The rest passes by without any interference and as soon as anyone is ready, Tathlyn leads you out into the grand hall again. Nothing has changed since you left the place and as the scout makes his way to the exit, Paval orders his undead minion to stay here and wait for their return. He does add a few specifics about whom to attack ere joining up with the group again.
The exit leads off into a tunnel that looks like some sort of ceremonial hallway, with over-sized dwarven statues lining the walls. You do feel the power of magic lingering on some of the statues and Paval, after doing a closer inspection, tells you to leave them alone. The dwarves apparently wove some protective magic into this place and there is no need to awaken that.
After a while the hallway splits up and since you have got a map right now, Tathlyn leads you close to the area marked white. As you draw nearer, you feel a slight draft of air towards this place. After a walk past derelict mining equipment, you end up on a wide ledge filled with more equipment and heaps of rubble. Beyond it, a vast cavern expands into the darkness, making it clear why there is this white area on the map. There is a slight wail of air to be heard, though you cannot put any direction on its origination.