Fire Hole

Fire Hole is a late-game area in Misery of Magic. It is the 7th main area, after Sorrow Peak and Energy Centre but before North Edge

Layout
The Fire Hole is spread out over four floor. On each level, switches need to be pulled to unlock the path to the next floor.

Floor 1
The ground is orange and the background is dark blue. Weird pipes extend from the floor to the ceiling.

Floor 2
The ground is still orange but uses a different texture. The background is dark red. There are lakes of a glowing blue liquid with weird pipes extending into them.

Floor 3
The ground is pale blue and the background is purple. The glowing liquid is now golden and corrupted somehow.

Floor 4
The ground remains pale blue, but the background is black. There are no more lakes and everything is dark and quiet. The abyss sinks down ever further. This level comprises a maze, a puzzle, and a fight against a boss demon

Surface
After completing Floor 4, there is a brief ascent through the other floors before reaching a surface level, which has the ground texture of Floor 1 and the lakes of Floor 2. Furthermore, some of the ground is made of glass. The surface contains a one-way warp to the North Edge.

Hardcoded Enounters
Most of Fire Hole has an Encounter Rate of 3.4, higher than most areas but lower than the Deep Underpath. After reaching the bottom floor, random encounters no longer occur.

The demons which always appear in specific rooms are:


 * Demon 66D (x2)
 * Demon 70
 * Demon 71
 * Demon 65
 * Demon 67A

Random Encounters
The combinatorics gets a bit dumb here, so the probabilities are not filled out, but the demons that can possibly appear as random encounters are:
 * Demon 2B
 * Demon 2C
 * Demon 2D
 * Demon 2E
 * Demon 60A
 * Demon 61
 * Demon 62A
 * Demon 63
 * Demon 66A
 * Demon 66B
 * Demon 66C
 * Demon 66D
 * Demon 66E

Obstacles
There are five kinds of fire, all of which deal heavy damage when walked on.

Yellow Fire
There are two sub-types of yellow fire: some yellow fire is always active, while other yellow fire only becomes active when the floor's switch is activated. Both kinds deal 50 damage.

White Fire
White fire only harms Emerald and is harmless to the second character in the party. It deals 50 damage.

Red Fire
Red fire is harmless to Emerald but deals 50 damage to any other character.

Blue Fire
This only appears in one specific room on the surface level. It blocks the way leading to Ending 12. It deals 9999 damage.

NPCs
Floor 2 contains sessile red talking tentacle-like beings known as Isotowers. Floor 3 also has Isotowers, but they are blue and sickly.

In addition, Floor 2 has a mysterious NPC referred to as the Steelman.

Items
Floor 4 contains a rainbow gradient box, which has Throw Sparkles in it. It will be locked unless a puzzle has been solved earlier in Floor 4, in which the correct Control Pyramid needs to be activated in four separate rooms.

Lore
The strange glowing substance in the Fire Hole is used to power the Energy Centre which in turn provides energy to the Research Stations. It is implied that it was created due to the influence of The End, and appears to be similar to but weaker than the Crazy Water.

The gold version of the glowing substance is stated by an Isotower to be weaker still, containing very little energy compared to the blue version.