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Mines can be blown up with demolition charges.The wooden floor near one set of shrines (and many explosive barrels) can be destroyed with a demolition charge, revealing the underwater path to where Cascade spawns.Rock Wall spawns in the side chamber sealed off by rubble.If his target upon which he's aggravated leaves the cavern, he will return to his spawn and become an indestructible obstacle, permanently blocking passage to the shrine and chest in his cavern. A stealthy character can kill him with a Droaam explosive charge without being detected. Rhyolite appears in the first cavern when you blow up the first pile of rubble.
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Breakables broken by explosions do not count (barrels on tunnel to optional at shrine).If soloing as a rogue, when you first acquire Droam explosive charges, immediately set one against the wall behind you in order to kill the elemental that spawns there before it spawns.Mind-controlled creatures will die from an explosion and count as kills.That is, if you are behind a creature, it will not detect you unless you move before you re-enter sneak. However, you can immediately re-enter sneak IF you are not in line of sight of any creature. If you are stealthed when you set a charge, you will be knocked out of stealth mode, when the charge sets (at the end of the channel). Do not have any players or hirelings linger close to the explosion or death is probable. Artificers with Tier 3 Field Engineer can take damage while setting traps. Rogues with Mechanic enhancements Improved Traps Tier 1 can set charges in half the time of other players. The Droaam explosive charges have an extreme area of effect.Individual Droaam soldiers can then be pulled away from the group as they patrol and dealt with singly. The Droaam forces will patrol the area in a set pattern (from the palace entrance to the Marketplace entrance) if there are no enemies visible when they spawn. However, the guards are fairly weak and will die quickly unless healed often. There are numerous guards around the courtyard who can help you if you kite an enemy around to them. You must fend off these enemies before entering the tunnel they created. The quest begins in an quest instance of Lordsmarch Plaza, where a massive explosion allows several waves of Droaam forces to invade.Use Invisibility and the landmines near the enemies ahead might take them out as well with little time for them to shoot at you. Interestingly, a Thief Acrobat Rogue, trained with Kip Up (immunity to knockdown) and a high Reflex can literally run through the minefield, setting off the landmines without injuring themselves.Alternatively, one can simply sneak through without setting off the explosives - but watch out for the guards at the other end of the minefield as you'll be in close proximity and might be detected with a low Hide or with Invisibility alone. There is a huge minefield, which can either be blown up step by step with the explosives, or one character with good armor and reflex saves may tumble through or with a Jump spell you can jump and walk on the elevations.To destroy the boulder with an explosive charge, view the Explosive placement image (second map).The boulder does massive HP damage and knockdown direct attack is not recommended. (The boulder was destroyed with 465HP on Normal). It can be destroyed by a quick ranged attack, with several physical spells such as Blade Barrier and Disintegrate, or with proper timing using a Droaam explosive set to destroy the boulder. A rolling boulder appears in a long tunnel, located after a bridge near a shrine near quest's end.Traps, mostly explosive landmines causing fire damage (fixed, some undisarmable).At least on Elite different base value for optionals (5732).Find the other end of the Droaam tunnel.Help Guard Captain Tollis investigate the noises in the Plaza.Spoiler Warning: Information below this point can be considered spoiler material!