These stairs lead back up to the Great Hall at #28.
There will be a very large force of Battery Defenders and Battery Shield Walls here, along with a Battery Siren. Be warned that the Battery Siren is capable of using the Cipher's Silent Scream power.
There will be a few Battery Sirens and several Wraiths here. They will leave behind Spirit Residues when killed.
These corpses will have a random weapon, usually of Exceptional or Fine quality, and a random scroll as well.
There will be a very large force of Battery Defenders and Battery Shield Walls here, led by a pair of Battery Priests.
The party will find a random weapon, a random high-tier gem (e.g. Diamond), and the Sigil of the Helm here.
You will have to fight a few Bitter Spirits here. They leave behind Spirit Residues when killed.
You will have to fight a few Frost Oozes and some Ice Beetles here. The Oozes leave behind Ooze Plasmas when killed, while the Beetles leave behind Beetle Shells.
There will be a mining cart here, which you can use through a scripted interaction. The optimum result is to look around while you're travelling in the cart, have a character who can make an Athletics check of 5 or Dexterity check of 16 use the lever along the way, and wind up at #21.
You may have noticed that there will be several non-hostile Dwarven spirits scattered throughout the Mines. They will go hostile if you take the Workshop Key at #19. There will be a very large group of them here waiting for you as Shades and Wraiths if you take the Key. They will leave behind Spirit Residues when killed.
There will also be two skeletons here. One of them will have a random weapon of Exceptional or Fine quality, plus a random potion. The other will have Erazmur's Letter.
The cart here will have a Prybar and a few other random items.
There will be a skeleton here. Using your Watcher abilities on it will reveal that it was once a Dwarven miner who had a heart attack after an attack on the Mines. You can then search the skeleton to take the Workshop Key.
Doing so will cause any previously non-hostile Dwarven spirits to go hostile and attack here. There will be a very large group here consisting of Shades, Wraiths, and a couple of Battery Sirens. They leave behind Spirit Residues when killed.
This chest will have a random scroll and some coins.
You will have some Ice Beetles and Bitter Spirits here. The Ice Beetles will leave behind Beetle Shells, while the Bitter Spirits will leave behind Spirit Residues when killed.
There is a mining cart here with a hidden cache that can only be discovered while in scouting mode. The cache itself will have a couple of Diamonds and 8 Durgan Iron Ingots.
This crate will have Camping Supplies.
This skeleton will have random gems that can be looted.
This door can be open either with the Rune-Engraved Copper Key or a sufficiently high Mechanics skill.
This altar will have a soulbound weapon called Nightshround.
Taking the mace will cause a lot of traps to appear throughout the room unless sigils found at #8, #12 and #23 are placed in their proper receptacles at #33, #34 and #35.
Taking the mace will also cause several Dwarven spirits to attack you at #34, no matter what you do after taking the mace.
Several Fragments of Pargrunen, including a Wizard and a Priest, and led by the Fragment of Exandru, will attack you here if you took the Nightshround from the altar at #30. Offensive damaging spells should suffice if you can catch enough of the enemies with them.
You need the Stone Dial to open this door. The process of opening the door itself involves a scripted interaction. The clues for the scripted interaction are on the runes that surround the door on either side and can be clicked on so as to be read. The clues are:
"To seek the White Forge in the north"
"Reached Old Valia in the west"
"A cold wind from the south"
"And bore our parents east"
The sequence is revealed by piecing the clues together into a complete sentence: "A cold wind from the south reached Old Valia in the west and bore our parents each to seek the White Forge in the north." The proper sequence for the scripted interaction is therefore:
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"*KNOW THIS: There is nothing on ALL the PLANES that can STAY the hand of JUSTICE when it is brought against them. It may unmake ARMIES. It may sunder the thrones of GODS. When your cause is JUSTICE, JUSTICE will lend you its STRENGTH.*" -Vhailor, Planescape: Torment