Learning the Patterns
At a glance, it seems like teleporting is going to be a motif here - there are lots of shimmering columns of light inside of relative isolated rooms, based on what I can see from where the throne dropped us.
It seems that when the route gives us a choice, there can be a wrong way - the third room's top column just transports us back to the first room.
Enemies in this area are about appropriate for us still, so I'm confident we're in the right place - I'd not turned encounters back on when I made land, and wandered down to the Citadel, so I was a little concerned that I'd just blagged my way into a high level area, but on the other hand, there's seemingly nowhere else to go, so by process of elimination, this must be the right place.
These teleporters are proving to be another annoyance - when there are 2 in a room, there's, at least to my perception, no way of telling which is right and which is wrong. I can remember when I get them wrong, so I'm not repeating my mistakes or anything, but again it feels like at best dated game design.
We make our way to a storeroom in the north-east of 2F, and there's a chest:
- Potion
For the first time we get something we can't hold any more of., and it disappears into the ether. I'm not mad about that one, but it's another mark in the dated-game-design category.
Through trial and error, we make our way to a room with stairs in it, and up to 3F.