Delayed, but here we go!
As it happened, we were able to pick up another quest. A local merchant arranged for an artifact (yes, artifact as in super powerful magic item) named Mordred to be shipped to him. But bandits stole it, and he wants us to go fetch it.
The bandits are none other than the Dragoons, who if you recall, pulled a similar trick near Castle Ironfist. We busted them there, and we can bust them here.
Now, I'm going to let you in on a little secret: we should have done this dungeon earlier. It's just more soldier type enemies, along with rats. Yes, rats.
So, let me show you our real power...
LEEEEEEEEERRRROOOOYY JEEEEEEEEEEEENKIIIIIIINNNNNSSS!!!
We rush south, blasting down archers and mages like bowling pins. With a perfect strike. And then we're there, entering the Dragoons' Keep. Which has a nice dragon wing motif going. Very classy.
Anyway, the dungeon itself is divided into two wings. The basic idea is simple enough: each wing contains switches, which open doors in the opposite wing. So we have to go back and forth between the two wings. (I'm wondering how many times I can say wing or wings in this installment. There's another two, bringing up to .)
With Heroism and Bless, in we wade! There's no real strategy here; we just pound down the enemies with melee attacks and point-blank Ring Of Fire casting until our spell points are gone. Then we just melee.
Other than the Veterans, none of the other enemies are even threats. We heal every few fights, mixing up Power Cure, Shared Life, and Cure Wounds for maximum healing.
Now that combat tactics are out of the way, let's talk layout. First, we go to the west wing. Mostly storage rooms and other stuff, including a kitchen and a hidden vault (the minimap gives it away). The first switch is in the southwest-most room, a darkened room with enemies and barrels of fun. And by fun, I mean stat boosts.
At one point while exploring the west wing, we frighten one soldier so badly that he tries to hide in a fireplace (either that, or climb up the chimney, I'm not sure). Too bad it doesn't work, and he dies.
Then we head over to the east wing, which, aside from what seems like the dining hall, was opened by hitting that switch. It's mainly the bunk rooms for the soldiers. We plow through here rather quickly. The second switch is located in a small chamber off the largest (and again, most southern) room, flanked by a pair of treasure chests.
This is almost too easy...
Heading back to the west wing, we notice a new door is opened to the north. Heading through it after squashing some more soldiers, we come to a huge wooden portcullis with a button beside it. The button opens the way, but...
...our spell point count is low. And since I'm thinking this is almost too easy and simple, it's time to go rest for now. But we'll be back...
Oh, and in case you were wondering, total count of the usage of certain words (nice try) was 11. And now you know.