Dungeon Cells
Items in this room:
Gold Coins: 4 | Keys: 2 | Potions: 1 | Gems: 1
Make your way past the Save Point and onto the narrow walkway. You'll soon pass by a jail cell with a Troll in it. This will be known as Cell #1. Continue down the path and you'll pass by Cell #2, which has a broken door, and then Cell #3 before reaching the corner. Step out onto the walkway between the two rows of cells. There is a row of levers along the edge that can be used to open all the cells on this floor. Behind the levers is an alcove with some Gold Coins inside of a crate.
To the right of the levers is a walkway that's broken halfway through, so we have to reach the other side by going through the cells. The first on that side is designated as Cell #4, and contains a Death Wraith. The dodecagram it's hovering over is keeping it contained within the cell as long as the door is closed. Turn your gaze back to the levers. These will be labeled as Levers #1-6 from left to right. Pull Lever #3 to open up Cell #3, which uncovers an empty dodecagram. Pull on Lever #4 to release the Death Wraith from the cell, then quickly run into Cell #3 as it begins to chase you. Back up against the cell wall, and quickly zap the wraith with ice to freeze it as soon as it enters the cell. Run back out and push Lever #3 to seal the wraith in its new home.
Pull Lever #6 to open the corresponding cell door, then head into Cell #4. The walls around Cell #5 have completely crumbled away, so you can move from #4 directly into #6. Along the far wall of Cell #6 is a large stone slab with a Lever sitting on it. Pick that up and exit the cell. Turn right and use the Lever in the nearby empty lever slot and then pull it down to open up the gate blocking the stairs. Ascend the stairs to reach the second floor, use the nearby Save Point if you wish and then make your way out to the walkway.
There is another set of six cells on this floor, in the same configuration as before. We'll label these Cells #7-12. Exploring this section of the floor shows an empty Cell #7, a Death Wraith in Cell #8, and a dodecagram trap in Cell #9. The section of floor bisecting the cell blocks has a red barrier this time, which we'll need to take care of. A pillar across from Cell #7 has a chair attached to it that stretches across the bottomless pit to the other side. Grab onto this and make your way hand-over-hand about halfway across. Look to the area between the red barriers to spot a Runic Plate on the back wall of the alcove. Shoot this, then head back to the floor near Cell #7. Now that the red barriers have been dispelled, make your way over to this floor's levers.
The alcove behind the levers has a barrel containing Gold Coins as well as a Save Point. Pull Levers #10 and #12 to open the corresponding cells. This isn't strictly necessary, but can lead to useful alternate paths later on if you wish. Pull Levers #7 and #9 to open those cells, then pull Lever #8 to release the Death Wraith. This one will move to the center of the room, but won't spot you right way. Head into Cell #9 and shoot the wraith with some fire to get its attention. As before, freeze it once it enters the cell and then run out and push the lever to trap it.
Now head into Cell #7. On the top of the stone slab to the left is a Small Key that you can grab. Approach the back wall and Grab onto the handholds jutting from the wall and make your way down through the hole in the floor. The grabable stones will lead to the left and into Cell #2, but pause before you cross over. Maintaining your grip with one hand, turn yourself around and pull out your Wand with the other. Shoot the Troll in the back until it is defeated, then put the Wand away and continue moving into Cell #2. Climb down to the floor, then pick up the Lever on the slab. Climb back up and over (and up) to get back to Cell #7.
Climb across the chain outside this cell again, but this time move all the way to the other side of the pit. Use the Lever in the empty slot and pull it down to raise the gate blocking access to the third floor. Climb the stairs, and keep moving until you reach a collapsed portion of the floor. Sitting atop the rubble at the edge is the Large Key that you'll need to escape this room. Once you have the key, head back down to the second floor.
Move across the chain again. The back wall of Cell #8 features another climbable wall (along with a barrel containing Gold Coins) that will lead up to the third floor. Up here, the levers are blocked by a blue barrier. The Runic Plate that dispels them is once again in the alcove behind the levers, and that can again be seen by shimmying out onto the chain spanning the chasm. However, there's a Death Wraith patrolling the open area of this floor. If it spots you while your hanging from the chain, this can quicky lead to your demise. While it is possible to complete the rest of this room while avoiding the wraith, there's a way to take it out of commission that make is much easier to finish this section.
Head all the way back down to the first floor. While we're here, open up Cell #1 and retrieve the Red Potion from the chest. Now for a bit of trickiness. Open up Cell #3 and lure the Death Wraith back into Cell #4. Now head back toward the entrance to Cell #3 and gaze upward at the third floor. Zap that Death Wraith to get its attention. It'll make its way down to you, and you can thus trap it in Cell #3 as usual. Now release the wraith in Cell #4, freeze it, and then run past it and head back upstairs. Since that one only patrols the first floor, we can safely explore the rest of the dungeon.
Make your way back up to the third floor via Cell #8. Shimmy out onto the chain, shoot the Runic Panel, and then Dash past where the blue barrier was to reach Levers #13-18. Gazing through Odin Vision here will show a hidden chest near the ruined doorway of Cell #16. This can be opened for another set of Gems. What needs done here is to pull the levers to open up Cells #13 and #15.
Hard Mode
In Hard/Ironman mode, you'll no doubt have noticed an Evolved Crawler hanging out in Cell #13. This can be tricky to take out, especially since it can safely walk through blue barriers. Definitely use the nearby Save Point to your advantage in Hard mode. Freeze it if you can, but otherwise just wildly blast in its direction to take care of it before it can reach you.
Take a quick detour into Cell #15. Grab the skull of the chained up skeleton to find Yorick. This serves no purpose other than being an easter egg and unlocking an achievement. Move on to Cell #13 and pick up the final Lever from the stone slab. Now climb across the chain to reach the other side and use the Lever in the slot. Pull it down to raise the final gate and head up the small stairs. The crate at the top contains some Gold Coins, and that's the last of the items for this room. Unlock the exit door and head into the next area. As a quick note, the Quest version takes time to load the next room. If you unlock the door too quickly, it may freeze for moment, or simply freeze forever requiring you to close the game entirely. So take your time picking up the coins. This does not appear to be the case in the PCVR version.
