This area presents a fundamental choice about whether to stop an emerging undead monstrosity in its tracks, or possibly gain it as an ally during a key battle in the future.
You'll have to fight a few Skeleton Archers, Tattered Skeletons and Armored Skeletons here.
The room itself has a scrying pool. But you can't use it until you get the three Silver Scepters from 6, 13 and 20 and use them on the pool itself. Doing so allows you one of three of the following visions of your choice:
Liia Jannath training Imoen in magic.
Caelar Argent rallying her troops.
The Hooded Man meeting with Hephernaan, who himself has a sinister agenda.
Using an Essence of Clarity from 10 and 18 allows you to select a second and then third vision until you've seen them all.
There will be a massive horde of undead to fight here. The Skeleton Archers in the room at 22 will shoot arrows at you if they can see you. But you can yourself return fire with missile weapons and spells of your own.
Several Burning Skeletons that can score bonus fire damage will stand guard here.
Here is a portal to the Elemental Plane of Fire. It will summon a couple of creatures from the Plane whenever you come to it, such as Lesser Fire Elementals and Fire Salamanders.
There will be a secret door here. It needs to be detected before it can be opened, but it is not locked.
.
This room has another massive horde of undead of various sorts, including Shadow Souls and Wights and Cold Wights and Imbued Wights, as well as numerous Bonebats.
One of the Imbued Wights leaves behind an Essence of Clarity, which can be used to gain an additional vision from the scrying pool at 4.
This trapped sarcophagus has The Uncursed Staff along with some gold and gems.
There will be a horde of undead in this room, including Skeleton Archers, Zombies, Greater Ghasts, Wights, Tattered Skeletons, Armored Skeletons and Shadows.
This door can be opened by using the lever at the throne at 19.
The room here will have some Skeleton Archers in it. They will attack you from here if they can see you in the room at 5, although you yourself can attack them from there with missile fire and spells of your own.
The room itself has four sets of Remains, and a different item can be found with each set of Remains.
The Remains on the west side of the room don't have any useful items on them.
You'll have to fight an Imbued Wight and four Drowned in Blood when you first come to this room.
There will also be four pillars in the room. Each has a symbol etched onto it. They need to be manipulated in the following order for purposes of opening the door at 28:
Snow at 26.
Cracked and Fragmenting Leaf at 24.
Sun at 27.
Leaf at 25.
Manipulating them in the wrong order will cause Mephits to appear and attack. And you'll have to do the sequence all over again if you want to open the door.
Here is the pillar of the Cracked and Fragmenting Leaf.
Here is the pillar of the Leaf.
Here is the pillar of Snow.
Here is the pillar of Sun.
This door can be opened by manipulating the nearby pillars.
There will be a horde of Drowned in Blood, along with a couple of Bonebats and a Shadowed Soul, to fight here.
Just clicking on this door and opening it will result in you witnessing another Lich help Gurn Coldhearth transform into a new Lich. Witnessing the event means you'll be able to speak to Brother Deepvein at 2 in the Dwarven Digsite about Coldhearth becoming a Lich for purposes of the Dwarves Of Dumathoin Quest. But you'll need something more than just witnessing the transformation if you want to convince Brother Deepvein.
Here is the newly transformed Lich, Gurn Coldhearth. He is the focus of the Dwarves Of Dumathoin Quest, whether you choose to ally with him or try to destroy him.
If it comes to a confrontation, he leaves behind the Ancient Key when defeated. It can be used to open the door at 32.
This door can only be opened with the Ancient Key carried by Gurn Coldhearth at 31.
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