The Guardian's Keep on the Isle of Terfin is only a small outward edge of his fortress. The rest of it extends much greater distances under the ground in dungeon halls. Raven has the know of an entrance to these subterranian passages. She informs the avatar of it in their goodbyes.
This is, as Janna put it back in the castle, the "final push." In that fashion, it is meant to entail the heaviest fights and the most complex of puzzles. Look out for plenty of wyrmguard and gargoyles as well as any switches, keys and lock devices.
Terfin Dungeons
{
level one
{
[74°6N,103°26W] arrival point
first room
{
phase spider
[west corner near rocks] pressure plate (opens south
portcullis exit)
}
first hall
{
gargoyle
west room
{
(2) winged gargoyle
(4) mace
(2) spiked club
(2) potn:purple
potn:black
armr:shield
}
east room
{
(2) gargoyle
blue button (opens west room door, so does a
recent key)
}
}
second hall
{
[west wall] brick switch (drops wall illusion revealing
doors to west hall)
west hall
{
(3) fireball tripwire traps (fire from north to
south and the wires can be jumped)
north room
{
gargoyle
(3) food:cheese
(3) drnk:wine bottle
(3) drnk:bottle of whiskey
food:bread
under barrels
{
potn:black
potn:red
potn:yellow
}
}
south room
{
gargoyle
winged gargoyle
goblin
spider
drnk:bottle of whiskey
(2) drnk:wine bottle
key:gold key (to
the doors to the third hall)
}
}
east room
{
(4) gargoyle
(2) weap:1H:broadsword
(3) weap:misl:longbow
(2) weap:2H:battleaxe
(2) ammo:arrow
[north stall near the end of the inside wall]
blue button (drops wall illusion on doors to third hall)
key:copper key (to chest
nearby)
[chest] (25) ammo:arrow
[east stall, NE wall, secret door, in chest] potn:black;
(3) potn:yellow
}
}
third hall
{
winged gargoyle
east hall
{
gargoyle
drnk:bottle of gin
room
{
coin trap (when the eyes see you,
the coins disappear and a skeleton appears)
}
}
}
squeeze room
{
after entering the door behind vanishes, the walls start
compacting the room, after a while a red button appears that resets the room and reveals
the exit; stay to the west, spikes emerge from he east wall
}
fourth hall
{
(on entering, the door to the squeeze room disappears)
thief
[high] brick switch (summons one gargoyle)
[low] brick switch (nothing)
[left] brick switch (teleports to gargoyle room teleporter)
[right] brick switch (reveals south door)
(2) potn:yellow
teleporter (to gargoyle room teleporter)
drnk:wine bottle
drnk:bottle of whiskey
gargoyle room
{
(3) bat
winged gargoyle
healing fountain
(of these three chests; if any one is opened,
its two companions vanish with their contents)
[left chest] mscl:Inferno
[mid chest] mscl:Ring of Fire
[right chest] mscl:Summon Daemon
teleporter (to fourth hall teleporter)
}
chest
{
potn:purple
potn:yellow
(18) coin
}
east hall
{
phase spider
room 1
{
gargoyle
book:encyclopedia Britannia Vol V
(6020) coin
key:copper key (chest in room 2)
room 2
{
potn:yellow
reag:pearl
(6) mimic
[sw corner on floor,
not on steps chest] key:gold key (doors south of fourth hall)
}
}
water trap
{
(on entering, the wall closes
behind you and the tunnels fill with water)
[eye level, south side, towards
east, center tunnel] valve (drops door to east valve room)
[between portculli, north tunnel]
chest
{
armr:buckler
potn:black
}
east valve room
{
large valve (drops
water level)
key:gold key (?)
}
}
}
}
fifth hall
{
(3) gargoyle
globe (using opens field over door to fire field room)
fire field room
{
[douse torch to release fire field protecting]
key:gold key (south door in torture room)
}
east passage
{
gargoyle
west hall
{
(2) gargoyle
pressure plate (releases pit trap
further down hall)
globe (using opens field over door
to fire field room)
}
room
{
gargoyle
mscl:lightning storm
(2) potn:yellow
}
}
}
torture room
{
[west] lever (portculli to north and east rooms)
[east] lever (portculli to south and west rooms)
west room
{
chest
{
potn:yellow
potn:purple
}
}
south room (entering spawns a skeleton)
{
mscl:fireball
}
}
sixth hall
{
phase spider
[west hall wall right after phase spider's room] secret
passage
{
mscl:Lightning Bolt
glass sword room
{
[south-left] pressure plate (spawns
skeleton)
[east-mid] pressure plate (spawns
skeleton)
[north-right] pressure plate
(releases field on sword
wep+:1h:glass sword
}
}
winged gargoyle
}
throne room
{
bloated demon
key:green power cube
blue button
}
seventh hall
{
[passage north from the pit of pikes leads to a room with]
lever (opens wall over pit of pikes blocking seventh hall)
}
laboratory
{
gargoyle
winged gargoyle
(2) potn:black
(4) potn:blue
(2) potn:yellow
(2) potn:orange
tool:bandages
girl (she's been poisoned and cannot be cured, wether you
kill her or leave her the Guardian taunts you)
bed
[northeast hall] teleporter (level two starting point)
}
}
level two
{
start room (door west can be unlocked from one of the many unused keys
or by examining the tilted picture in the room)
{
[51°30N,86°27W] starting point
[behind starting point] teleporter (level one teleporter)
chest
{
potn:purple
potn:yellow
}
}
first hall
{
(3) wyrmguard
ritual chamber (on entering, a wall seals the doorway a
key:red power cube is needed to open it)
{
key:blue power cube
large pentacle telporter (demon caves starting
point)
demon caves
{
[53°27N,83°10W] starting
point
(6) bat
bloated demon
key:red power gem (gem lock to open
exit from ritual room)
pentacle teleporter (ritual chamber
pentacle teleporter)
}
}
west hall
{
(2) wyrmguard
aquarium
{
winged gargoyle
}
[beyond the turn] wyrmguard
[closet] trap fountain (explodes if drank from)
tilt picture switch (floor disappears in an
explosion revealing passage to mana fountain)
[in room at end of passage] mana fountain
[south-left chest] mimic
[north-right] chest
{
potn:black
potn:yellow
}
barracks
{
wyrmguard
bed
key:gold key (unlocks north doors
in northward room)
[invisible on desk] key:yellow
power cube
book: knights of legend vol 1
brick switch (reveals southward
room in first hall)
}
}
west room
{
chest
{
(2) jwly:necklace
jwly:bracelet
}
weap:misl:longbow
(10) weap:ammo:arrow
key:gold key (door to east room)
}
east room
{
wyrmguard
bed
book: the caverns of Freitag
book: gone with the wisp
[chest] (10) weap:ammo:arrow
}
}
second hall (on entering the doors close and lock behind you)
{
(4) wyrmguard (some or all respawn)
weap:2H:battleaxe
(4) weap:1H:broadsword
(3) weap:2H:two handed axe
armr:buckler
armr:shield
blue button (opens portcullis to skeleton room)
closet
{
weap:1H:cutlass
potn:white
potn:yellow
figurine switch (use the statuette and the
skull turns into a mscl:Death)
}
skeleton room
{
(2) skeleton
[chest] (4) potn:green
key:gold key ()
lever (opens illusionary south wall)
secret room
{
pressure plate ()
[chest] potn:blue
ghost
large valve (opens skeleton room
portcullis)
}
}
east halls
{
(2) mscl:Telekinesis
wyrmguard
smithy
{
wyrmguard
weap:1H:broadsword
}
[past portcullis] green button (opens
portcullis, cast Telekinesis to get past portcullis)
wyrmguard
lab
{
potn:orange
potn:black
potn:purple
crystal (shows this room)
}
den
{
confused mage
(40) coin
[chest] potn:green
[behind picture] blue button (opens
closet portcullis)
}
[closet, in chest] qust:treasure room key
[guardian watch hall, appears after guard hall
rituals complete] teleporter (to Turfin dungeon exit)
}
}
treasure room hall
{
Ciara (give her qust:treasure room key for a qust:queen's
power cube, place the power cube in the nearby cube lock to drop the field to the south)
treasure room
{
(2550) coin
weap:2H:battleaxe
weap:1H:broadsword
armr:shield
(2) jwly:bracelet
(4) jwly:ring
gem:diamond
gem:ruby
gem:emerald
gem:amethyst
gem:cut diamond
gem:cut sapphire
gem:cut emerald
gem:cut topaz
chest
{
potn:yellow
potn:orange
map:britain
map:minoc
}
}
crypt
{
mimic
(2) zombie
ghost
lever ()
}
phase spider
[alcove, chest] (3) potn:yellow
pit
{
spider
key:copper key (chest in alcove)
}
}
guard halls
{
(5) wyrmguard
weap:misl:siege bow
(75) weap:ammo:arrow
(any arrow that hits the pentagram target becomes huge :/ )
cube lock room
{
[key:yellow power cube in south east cube lock;
key:blue power cube in southwest; key:green power cube in northwest reveals] meteor
scale switch (place meteor on scale, a gem
appears over the scale and the teleporter appears in the guardian watch room)
}
statue alcove
{
lever (drops field to cube lock room)
}
[carpet hall, meeting room] red button (drops illusory wall
over statue alcove)
[north hall] potion room
{
potn:yellow
potn:blue
potn:black
}
}
}
}