Hopelesaev laments for a brief moment at the news of his brother, then warns you to hurry and leave the allod before it is swallowed by the Astral. He sends you back to check on Ratnev, as he's just heard more of the Tower collapsing close by. Indeed, when you find Ratnev nearly buried under a large pile of debris, mortally wounded.
As his final order, Ratnev commands you to survive. He says you must get to Kania and tell the news to the League officials. The stairwell is now blocked by rubble, but he points to a hole in the floor, and tells you to drop through it and get to the portal. He will not be following you, preferring to stay with his fallen comrades.
You jump down the hole into Clement's office, and are immediately attacked by one of the rebels. Off to one side of the room, a small Gibberling Scout has his hands full defending himself from a group of rebels, but he seems to be holding his own. You help him defeat the lackeys before turning on the last rebel, who happens to be Kurbat Meshersky, the traitor! Coordinating your attacks with the nimble Scout, Meshersky soon falls dead, and the Gibberling then introduces himself as Glok the Scout.
Glok praises your combat skill, and notices that you have been wounded. He knows that Clement kept all kinds of potions handy, and says you should look in a nearby chest for something to heal your wounds. What you find is nothing less than an Elixir of Invulnerability! Gulping it down brings you a grand feeling of power, and does indeed heal you back to full health.
Glok hands you another useful piece of equipment and then leads you to a door. He's worried about his brothers, Shpok and Lok, and wants to find them, and gather up anyone else left alive to help with their escape. He mentions seeing Clement's niece, Amanda, and says she has a plan for a way off the allod. Opening the door, he urges you to find her, and quickly!
Racing down yet another staircase, doing your best to dodge falling chunks of the Tower, you come to another large round room. This one is in an almost pristine condition, untouched by the chaos going on around it. A tall ornate mechanical device stands in the middle of the room, and a slender female elf stands next to it in deep thought.
Hearing you enter the room, Amanda introduces herself and begins explaining about the device. It's called a Resistance Sphere, one of many magic machines that were once used to keep the Astral from devouring up allods. She says that they have not been necessary for many years, but that now is the time to turn this one one to see if it may hold this allod together after. Saying that she is no Great Mage like Clement, she will try to activate the Sphere anyway, and that you should beware of the sudden appearance of Elementals. If any show up while she is concentrating on the Sphere, it is up to you to keep them away from her.
Of course, but a few short moments after she begins her spell on the Sphere, Elementals form up in the room and attack. As time seemingly slows to a crawl, you take on one Elemental after another, and do your best to hold their attention away from Amanda. Alas, her focus is disrupted by combat, and she fails to fully activate the Sphere. Her spell ends with a flash of light and the crumbling of the room as the force of the Astral proves beyond her powers to contain.
The good news is that she has managed to slightly postpone the destruction of the allod and Tower, and that you both now have a little more time to reach the portal. Bounding down the stairs once again, you abruptly lose the optimism of having enough time upon seeing the first undead minion guarding the way, a feeling doubled when another undead rises up from the ground not far from the first. This continues the entire length of the passage, slowing your advance with each fight.