Level 4 - Dungeon
Dungeon Entrance
Move forward toward the door at the far end of the room. It's locked, but turning right will reveal an open doorway we can walk through. Do so.
Back Hall
Move forward. The hallway ends in a rubble-filled doorway that we cannot go through. There's a branch of this passage to the right, so turn that way and step forward to battle a pair of Skeletons!
General Strategy: One of the patches made these guys easier to defeat. After Patch 1 when they were reachable, the front skeleton shielded the back skeleton from the full damage of multi-target attacks. This is only sometimes the case now, making them a bit less annoying, but also takes some of the strategy out of it.
How to Defeat:
- Round 1: The skeletons will attack, follow this up by casting Firestorm to his both of them for 25HP.
- Round 2: They'll attack again, hit the front skeleton with a Fireball. At this point, they should both be at or under 25HP.
- Round 3: One more attack from them, and on your turn cast Fury of the Storm.
- Round 4: They'll have one last attack in them. Hit them with another Firestorm to drain their health to 0. Follow this up with Blizzard to freeze their fallen bones. Without this last step, they'll hop back up the next round.
After defeating the bony fiends, travel down the passageway that they were guarding to reach the Dining Hall.
Dining Hall
The door to the right is locked, so we can safely ignore that for now. Open the door to the left and enter the very dark room.
Dining Room
It is extremely dark in here. There's some light coming through a hole in the wall to the left, but it doesn't illuminate anything very well. From the door we just came through, walk straight ahead. Eventureally, you should see a square-ish highligthed opbject. After examining it, use Lightning Strike to power it up and activate the lights. Now that we can see what we're doing, head over to the nearby time crystal and use your Time Orb on it to travel into the future.
Dining Room (Future)
The open fireplace in the wall is still caved in, but now we have a new hallway someone built in the intervening years. Walk down the hallway far enough to spot a door on the left. Open then and move through.
Scullery (Future)
Open up the trap door in the floor and move into the Tunnel.
Tunnel (Future)
Move forward, and when you reach the end of the tunnel turn to the left. You should be able to spot some light shining in near the top of the screen. Head toward the light to emerge into the Entrance.
Dungeon Entrance (Future)
This room has certainly seen better days. Find the time crystal and use the Time Orb on it to travel into the past.
Dungeon Entrance (Past)
Make your way over to the entrance to the Back Hall and enter it.
Back Hall (Past)
Move straight ahead past the intersection. The part of the Hall which is collapsed in the present is now a doorway with a stick perched horizontally across it. Remove that stick, as this will somehow prevent the doorway from collapsing later. Move through this doorway into the Scullery.
Scullery (Past)
You can open up the trapdoor if you want, but no one's dug the Tunnel yet so it won't lead anywhere. The open fireplace, however, has not yet collapsed so you can walk through that into the Dining Room.
Dining Room (Past)
It's time to use your Time Orb on the time crystal to return to the Present.
Dining Room (Present)
Head through the Dining Hall and into the Back Tunnel.
Back Tunnel (Present)
Head forward to the T intersection, then turn to the right. As promised, moving that stick increased the structural integrity of the doorway. Head through into the Scullery.
Scullery (Present)
Open up the trapdoor again if needed and head down into the Tunnel.
Tunnel (Present)
Move forward, but this time turn to the right when you reach the far wall. Follow this path up some stairs.
Cell Block
This Tunnel exits into a jail cell. This one is dug into the floor, so whoever dug it did not need a poster of Rita Hayworth. To our advantage, the cell door is open, so let's exit into the main room. Across the hall is a locked door that will, sadly, stay locked. Turn to the right and walk forward. The next door you'll come across is unlocked and if you open it you'll spot a fun looking enemy. We're not going to fight it yet, but if you step inside Raven will recall the tale of The Bridge to Eternal Life story, which gives us a hint for the next enemy we'll actually face. Not strictly necessary since we're following this guide, but a good hint if you need it.
From this door, turn around. Move forward around the group of cells, then turn to the right when you get a chance. With the jail cells on your right, move forward until you reach the last one. Inside on the floor of this cell will be a small Key. Pick this up and back out of the cell. Make your way all the way back to the Dining Room.
Dining Room
There is a locked door in here beside the "light switch" that we can use our new Key on. Do so to unlock it, and then open the door and move into the next room.
Dormitory
There are three doors in here. The ones to the left and right lead to rooms with nothing useful in them, so enter the one straight ahead.
Quarters B
To the right is a collapsed bookshelf. Sitting just in front of the debris is a Stone Disk. Return to the Cell Block.
Cell Block
Once more make your way around to the other side of the group of cells. In this half of the room, there will be a railing that fences off an overlook to the lower floor. Of one of the short sides of the rectangular rail is a small group of jail cells. Move in front of those and face them. There should be three cells in your field of view. The one on the left is locked, and the center one has nothing of interest inside of it. The cell on the right, however, has an open door at the other side of it. Move through this cell, then turn left and walk toward the far cell on the left. Look on the floor of this cell to find some Chains to pick up. Once you have your new item, head back to the railing.
All the way across the hall, there will be a small trough with a wooden lever beside it. Pull the lever to get some water flowing. With your back to the lever, there is a locked door to the right. Head to this door and use the Stone Disk in the iron ring to unlock the door. Open it up and head inside.
Jail Stairs
Head down the spiral stairs and then enter the large room at the bottom.
The Pit
Look to the right to spot a sinister figure. Walk toward it to initiate a fight with the Warden.
General Strategy: He'll keep casting Malice, which has the added benefit of draining his health every round. The skeleton helpers bolster his attack, so you can take them out or just mitigate the damage done to you long enough to win.
How to Defeat:
- Round 1: The skeleton helpers will boost attack power, cast Stone Shield to give yourself some extra coverage.
- Round 2: The attack that comes here will be much less devistatiog if you have a shield in play. Cast Sunburst to keep your health up.
- Round 3: Another basic attack, respond with a Blinding Light to give yourself a round with no damage.
- Round 4: You'll be attacked once again but it should miss you due to the blindness inflicted the previous round, cast Firestorm to damage the Warden as well as his little buddies.
- Round 5: This next attack will hurt more than usual, since the shield will have worn off by now. Cast Blizzard to finish off the small skeletons.
- Round 6: You should be able to survive this attack if you've been following along, and the Warden will have brought himself down to 1HP. Cast whatever spell you want to finish him off.
After his defeat, walk forward to where he was standing to find that he dropped his Antlers. Pick them up, then turn around. The wall straight ahead has a doorway on the right-hand side of it. Head through this and walk down the stairs.
Sewer
To your left when you enter is a large stone skull water spout. Use the Chains on the large metal lever to the left of the skull. This will, assuming you pull the lever on the upper floor, release a stream of water from the skull's mouth. Hop down onto the partially flooded floor and cross the room, around the barrier created by the creature in the hanging cage, and pull the lever on the wall to lower the chandelier. Ignoring all sense of personal safety, stand in the middle of the water and use Lightning Strike on the water. This sends electricity running through the chain and kills whatever's in the cage. Now that the barrier is gone, we can head to the door on the other side.
It looks like you can't get there, but Raven will deftly mount the debris and hop over the wall remains. Open up the door on the other side to find we're blocked by a sphere of light. Which we can't get past...time to find the Djinn again. Head back up to the Cell Block.
Cell Block
Make your way across the large room to find the door we opened earlier. Remember the one with the fun enemy that we stopped in just far enough to get a story? Yeah, head into that room.
Torture Rooms
Head forward to face the dreaded Winged Skull.
General Strategy: This little menace gets two attacks per round, making him quite the force to be reckoned with. He'll also dodge all of your attacks. The goal is to find a way to redirect his attacks and distract him.
How to Defeat:
- Round 1: He'll attack twice, when you get a chance summon an Iron Golem.
- Round 2: The attacks will be directed at the Golem, which does buy you some time. But it's doing too much damage for the Golem to stick around for too long. Cast Ignite on the Golem to set it on fire.
- Round 3: The skull once more attacks the Golem. The Golem's defense has increased dramatically now that it has come aflame. We get the bonus of having the fire distract the Winged Skull, allowing us to land an attack. Smack it in the face with a Fireball.
- Round 4: It will once more attack the Golem, so now is a great time to cast Ignite on the skull.
- Round 5: The Golem will once more be attacked. Hit the skull with whatever spell you want, and Burning should finish it off if your spell doesn't.
After felling the winged beast, move through the nearby portal.
Elemental Tower Relic Room
Head out and take the East Stairs down to the Djinn Prison.
Djinn Prison
Chat with our old friend the Djinn. He'll ask you a new riddle, as well as slip a Small Twisted Key into your inventory. Head back up the stairs and through the portal to return to Cell Block.
Cell Block
Make your way back to the railing. We need to be facing that block of three cells we were at earlier. The left cell can be unlocked with the Small Twisted Key. Do so and wander inside, then steal the Black Eye from the skeleton's head. Head all the way back to the Djinn.
Djinn Prison
Give the Black Eye to the Djinn to learn the Malice spell. Return to the Sewer.
Sewer
Walk through the hole in the wall and through the door once more. Cast Malice on the ball of light to unblock your path. Move forward to escape the dungeon.
Congratulations on completing Level 4!