Woooooosh! goes the ocean of acid...
Leaving the spelleaters behind, the Follies head up the hallway. Each time someone passes a statue, it beats its drum -- and as the stragglers catch up with the others, the drums go off at odd intervals. Enveloped in this ongoing cacophony (which would be pretty impressive if one was coming
down the hall, towards the muster room), they wind through three lazy spirals and eventually reach a door-panel.
As Cupric pulls up with everyone else, the last of the drums falls silent. A moment after that, its ghostly echo fades too far down the corridor to be heard anymore.
Much like the far end of the hall, Marduke finds this section to be completely devoid of recent tracks -- or even non-recent tracks, for that matter. Either the spelleaters' last victims didn't come this way, or they did not touch the ground.
Artemis motions everyone back, and checks the door-panel for traps. He finds none. Between them, he and Cupric try the runekey arms on the door, and fairly quickly hit on the right combination: the panel slides up, revealing the cylinder room.
It looks much as it did when the Follies last saw it: filled with a few inches of ankle-deep water, and otherwise unoccupied. A quick look around the room shows no signs that the stone flyers -- or anything else -- has been through the room since the Follies passed through.
With the panel open, water begins to sluice slowly down a crack on the threshold -- much as it did in the ooze room. Apart from that, the room is silent.
OOC: A little DM fiat to keep things moving -- searching for traps, trying the arms, and opening the panel all seem logical for the Follies. I hope that's okay with everyone.
When you respond to this one, speculate ahead a little ways in terms of actions. You know this room often contains concealed dangers, so I can't just move you all in and continue. 
What do you want to do?