After you have seen the projection of Bon-Ihrno you can pick Becca up if you wish. Go back to the projector and take back the blue gem. Now don't leap forwards, jump down onto the slab to the left, then forwards. Hyde replaces the old rail. Remember to get the shield back in hand for the next attack. Only one is available to start with so use the up and down pointers to adjust the drums.
I like to deposit excess equipment here like the Vahnatai artifacts that I still have but do not yet need , but I refrain from selling any loot or buying a boat. In every friendly town you will find tradespeople who will sell you their goods, mages or priests who will teach you spells or other people like sages, healers or innkeepers who will offer you a range of services. In any case you should top up your mage spells for your mage s. Go down to the floor and drag the head into the other hall. Due to its placement on a hill, the entry hallway is tilted. It goes without saying that you should not waste mind crystals on party members that you intend to replace with NPCs.
Note the open door opposite, which leads to the first labyrinth. Go up the stairs and to the right, jump across to a corridor, see a rostrum with an oval opening. Not always so easy, but stick with it. You will for instance never again need to buy Steel Arrows.
Walk along his arms — be careful though, you might fall off - to place the horns covers on the ends of the creature's own horns. Go through towards the bridge. Of course, I energetically supported him in every way possible,.
Use the Lab, and the proportions are 3, 10, 3, 1 and 9 to make a potion to protect from fire and heat for short periods. When its defeated, get the last page and add it to the Tome. If there are guards in a room where you find a crate or barrel with goodies in it, just push it into another room and close the door.
The lord has you trapped in the middle of some Tesla machines. You have to go back through the maze to escape back to the main tunnel. On the other three waters in Avernum the river in the northeast from Fort Draco to Formello, the river and lakes of central Avernum and the Northern Waters it is a bit easier to forget where you left the boat. Follow the rail tracks and use the key on the keyhole and enter the new area:
It's destroying the book, which shoots off the altar onto the floor. Use a blue gem on the projector. I prefer to have mine at the back priest or wizard. Jump into the centre of the machine to wreck it. That can be achieved by shooting the resonators 1, 2, and 5, numbered from left to right as you face them. Go back to the main hall what was that mighty rumble?
Note the open door opposite, which leads to the first labyrinth. Take the potion, jump down and look at the rock pillar, press '1', push the stone and cross over. The opposite tower holds a large Dwarven chest. Jump down and follow the rock path around to the edge of the lava. The aim is to move the drums up or down to match the positions of the stars relative to each other.
Now is the time to visit any unexplored areas in the northeast except Solberg's Tower, which apart from being rather tough does not bring very much at this stage in the game. What can you do to help? Even if you do not let them join you, these notes will still serve as a good guide. I think there are 8 in all, then By the time you can get through Kothtar your warriors are probably at least as strong as Stewart.
Your progress will be blocked by a closed gate controlled by a steam-powered Dwarven mechanism. Go left and down-screen, up the stairs. Make 4 jumps to the flat area, go right, 2 jumps, flat area, left, 5 jumps to flat area, climb up twice, go forward and right slightly then up, ahead, left, up and then up 5 big 'steps' to a broken wall. It is good idea to consider other races: The creature will, of course, attack you and try to kill you. See the swinging axes and trapdoors in the floor.
I think there are 8 in all, then The walkways will then align in a way which, after some further gear-navigating and resonator manipulation, will lead to Fahlbtharz Grand Hall. Jekyll bought the establishment and our trust in each other grew quickly. The lord has you trapped in the middle of some Tesla machines.
Just after the water, note there's a side tunnel - call it 'Tunnel A' - leading up-screen. If you have some Greymould Salve you could cure them, otherwise you must come back later. Along the way there are several save-points. Be Hyde and get the cog. Now you can get past the spikes, as the potion has the effect of slowing them down. The first room through the doorway beside the mushroom farm is a bedroom containing four stone beds around a central table, with an unlocked Dwemer chest behind it.