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Halls of Light 10
Exit the library through the south door, then travel west. You will have to fight 2 orog guardsmen. You will also be accosted by 3 orog healers and an orog veteran from the south. The first group of orogs drop a cold brass key and a potion of critical healing, whilst the group from the south drop some gold.

To the north of where you first spotted the orog guardsmen there is a door. Got through it to find two drunk orogs.

Leave again through the south door and go to the room where the orogs that just attacked you came from. Exit the room via the west door to enter a corridor. Go through the door in the west wall to find 2 orog hunters, an orog guardsman and a veteran. Collect the scroll of shield and salve of serious healing from the floor, then got the NE of the room to find a chest. Inside the chest is Fruhvogel's Pendent.

Exit this room using the south door. You will have to fight 2 orog hunters, 2 guardsmen, 2 orogs and a veteran. This group drops some gold.

From there travel west, then north around the library to find another cruel glyph.

Return to the open area and cross it to the south. There are two doors in the south wall, one normal and one secret. Travel south using either door, moving across the room and out the south door. If you used the secret door, you will find a second secret door at the south of the room.

You will now be in a passage that runs E-W. Travel eastwards. As the area starts to open out you will be confronted by 2 orog hunters, 2 guardsmen, 2 orogs and a cult mage.

When you kill this mage you discover he had the Dumathoin and a wand of magic missiles.

Continue moving east when they are dead, going past (for the moment) the door in the east wall. When you arrive at a second door, go through it to do battle with 4 skeleton lords and 2 skeleton knights. When they are dead the gold and topaz band from the two chests, then go down the stairs.

You will find yourself back in the Main Halls. On the floor, at the side of the stairs, you will find the lockpick and a dagger +1. The lockpick can be used to open the nearby door - completeing the Main Halls.

Return upstairs and again, and go west, back to the door we past a few moments before.

Tower and Speculum