Approx. Level: 50
Many generations back, the sons and daughters of Duroth and Ryatana decided that they should pool their collective knowledge, inventiveness, and crafting to create the ultimate center of learning and building. A location was chosen, work was started, and all went well for quite some time. The two races created many marvels, including a mechanical mountain lift and a tall tower atop a frozen mountain peak, full of the most knowledgeable scholars. They built deep underground chambers dedicated to magical and scientific research. Ry-Da, it was called, and for a generation it produced the best scholars and craftsmen across the land.
But then, abruptly all communication with the mountain compound was lost. No longer did the scholars send envoys out to purchase grains, or trade books with the White Oak Monastery. Travelers who made their way to the old locations found the place locked up, inaccessible. Rare stories of adventurers who found their way in never included those adventurers returning. The fate of those at Ry-Da is still unknown, and whatever knowledge they uncovered remains lost to history.
The lower portion of the ruins, those in the Cairn Valley, are thought to hold a cache of treasures as well as the key to using the mountain lift. Its long believed that figuring out how to use the lift will solve the problem of getting to the ruins on the Cairn Peak, where the mighty tower Lord and Contessa ruled. What treasures await in the tower on the frozen peak or deep within the tunnels the dwarves surely built beneath it?
What is known, among those who know these kinds of things, is that the ruins are located off a Cairn Mountain road somewhere north of Kha-Da.
From the "Cairn Mountain Road - Junction and Obelisk", the intersection just outside of Kha-Da do speed 3n2d4n2dne2nwnu
Get the hammer and the book (tome) from the dwarf statue (get hammer
& get book
). Look at the tome to get the pattern. Change your language to dwarf (at least level 7). Then go to the lower right corner where the closed down exit is and “say <pattern>
”.
NOTE: If the tome crumbles, then you’ll need to wait for repop and get a new tome.
NOTE: When the zone repops you will see this message:
The clear tone of an alphorn rings off the mountainsides and penetrates underground.
For the next puzzle you have to play with the panel until it drops a spiked chisel then you equip the hammer insert the chisel, "insert chisel
", and hit chisel with the hammer (need to wield the hammer first then, “hit chisel
”). That opens the way down.
For the next puzzle, you need to repair the crank in the northwest corner. You do this killing the clockwork spiders (steel cog wheel) and the clockwork beetles (small cog wheel). You can “press tile
” in 4 cardinal directions of the rooms to continuously spawn the spiders and beetles until you pop both cogs.
Insert the cogs (place cog
) into the crank, and then turn crank
.
Kill the owlbear thing, then search pile
to reveal the exit down.
For the next puzzle, you kill the monster and search bone pile
and that opens the way down.
For the next puzzle, open the door south, and push button
to open the way to the west.
For the next puzzle, open the door south and go south, and note how many nodes are in the room.
touch six
”, and the water will drain automatically. So here, you need to numbers to equal 32, and since one number does that, you only need to touch that one.touch six
, touch five
, touch four
, touch three
, touch two
”, and the water will drain automatically. 32 + 16 + 8 + 4 + 2 = 62.For the next puzzle, go one north to the lock door to the west. You will see 2 lines of numbers. Add them up.
For the next puzzle, go west and south and flip the switches to equal the number of nodes.
For the next puzzle, go west and south and flip the switches to equal the number of nodes.
After you’ve completed all the puzzles, you will kill the master builder. Once he is dead, pull a handle which will cause an orb to appear. This is the orb that will power the lift to take you up to the upper level of the area.
On the same level as the master builder, there is an elevator at the beginning of the section that will take you back up to the main entrance.
Go back to the main entrance with the ether hound and the orc, and “enter basket
” then “place orb
” (the orb’s usefulness disappears on repop so move quick).
Once at the top, there are 2 spectres that custom, and yet another puzzle at the fountain to solve.
The fountain is a hanoi tower puzzle. Solve it, and you can pick a snow orchid bloom. The fountain contains starwater, so filler up.
Directly to the west of the geomancer is a place to “climb west
”.
Also, one west of the fountain you can “enter gap
”.
Give the snow orchid to the geomancer, and he will reveal the way down.
There are a bunch of searches on this level, where you have to find the key to open the door. The key is a one time use key and it pops in random locations each run.
Kill your way around this floor and go down to the next level.
Kill your way around this floor door, I believe certain directions will collapse in front of you, but you’ll always have a way to the end and climb down again to get to the next level.
On this level, there is a place to “move moss
” or “open east
” in the southeast corner where you can kill your way down to a violet myconid and another corpse to loot.
You can walk all the up past the umber hulks and “move drift
” to continue killing more mammoth yetis (seems to loop back around).
Room #51039 – search part
Room #51068 – can pick flower, not sure what it yields yet…
Room #51026 – search fern - handful of raw portobello mushrooms, handful of raw button mushrooms, large raw porcini mushroom, handful of raw chanterelle mushrooms, large raw oyster mushroom, raw morel mushroom