Chapter 10
Mined Your Business

Spires

Move back.

Cage

There's a raven trapped in here. Use the handle on the bottom of the cage to free him, and Odin will join you as your new companion. Move back.

Spires

Lakmir appears in a prerecorded vision and chats for a bit. Move forward.

Stone Door

As long as Odin is with you, he'll utter the magick words that cause the door to Open. Move through into the next area.

In various rooms, you may randomly encounter a cute red spider. Their visage belies their deadliness, however, and they'll need to be dealt with. Simply Hit them to make them scurry away.

Main Hallway

Take the green Tablet sitting on top of a pillar, then Move to the right.

Alcove

Hit the red brick on the left wall, then Take the Key 1 that was behind it. Open the chest in front of you and Take the Orb of Sight from inside. Move back to the hallway.

Main Hallway

Move forward.

Mine Entrance

Use the Key 1 on the door to unlock it, then Open it and Move through.

Still Corridor

Move to the left.

Trap Hall

There's a glowing sigil in the distance. A bit of useless decoration, or something important? Only time will tell. For now, Move forward.

Workbench

Take another Tablet from the bench, as well as the Skull Candle. If you want, you can Take or Open the scroll for some area lore. Leave the book alone, we've done enough reading. Move back to the Still Corridor.

Still Corridor

Move forward.

Quiet Corridor

Move to the right.

Dark Hall

This looks similar to the Trap Hall, but with two key differences. The first is the lack of a pathway, so Use the unlit torch on the left to activate the mechanism that aligns the stone platforms. The next thing you might have noticed is that the sigil in the back is not glowing. To remedy this, Use the Orb of Sight on it. Once you have a lighted path, Move forward.

Stone Table

If you Used the Orb of Sight to activate the sigil in the previous room, you'll see the reflection of two invisible items in the mirror. You need to Take them from their location on the table itself. Take the Tablet sitting between the books, then Take the Key 2 sitting on the open book. Move back to the Quiet Corridor.

Quiet Corridor

Move forward.

Deep Pit

There are four pillars, one of which has a Tablet sitting on top of it. What you'll need to do here is Take the Tablet, and then place your other three Tablets on the pillars where there was not previously a Tablet. When you Use a Tablet on a pillar, it will begin to glow if it should have an adornment. Place Tablets on the lower left, upper right, and lower right pillars. Once this is done, a path will appear that you should Move across.

Stone Path

That door is tempting, but first you should Move right.

Magick Orb

Use your remaining Tablet on the prominent slot to view a recorded message from a dwarf. When he's done speaking, the Orb will summon forth a mine cart. Move back to the Stone Path.

Stone Path

Use the Key 2 on the door at the end of the path, then Open it and Move through.

Mine Shaft

Move forward onto the Mine Cart.

Mine Cart

This is currently unpowered. Use the Skull Candle on the slot in the circular slot in the center, then Use the handle to start the cart up.

On Rails

Nothing for you to do on the ride except to enjoy the conversation with Odin.

Mine Station

Move to the left.

Mine Vault

Use the button on this magickal device to start a recorded message from Lakmir. When it finishes, the device will open up to reveal a Talisman. Take it, then Move back.

Mine Station

Move forward.

Mine Exit

If you have the Talisman in your inventory, then the door will automatically Open for you. Move through.

Mountain Peak

Move through the portal.

Crossroads

Move forward.

Lakmir's Cabin

Open the door and Move inside.

Lakmir's Study

If you want, you can Open or Take all of the books in here for some lore. When you're done reading, Open the writing desk and Take the Gold Ring inside. Above the door straight ahead you can spot a rolled up tapestry. Use or Close it, then Use the Talisman on the hexagonal slot to the right. The tapestry will change to show a path leading to a castle. Open or Use it, then Move through the doorway.

Thornbush Wall

Move forward through the archway revealed by placing the Talisman.

Gatekeeper

Speak to the fun looking character to have a friendly chat, then Move through the door when he leaves.


Congratulations on reaching the tenth Chapter's end!

Back to Chapter 9!Onward to Chapter 11!