There are four chests arranged in four alcoves in a semicircle around the room. All the chests are locked, and the door closes behind the person who enters, leaving a small slit open for the others to slide keys in. The chests are imbued with different gems: Sapphire, Ruby, Emerald, and Amethyst. The Sapphire Chest is only opened if the key in the entry way is found. It is an ice chest with 4 bottles of "Farthing Fury" and 4 bottles of "Shocking Shots". Murrin will note that the drinks will lose their potency by the end of the night, so best to drink them while still in the dungeon. The Ruby Chest, when opened, releases a hostile [[Salamander]]. The Emerald Chest, when opened, releases a hostile [[Evak-Eye]]. The Amethyst Chest, when opened, releases a powerful gas that inflicts [[Choke]]. If the DC12 **Tolerance Save** is failed, the effect lasts until the end of the next encounter. Only after the Ruby, Emerald, and Amethyst Chests are opened, and all encounters are completed, the way forward to [[Initiation Arena]] is opened in this room, and the door to [[Snuff's Scrapyard]] is entirely opened.