HIGH FOREST: UNDERGROUND RUINS

2. Waters of Wisdom
3. Hall of Water
4. Fires of Knowledge
5. Hall of Fire
6. Column of Air
7. Hall of Air
8. Shower of Earth
9. Hall of Earth
Quick Access


1. Central Hall

This level is not easy to deal with when you have not done it yet! But it is simple when you understand quite a few things about it.

First pick up the note on the goblin bones on the floor. This goblin apprentice has prefered death by starvation than returning empty handed to his master. He also has writen down a very interesting observation: "Lever makes pretty light. Pathways with the same color light safe." Also search the chests: most are empty, but one contains a useful potion of protection from elements, plus a few useful items.

As soon as you pull the lever, a colored light appears above it and the corresponding colored door opens. Pulling it again gives you another color and another door. Of course, you don't need the lever to open the doors, but you need it to open a safe way through the corridors.

Let's say you pick the blue light. As soon as you get through the blue door, two colored smokes show you the colors of the corridors. If you take the green way, you'll get acid attacks every round on this way. But if you take the blue way, nothing will happen to you. Mind the mephits in the corridors, they don't care about the colors. Better make them run after you in your own corridor.

Each time you get rid of an elemental (water, fire, air, earth), its corresponding color lights a pedestal in front of the big door. When you are finished with the four of them, the door leading to an Ancient Hall opens. Don't get through unprepared!

And don't forget to have a good look at the magical pool. You may have the (only) two token you can get (one through one of the elements pools and one from killing the four elementals). With the two tokens you can press the four-symbols-button, which will give you a robe of Elemental Resistance; with only one token you can press any of the single-symbol-button, which will give you a Brazier of Fire, a Bowl of Commanding Water Elemental, a Stone of Commanding Earth Elemental or a Censer of Air, depending which button you pressed.


2. Waters of Wisdom

If you have not done so with another element fountain, you can cast a minor spell on it to retrieve a token which you'll be able to use on the magical pool. Else you'll just loose your spell, whichever it is.


3. Hall of Water

As soon as you enter the room, a water elemental is summonned. If you don't have at least a +1 weapon, getting rid of it will be hard work!
Another way to defeat it is to run through the back door and let it chase you through the lethal corridors. If you run fast enough so it can't reach you, you'll be teleported with your henchman back to the Central Hall as soon as it is dead (if your PC is not dead as well by the time).


4. Fires of Knowledge

If you have not done so with another element fountain, you can cast a minor spell on it to retrieve a token which you'll be able to use on the magical pool. Else you'll just loose your spell, whichever it is.


5. Hall of Fire

As soon as you enter the room, a fire elemental is summonned. If you don't have at least a +1 weapon, getting rid of it will be hard work!
Another way to defeat it is to run through the back door and let it chase you through the lethal corridors. If you run fast enough so it can't reach you, you'll be teleported with your henchman back to the Central Hall as soon as it is dead (if your PC is not dead as well by the time).


6. Column of Air

If you have not done so with another element fountain, you can cast a minor spell on it to retrieve a token which you'll be able to use on the magical pool. Else you'll just loose your spell, whichever it is.


7. Hall of Air

As soon as you enter the room, an air elemental is summonned. If you don't have at least a +1 weapon, getting rid of it will be hard work!
Another way to defeat it is to run through the back door and let it chase you through the lethal corridors. If you run fast enough so it can't reach you, you'll be teleported with your henchman back to the Central Hall as soon as it is dead (if your PC is not dead as well by the time).


8. Shower of Earth

If you have not done so with another element fountain, you can cast a minor spell on it to retrieve a token which you'll be able to use on the magical pool. Else you'll just loose your spell, whichever it is.


9. Hall of Earth

As soon as you enter the room, an earth elemental is summonned. If you don't have at least a +1 weapon, getting rid of it will be hard work!
Another way to defeat it is to run through the back door and let it chase you through the lethal corridors. If you run fast enough so it can't reach you, you'll be teleported with your henchman back to the Central Hall as soon as it is dead (if your PC is not dead as well by the time).

 

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