
1 - Zone in - A Chromatic Demon will iniate a conversation with you. What you find out, is that the surrounding rooms are the past domains of four wizards: Fire, Air, Slime, Ice. Contained in each of their rooms are scepters that you will need to reach the next level. They also free the Demon. There are two portals in this room, one is to the next level that you must open, the second is a quick exit to outside. This is handy for restocking and selling loot. There are also four doors to the surrounding labs. I started at a) which I believe is the suggested route (It may also be the only choice as some/all of the doors are locked) 2 - Fire Library - You will be faced with two Fire Giants, try and fight them one at a time in the doorway as they do very heavy melee damage. After liberating the room, be sure to check for traps. All the wizards have guarded their rooms with nasty traps. There are several lootable areas in this room, use tab to highlight them as one is a rather small niche on top of a pillar and extremely hard to spot. Your rewards is various coins & gems as well as several types of ranged ammo. You should also find a note that discusses the venerability of Ice to Fire. In between 2 & 3 there is an Imp, being polite to him you will find out a bit of history on this level and he tells you about the fan located in area 3. 3 - Air Spawn - This is where the Air Wizard kept his pets. Keep your party back and run someone with haste or speed boots in, to activate the fan. The activation switch is in the center of the room, click it and you will spawn some Air elementals and Greater Air elementals. Use your puller to draw them back to your party and this is an easy fight. Otherwise you have to deal with lighting shots generated by the fan. (You may be able to click the fan again, turning it to its highest setting to stop these bursts) After clearing the room, click the fan again to increase its power. 4 - Air Library - Golem galore (Ice, Sand, Iron). Although they look intimidating, my party had no trouble dispatching them. Once again, be on the lookout for traps. The clue hidden here is that slime is venerable to lightening. You will also find more ranged ammo. and cash. 5 - Slime Spawn - This room generates slimes, they're easy to dispatch and are more of an annoyance as you battle the giant serpent. The room is filled with a noxious cloud so try and fight in the hall between 4 & 5. The serpent has a mean poison, so be sure to have some antidote. (There is some located earlier in the level, I believe in the Fire Library, which I forgot to write down) Killing the serpent you receive the Slime scepter and then check the center area for loot. Do not hang around long unless you wish to spend your time fighting endless slimes. The door between 5 & 6 is locked to return to the middle area via b). 6 - Slime Library - Enter through the door at c) which you should have a key too. I believe this room is guarded by some poison wraiths so be ready with the antidote again. The clue to take from this room is that Acid & Poison are effective against Air. As always is the case in the libraries, check for traps and you will find ranged ammo. Hold your party back towards the middle room and use a runner (speed boots). Run up and open the door to 5 (you should have the key from room 6 now) quickly run down and open the door to 7. If you have the fan on its highest setting, the poison cloud from 5 blows into the Ice room at 7 and makes these enemies easier to fight. 7 - Wraiths & an Ice Golem are awaiting you. Fight in the hall between 6 & 7 and you will notice that they are reluctant to leave the room. This makes it easy to fight them a few at a time. Also, if you charge into the room, the extreme cold slows your party, making the fight all the harder. Be sure to pickup the Ice scepter. A Horn is also dropped, which is used for a forged item later. 8 - Ice Library - Vampire Wraiths and a Wandering Horror, YUCK! I moved my party to the middle via c) and opened the door at d) with a runner. If you do it right, you can fight one at a time and localize the level drain to one person. Of course the room is trapped so be detecting when looting. Be sure and grab the second Horn from this room. This note tells to use Ice against Fire. The biggie is that it talks of drawing the fire elementals from 9 down to 7 to weaken the Fire Giant in the room. Before you do this, run up and close the door between 5 & 6 to trap the gas back there. 9 - Time to put your runner to work again. Open the door from 8 & 9. While dodging the Fire Giant (who won't travel much past the door to his room) pull the fire elementals down to area 7, where they will freeze in the cold and die. You have to do this four times, then you can fight the Fire Giant. Try and fight him in the hallway since the room is filled with burning heat. He will drop the last scepter that you need, as well as the Helm of the Rock. A nice helmet that can later be upgraded with the two horns! 10 - The only thing left is to open the door to the next level, which means you release the Chromatic Demon. Not surprisingly he attacks you. Remember -
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