Well if she does attack you, you can just run away like with
Mariah.
Permission accepted!
Dungeon Wrong:
Complete solution (Part 6)
I don't think she's too grateful.
We're just going to run away from Jaanaaj because,
really, she's a low-level Druid and we know what that feels like.
YES! Our fourth chaos emerald.
As soon as we go around a corner Jaana loses interest in
us. I guess she got winded. Now we can take the turn at the intersection we
missed.
The room at the end has this spiked rotating column thing
for no apparent reason. THIS DUNGEON MAKES NO SENSE.
Oh for fuck's sake. Pushing on a loose block in the
corner turns the spiked rotating column thing into a teleporter.
The teleporter takes us back to the stone tunnel between
the two jail cells from part 2.
From there it's a short jog back to the hallway with
Warden Bob's office and the gate out.
At the top of the stairs is this Wyrmguard who thinks he
can stop us.
And he's not the only one! This whole BRITANNIAN MILITARY
FORTRESS is filled with 2, maybe 3 guards who think we won't butcher them.
I get the murder out of my system by clearing off the battlements and
emptying out the barracks, but there isn't really anything important up
there.
By pushing those giant doors open and running down this
bridge, we have successfully eluded the entire fortress full of
infinitely-respawning soldiers! We win Wrong! THIS DUNGEON MAKES NO SENSE!