Dark Halls

Starting point

The **Dark Halls** are a sublocation beneath the Chay Ar Monastery. It is populated by the ghosts of long deceased Dark Army soldiers who buried themselves in order to spy on the monks. It's entrance is hidden past a bookshelf in the Monastery storeroom.

After Luther completes this trial, the entrance is sealed shut and cannot be entered again.

Although there are many areas visible through slots in the walls or doors and display on the map, they are inaccessible (e.g. dining hall, library, room with floating candle). Accessible areas are listed below.

## Map Key

1. Entrance form Char Ay Monastery
2. To storage room – the door closes behind you, forcing you to smash it down to return
3. Storage room – open (click) the crate and use a Spark spell to ignite the explosives. Search the room for 5 magic scrolls (Spark, Healing, Summoning, 2x Prism) and an Ancient’s Stone
4. Hall – search the shelves for 2 Healing Scrolls and a Prism Scroll. One bookcase slides back revealing a passage continuing on, however after passing it, it slides back, blocking the way back
5. Dorm – search by the last bed for 2 Ancient’s Stones. The three chests are empty
6. Wall that closes behind you
7. Arboretum – search the bookcase to gain access to the room. There are two Shades in here; instead of battling them, you can pull the chain near the door to open the ceiling and let sunlight in, removing them. In the daylight plants blossom and yield several Vel’s Fruit
8. Rix – Kill him to obtain the Plasma Staff. Halfway through battle, if you are close enough, he will temporarily come to his senses, however he falls back under his spell and it’s impossible to rescue him (despite unused video material suggests otherwise).
9. Chamber – strike the cracked wall, reached from the south passage, to gain access and search the 2 chests for the Fire Shield and the Stone Bracers, as well as on the floor for a Light Crossbow
10. Bookcase – searh it to pass through. It closes behind you
11. Safe – open a crate with explosives and blow it up to enter. Find a Speaking Stone and the Gauntlets of Striking on the floor as well as Colim’s Amulet in a bookcase
12. Well of Shades
	* in this circular room with closed-off windows, in the centre is an empty well. On approach a blue orb comes out and hovers over it. Over the well, at regular intervals, spawn Shades that keep coming infinitely. The orb cannot be destroyed by attacking it.
	* Colim's amulet protects you from some of the magical damage and fully against draining.
	* The only way out is through a window; blow up the panel with a crate to go through (from the room entrance, clockwise, it’s the sixth panel and not the fifth, as the map suggests).
	* Alternatively, blow up all panels to let in daylight, removing both the orb and the Shades. You can blow up two panels at once by placing the box evenly between windows, so it only takes 7 boxes (the last window pane will break of its own accord). Make sure the Shade's Lesser Light Pulses don't ignite the explosives you are using. Opening all windows grants you a Fighter and a Mage level.
	* Even though the orb seems to be the source of the Shades, it can be moved out of position manually like moving a box. Doing so will not change the spawning point, suggesting it is purely decorative.
13. Exit to Huline Jungle (9 on the jungle map)

## Enemies

* Skeletal Rats
* Shades
* Rix (Possessed)

## Items

* 1 Spark Scroll
* 3 Healing Scrolls
* 1 Summoning Scroll
* 3 Prism Scrolls
* 3 Ancient’s Stones
* several Vel’s Fruit
* Plasma Staff
* Fire Shield
* Stone Bracers
* Light Crossbow
* Speaking Stone *(‘Is it… human?’)*
* Gauntlets of Striking
* Colim’s Amulet

## Gallery

ArboretumThe Spectral OrbFinaleConcept art