might be tempting to build a heavy damage Rogue, (i.e. Orc + Taurog), however a more balanced approach is recommended (i.e. Dwarf + GG / JJ / EM). The reason for this is that a heavy damage Rogue might cleave through the regular monsters with amusing ease, however will have considerable difficulty against the bosses, especially the Super Meat Man.