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IRDA ISLE AND THE PROVING GROUNDS GUIDE [CHAPTER 2]

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irda isle and the proving grounds guide [chapter 2]

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Assuming you have followed the previous entries of this journal, you will have arrived in the Castle of the mad overlord Baron Simon Bloodbane. There is plenty to do and see within the castle but no doubt your heart is set on the gems in the Proving Grounds. The journey ahead is rife with peril, and I shall not waste the time of a young adventurer with useless words.

Step 1. Spell Up this is hellbent demon country!

Step 2. Double check you have Underwater Breathing in any form, spell,

scroll, equipment, some kind of weird fish paste you put on your neck to grow gills.

Step 3. Make your way to the drawbridge of the castle.

Once you have reached the drawbridge, look both ways and then cautiously proceed forth.

Proceed: 5s 8e 8e 6n 2d 3n 1e 1n You find yourself at a sign, a wise adventurer would heed its message. Proceed: 1n 3w 3s 1w 1s 1w 1s 1w 1s A small isle a reprieve or more danger? Proceed: 1w 2e 1s 1w 2s 1w 1n 1w

You have arrived at the dreaded goat so fabled in the taverns of Alyria. Unfortunately you misheard and it's not a goat at all, it's a lousy moat.

Step 4. Go North and be granted the quest 'Welcome to the Proving Grounds'

Step 5. Return south and stare across the vast goat. I mean moat.

Crossing the Goat one must be careful, many death traps, fierce demons and other monsters await. Every other room is CPK. Proceed: 13w 9n 1w

Step 6. A slight reprieve, catch your breath but don't turn your back on

that statue!

Step 7. Proceed three south, dispatching any shadow spawn that dare stand

in the way of your greed. Oh dear, has the madness begun already? Picking your way through their corpses, procure an ivy covered key.

Step 8. This wall to your right seems strange, you catch the sight of a

keyhole from the corner of your eye! Search the wall (Search West) and proceed through the strange doorway.

Step 9. Follow the path being mindful of falling rocks! (Stop and heal

yourself if you have to)

Step 10. Upon reaching the hermit, complete your quest. You are now in the

Proving Grounds!

Note: Upon completion of this quest you are granted a temporary recall (RECALL LIST) directly back to the Proving Grounds. If you need to leave to deposit tourmalines or for any reason, you can simply switch your recall via RECALL # and then recalling.

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