Dungeon

Kite Ray's Mesa

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Dungeon in The Scour.

Kite Ray's Mesa is a dungeon in The Scour.

SpoilerWalkthrough

Inside the mesa

Up through a hollow mesa. A funnel cleft; the wind halls, four bays where two blocks find two plates; the singing rocks, stone archers whose bolts Bulwark sends home for the key; the cistern, rain water a sluice lever (Beckon) drains for the big key; the updraft ring, whose floor drops you back to the cleft; Kite Ray on the mesa top. The lower wing (15 rooms) climbs from the gate to the old mouth.

Getting in

The way in is at The Sand Gap ("Across the sand gap").

It needs Surge. A gap of blowing sand, too wide to step over and too deep to see the bottom. Something that threw you forward fast enough would carry you across.

Rooms

  • The Cleft
  • The Wind Halls
  • The Singing Rocks
  • The Cistern
  • The Updraft Ring
  • The Mesa Top
  • The Lower Sand Hall
  • The Old Gust Gallery
  • The Burnt Dune Steps
  • The High Bellows Room
  • The Windy Kite Loft
  • The Hollow Drift Cellar
  • The Cracked Wind Cut
  • The Dry Red Stair
  • The Long Mesa Hall
  • The Sandy Scree Room
  • The Lower Hollow Gallery
  • The Old Sirocco Hall
  • The Burnt Dust Cellar
  • The High Vane Steps

See also

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