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− | 1. > > > > Watcher's Keep (AR 3000)
| + | #redirect[[Башня Наблюдателя, снаружи]] |
− | -------------------------------------------------------------------------------
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− | | |
− | Note: Most of the good items found in Throne of Bhaal are located right here
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− | in the Watcher's Keep. (and many can be made even better by your
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− | abyssal butler, Cespenar)
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− | | |
− | Also, if you start the expansion right away, you'll be taken to the
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− | next section, the Forest. Watcher's Keep is listed first since it
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− | can be accessed from the regular game as well.
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− | | |
− | Walkthrough:
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− | ------------
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− | | |
− | - A MYSTERIOUS KEEP
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− | | |
− | Go up and talk to "Brother" Ordren, who explains the whole sticky
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− | situation to you. Helm has sealed some great and powerful evil in the
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− | Watcher's Keep, that is gradually getting free. It is your job to enter
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− | the Keep and prevent the Evil from getting out. Oh, and they tell you
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− | specifically NOT to kill it, as Helm has forbidden it. Agree to help
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− | them and they'll take you to the top (Level 1). They give you what
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− | you will need, and bid you good luck.
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− | | |
− | Talk to Brother Pol to get the Holy Symbol and the Scroll. These items
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− | are needed. When you reach the evil, you are to perform a ritual to
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− | deal with it. You don't kill it.
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− | | |
− | At this point, you can talk to them again and ask questions, or talk to
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− | the Sister to buy items and so forth.
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− | | |
− | Note: Two of the items that she sells, Firetooth +4 and the Short
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− | Sword of the Mask are items that can be upgraded by your
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− | abyssal servant Cespenar (if you haven't gotten your Pocket
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− | Plane, the Abyssal Fortress, then you won't know what I'm
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− | talking about).
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− | | |
− | When you're ready, enter the Keep.
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− | | |
− | - LEVEL ONE (AR 3001)
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− | | |
− | The difficulty of the keep depends on several things, your preset
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− | difficulty level, the number of people in your party, your level, and
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− | your experience. The puzzles don't get any easier on the other
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− | difficulty modes... if you're wondering.
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− | | |
− | The entrance to the next level is the Mirror Portal (x 1450 y 1150),
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− | however there are quite a number of things that must be done first.
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− | | |
− | Note: There are many traps on this level, most are attached to the
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− | various containers, although there are 2 traps on the ground.
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− | | |
− | Open the left door to find the ghost Archivist. (x 1925 y 1860) Talk to
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− | him, but he is simply Cold. We'll have to remedy that. There are 4
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− | containers in this room, 2 are trapped. Take whatever treasure you want,
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− | but be sure to get the:
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− | | |
− | Paladin's Bracers (+10 HP, paladins only, upgradeable by Cespenar)
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− | | |
− | The next room had a Stone Golem in it. Not too tough. Open the next
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− | door (x 1530 y 2010) and enter a library type room. There will be some
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− | monsters here. The shelves on the right side have some Notes with Clues.
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− | Also note Elminster's Ecologies (there's one in the next room as well),
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− | which explain some of the properties of the new Monsters. Be sure to
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− | check the shelf at (x 1330 y 1590) for the wonderful:
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− | | |
− | Golem Manual (creates Flesh Golems, upgradeable by Cespenar)
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− | | |
− | Also check the Treasure chest near the end of this room for more treasure
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− | and another note. Open the next door (x 888 y 1574) and proceed.
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− | | |
− | Yes, that statue is watching you. There are 3 containers in here, and
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− | the one at (x 625 y 1140) is trapped:
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− | | |
− | Case of Plenty +1 (unlimited +1 bolts, upgradeable by Cespenar)
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− | | |
− | You need to get the Bell at (x 450 y 1250).
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− | | |
− | The final container in this room, a trapped chest (x 775 y 1200)
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− | contains:
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− | | |
− | Crimson Dart +3 (returns to owner)
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− | History of the Imprisoned One (in case you're curious)
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− | Potion of Superior Healing
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− | Chainmail +2
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− | more treasures...
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− | | |
− | Open the door to the right (x 840 y 1220) and go through. Depending on
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− | your level, there will be all sorts of statues in this, the central
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− | hall. Worry about it later, go up to the door on the left side (x 670
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− | y 900).
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− | | |
− | Get the Candle in the chest by the fireplace (x 340 y 1050). There are
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− | other minor treasures in here, and a fireplace. Go back.
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− | | |
− | Across the hall, enter the middle door (x 1620 y 865). This room has
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− | several traps on the floor, so beware. Also, of the 4 containers in here
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− | 2 are trapped.
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− | | |
− | Get the Slippers from the left shelf (x 1550 y 750).
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− | | |
− | The trapped armoire (x 1840 y 600) has:
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− | | |
− | Quiver of Plenty +1 (unlimited +1 arrows, upgradeable by Cespenar)
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− | Handwritten Note
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− | | |
− | The trapped alcove (x 1980 y 580) has:
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− | | |
− | Ammo Belt (actually a container that holds arrows, bolts, etc.)
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− | Tinderbox (if only we had a fireplace... wait a second!)
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− | | |
− | Open the lower door and enter another library. Kill anything moving in
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− | here (I got spiders). Search the shelf at (x 2240 y 920) to find:
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− | | |
− | Wardstone
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− | | |
− | The other shelf in here has a Potion of Superior Healing. Open the next
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− | door and hit the almost-final room.
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− | | |
− | Search the Armoire (x 2775 y 1210) to find:
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− | | |
− | Wardstone
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− | Potion of Superior Healing
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− | | |
− | The other container, a shelf, has the final Tattered Parchment, if you're
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− | curious. Open the door to the left and hit the final room.
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− | | |
− | Search the armoire by the door (x 2610 y 1485) for:
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− | | |
− | Key
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− | 4 Potions Extra Healing
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− | King's Tears
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− | | |
− | The table has a Handwritten Note. Go back to the large hallway.
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− | | |
− | Almost ready to do the ritual. Go back to the Fireplace room, and click
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− | on the fireplace to light it (Tinderbox...). This summons the Archivist
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− | who is now quite conversant. He'll tell you about the old Priest, and
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− | a little about how to reach the next level.
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− | | |
− | Open up the large door on the top of the right side (x 1375 y 730).
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− | Enter. This is the burial place of the High Priest, complete with
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− | Guardian Golems. The alcove over to the left (x 1040 y 430) has the
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− | final Handwritten Note. When you're ready, click the Sarcophagus to
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− | open it. The golems come alive, and attack you. They're each worth
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− | 13,000 experience. Open the Sarcophagus.
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− | | |
− | This causes the resident of the tomb to arrive and chide you for waking
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− | him up. He notices that you have his slippers, and asks for them. Give
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− | them up. This is worth 20,000 quest experience, and he leaves you alone
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− | to your graverobbing. Click the Sarcophagus one last time to get the
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− | Mental Note. This is worth 8,000 quest experience.
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− | | |
− | Note: If the guardians DON'T come alive, you can always force-attack
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− | them later.
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− | | |
− | Back to the main hallway. Go up to the altar at the top of the room,
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− | open it and place the Bell and Candle in it. When that is done, the
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− | statues come alive and attack you. Destroy them. When the statues that
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− | came alive are dead, the giant statue talks to you and asks for the
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− | ritual:
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− | | |
− | Ring the Bell
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− | Ring the Bell
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− | Light the Candle
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− | Open the Book (only works if you opened the Sarcophagus)
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− | Ring the Bell
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− | | |
− | That completes the ritual, and opens the Mirrored Portal to the next
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− | level. This is worth 25,000 quest experience. At this point, the rest
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− | of the statues came alive and attacked me. This was a much more
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− | difficult battle, and you should definitely take care of the mages first.
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− | Also they had some interesting equipment:
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− | | |
− | Usuno's Blade +4 (scimitar)
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− | Foebane +3 (Bastard Sword, upgradeable by Cespenar)
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− | | |
− | Whenever you are ready, go on down. This requires that you got the Vigil
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− | Stone from Pol. If you don't have it, exit and talk to Pol to get it.
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− | | |
− | Note: If you want to rest (and this would be a good time), go to the
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− | Protected Room in the right corner.
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− | | |
− | - LEVEL TWO (AR 3016)
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− | | |
− | As you appear, a Chromatic Demon talks to you. He is the only thing that
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− | can get you to the next level, but he won't do that until you do a little
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− | something for him. He has been trapped in this place for a thousand
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− | years and it isn't where he thought his life was heading. Naturally he
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− | wants your help in getting out. Sounds fair. He needs you to get him
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− | out of his cage. Agree to it. You need to find the Four Scepters and
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− | place them in the slots around his cage. Only then will he allow you
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− | entrance to the next level.
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− | | |
− | Note: If you want to go back, use the Portal to the Left.
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− | | |
− | Also, beware of Traps! They're everywhere.
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− | | |
− | Enter the room to the southwest (x 1670 y 1850). Careful in here, there
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− | are many traps on the floor and containers. Detrap the room. Time to
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− | search for treasure, and clues.
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− | | |
− | The top right shelf (x 1600 y 2130) has a Handwritten Note.
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− | | |
− | The top left shelf (x 1325 y 1925) has:
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− | | |
− | Wand of Spell Striking
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− | Star Sapphire
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− | The small shelf (x 1000 y 2110) has some good stuff:
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− | Right Horn (used by Cespenar)
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− | Ice Library Note (a Clue!)
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− | | |
− | Read the Ice Library Note to learn how to clear out the Fire room.
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− | Essentially you need to deal with the Fire Elementals first, but you
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− | can't just kill them or they'd respawn, they must be lured into the Ice
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− | Room and frozen there forever.
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− | | |
− | There are other minor treasures in here as well.
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− | | |
− | Back to the center room, now take the upper left (northwest) door (x 1700
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− | y 1350). There are some Fire Giants in here that need killing. This
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− | place also has many traps to be dealt with. Enter the room. You'll find
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− | an imp in the upper passage here. He'll tell you that the Fan is the
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− | key to everything before leaving. Time to search the room.
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− | | |
− | You'll find a Handwritten note on a table (x 1130 y 860).
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− | | |
− | The top of the pillar (x 1260 y 760) has:
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− | Wand of Cursing
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− | 5 Potions of Superior Healing
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− | more treasures...
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− | | |
− | Search the small shelf (x 1370 y 870) to find:
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− | Fire Library Note (another Clue!)
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− | | |
− | There are other minor treasures in here. On to the next room (x 2420
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− | y 1350).
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− | | |
− | This room is filled with various types of Golems. It is again trapped
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− | quite thoroughly.
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− | | |
− | The Handwritten Note is at (x 3210 y 1000).
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− | | |
− | The Air Library Note is at (x 3000 y 900). This note mentions how you
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− | might clear out the poison room, and the usefulness of lightning when
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− | dealing with the new slimes found therein.
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− | | |
− | Nothing much else here, go down to the final room (x 2425 y 1840). Here
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− | you must deal with some Mutated Spiders.
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− | | |
− | Search the shelf to the right (x 2900 y 1900) to find:
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− | Key
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− | other treasures
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− | | |
− | Search the far right shelf (x 3225 y 2120) to find:
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− | Slime Library Note (the last Clue!)
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− | 5 Potions of Extra Healing
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− | | |
− | Read the final note to learn that the demon's Air form is weak against
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− | poison and acid. Also you'll learn how to set the fan to blow poison
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− | from the Slime Room into the Air room to kill weaken the creatures there.
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− | | |
− | We have everything we need, time to make the most of it.
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− | | |
− | - LEVEL TWO, GAINING THE FOUR SCEPTERS
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− | | |
− | To get to the Fan Room, go into the Red Room (upper left), and up to the
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− | door (x 1800 y 675) where the Imp was. Go in and turn the fan. This
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− | will get you attacked by several Air Elementals. Kill them to get the:
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− | Air Scepter
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− | | |
− | Go up to the fan and click it again to get more air going. This allows
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− | you to open the door to the right, into the Slime Library. From there
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− | continue going down-right and open the next door into the Slime Room.
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− | This room is filled with noxious vapors, and lots of slime/poison related
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− | monsters. Quickly open the bottom door in this room to clear it of all
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− | its poison. Kill the snake to get:
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− | Slime Scepter
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− | | |
− | Also, search the pool of slime to get:
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− | Flail Head (Poison, Cespenar can upgrade the Flail of Ages with this)
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− | | |
− | Note: Getting too close to any of the "pools" results in damage taken.
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− | In the slime room you get Acid Damage, for instance.
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− | | |
− | Head down to the next, icier door (x 2350 y 2500) and open it. Now,
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− | run back to the Fan Room, click the Fan control once to reset it, and
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− | click it again to shoot the poison from the poison room into the Ice
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− | Room. Sweet.
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− | | |
− | Go back to the Ice Room and kill the monsters there. The poison didn't
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− | bother me too much, but you could just stand at the edge of it and attack
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− | from there. When the Ice Golem dies you get the:
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− | Ice Scepter
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− | Left Horn (used by Cespenar)
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− | | |
− | Note: To clear the room of poison, just click the Fan again. Also,
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− | the Ice Room has a slowing effect.
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− | I'd leave all of your party (save one) in the Ice Room.
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− | | |
− | Open the door to the left, go through the library and up to the next
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− | door. Open that. Enter the room, avoid the giant. Wait for a Fire
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− | Elemental to appear, then lead it back into the Ice Room, for your
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− | waiting party to kill. Wait for the Elemental to FREEZE (there will even
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− | be some text to this effect), then attack. The elemental shatters,
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− | letting you know you've succeeded. Do this for 4 elementals (it doesn't
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− | have to be all at once, or one at a time, just lure as many as you can).
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− | Doing that gets you 22,000 experience.
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− | | |
− | When that is done, go up and kill the Fire Giant:
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− | | |
− | Fire Scepter
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− | Helm of the Rock (+25% fire, ice, elec. res., upgradeable by Cespenar)
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− | 100 gold
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− | | |
− | You now have all 5 scepters. I'd rest, save, then go talk to the Demon.
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− | Everyone gets 20,000 experience, and he, of course, attacks you. Who
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− | saw that coming?
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− | | |
− | Chromatic Demon -5 AC 140 HP -5 THAC0 4 Attacks 95% weapon res.
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− | | |
− | Your weapons will damage him, but they just won't do much damage. As he
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− | is damaged, he will switch forms. Just remember what each form is weak
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− | against...
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− | | |
− | Red Demon > Ice
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− | Ice Golem > Fire
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− | Shambling Mound > Lightning
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− | Air Elemental > Poison
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− | | |
− | If you're in ToB, this is an easy enough fight, buff-up beforehand,
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− | keep the fighters in the front and use whirlwinds. Three or four fighter
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− | types doing 10 hits/round at 4 damage a hit should knock it down fast.
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− | | |
− | Tip: After you have all 4 scepters, but before you free the Chromatic
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− | Demon, close the lower door in the poison lab. Then turn off the
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− | fan in the air lab so the poison lab is full of gas. Move all but
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− | one of your party members out of the way (the fire library works
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− | nicely). Then have your remaining character (preferably having
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− | them hasted first) release the Chromatic Demon. Lure the
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− | Chromatic Demon into the poison lab (via the air library), then
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− | exit the poison lab into the air library, closing the door behind
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− | you and trapping the Chromatic Demon in the poison lab. Then just
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− | sit back and wait for the Chromatic Demon to die. It doesn't take
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− | long. (Jeremy Hanson)
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− | | |
− | When he is dead...
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− | | |
− | 55,000 experience
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− | Circlet of Netheril (Cespenar can upgrade)
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− | Portal Key
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− | Ixil's Spike (+2 dagger, Cespenar can upgrade)
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− | | |
− | Whenever you're ready, enter the right portal to the Next Level.
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− | | |
− | - LEVEL THREE (AR 3003)
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− | | |
− | N E
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− | \ / Ooh, Isometric!
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− | | |
− | / \
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− | W S
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− | | |
− | Our informer on this level is a crazy elf named Yakman. When you talk to
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− | him he becomes convinced that you are some demonic illusion out to kill
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− | him, causing him to run away. Follow him through the portal (x 1350
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− | y 1100) and try talking to him again.
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− | | |
− | (AR 3011)
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− | | |
− | There is a pile of stuff (x 615 y 630) in the middle of the room:
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− | | |
− | Bard's Gloves (Cespenar can upgrade)
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− | | |
− | There is more treasure up in his tent (x 860 y 360, TRAPPED):
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− | | |
− | Madman's Journal (a Clue!)
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− | Diamond
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− | Long Sword (you may want to take this... seriously)
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− | Scepter of Radiance (you definitely need to take this)
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− | other treasures...
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− | | |
− | Once you're done looting, talk to Yakman. You need someone with 16 or
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− | more Charisma, or an Elf to get him to trust that you aren't an
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− | illusionary demon. Ask all the questions you can, about the Demons,
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− | why they fight each other, the level, the way out, the rod and its
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− | gems, etc. Next tell him he needs some sleep, to learn that he never
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− | sleeps. Offer to heal him, and the conversation ends. (the character
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− | who spoke to him MUST be a cleric for this offer to come up)
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− | | |
− | Cast Heal on him and he is back to normal... although you might prefer
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− | the insane version (he's quite arrogant). This gets you 5,000 quest
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− | experience points. With that he exits the Watcher's Keep to find out if
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− | he can restore his old life.
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− | | |
− | Enter the top portal (x 380 y 350) to return to the previous area (the
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− | other portal takes you back to the beginning).
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− | | |
− | Note: Resting anywhere in this maze will get you attacked by Succubuses
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− | (er...), Glabrezu or other types of demons, which makes this a
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− | great place to get experience, as they give between 6000 exp and
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− | 24,000 exp each. (Later you fight devils, but they're not as much
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− | fun)
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− |
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− | (AR 3003)
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− | | |
− | Head into the East Portal.
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− | | |
− | (AR 3008)
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− | | |
− | There will be various demons fighting amongst themselves here. They
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− | mention the Blood War (see: Planescape: Torment). Kill the demons here.
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− | (pretty easy to do since they're fighting each other)
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− | | |
− | Have someone of a lawful good alignment click on the Pillar to get: (evil
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− | people get Horridly Wilted)
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− | | |
− | Purifier +4 (Bastard Sword, Upgradeable by Cespenar)
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− | | |
− | Go "east" again (x 1070 y 150).
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− | | |
− | (AR 3012)
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− | | |
− | Here you are confronted by a Tanar'ri. If you are evil, you can side
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− | with it. It will want you to kill its enemy Ka'rashur. If you are Good
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− | you will have no choice but to kill it. From its body, take the Scepter
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− | Gem.
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− | | |
− | Note: When you return with the Heart of Ka'rashur he gives you the
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− | mighty Thieves Hood (useless until Cespenar upgrades it). This is
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− | the ONLY way to get this item, he won't have it on him if you
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− | kill him.
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− | | |
− | There is a trapped alcove (x 650 y 320) with some treasure.
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− | | |
− | Head on down "south" to the portal at (x 880 y 720).
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− | | |
− | (AR 3004)
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− | | |
− | This is a "no magic" zone. Kill off the demons in the area. Also there
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− | are traps on the ground where the 4 hallways meet the center room. You'll
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− | have to pass one to fight the monsters.
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− | | |
− | Go "south" again (x 1350 y 1100).
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− | | |
− | (AR 3006)
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− | | |
− | Welcome to the Succubus area. Whee. They'll attempt to tempt you, but
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− | don't bother with them. Of course, if you turn them down, they attack
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− | you. Ah well, demons just can't be reasoned with, I guess.
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− | | |
− | Head through the south gate.
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− | | |
− | (AR 3013)
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− | | |
− | Here you'll find the Baatezu (the very same ones that you were asked to
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− | kill by the Tanar'ri earlier). If you're evil you can side with them,
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− | otherwise prepare for a fight.
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− | | |
− | Be sure to search the corpses for the second Scepter Gem.
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− | | |
− | There is a small container (TRAPPED, x 960 y 360) above. It has some
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− | minor treasures.
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− | | |
− | Again, use the lower portal.
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− | | |
− | (AR 3010)
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− | | |
− | There are some Glabrezu lurking around here. Also, if you go back
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− | through the portals you entered from, you'll get back to the beginning.
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− | We want to take the "western" portal, so head down and left to (x 150
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− | y 785).
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− | | |
− | (AR 3005)
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− | | |
− | We experienced a "no-magic" room earlier, now we have entered a
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− | "wild-magic" room. Here, magic just doesn't work as you might expect,
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− | much like the "wild surge" effect you get if you play as a Wild Mage.
| |
− | | |
− | There are some Tieflings in here, but they aren't important.
| |
− | | |
− | Here's a twist, re-enter the portal you just came from (the "north"
| |
− | portal).
| |
− | | |
− | (AR 3007)
| |
− | | |
− | There's a Cambion in here, but you don't have to deal with him. If you
| |
− | do fight him, he'll summon several demon knights to help out.
| |
− | | |
− | Again, like the last area, re-enter the portal you entered from (the
| |
− | "north" portal).
| |
− | | |
− | (AR 3014)
| |
− | | |
− | Right out of the portal are some really deadly traps. Try to disarm them
| |
− | before engaging in battle.
| |
− | | |
− | Here you must fight a Demon Wraith and his armies of the undead. Kill
| |
− | him.
| |
− | | |
− | There are lots of minor treasures in here. There is also a really
| |
− | good item as well:
| |
− | | |
− | (x 340 y 640) - White Dragon Scales (Cespenar can make armor of these)
| |
− | | |
− | Again, take the portal you came out of (the "north" portal).
| |
− | | |
− | (AR 3015, the "Exit")
| |
− | | |
− | This is more or less where you would have been taken if you got abducted
| |
− | by a Succubus.
| |
− | | |
− | Just for arriving here, you get 10,000 quest experience.
| |
− | | |
− | When you first appear here, you'll find Aesgareth confronting you. He's
| |
− | not from around here. He also has the necessary Scepter Gem in order
| |
− | for you to move to the next level. That is not of the moment. Be civil
| |
− | to him, but don't reveal that you have a possible way out. He wants to
| |
− | play cards with you, the stakes being the Scepter (essentially). Agree
| |
− | to it. The conversation ends so you can "prepare."
| |
− | | |
− | Note: Sounds like your cue to SAVE THE GAME. If you lose the game,
| |
− | reload. After winning, save it again.
| |
− | | |
− | Also... You can pick-pocket Aesgarth for the deck of many
| |
− | things during the "Let me think about it" time. Your pick-
| |
− | pocketing skill should be at least 150+ though. (Xander77)
| |
− | | |
− | Talk to him again. The game involves attempting to survive whatever the
| |
− | Deck of Many Things hurls at you. The stakes are, for him the Scepter
| |
− | Gem, a Wish Scroll or a Spectral Brand, and you get to pick:
| |
− | | |
− | Note: The Spectral Brand (Long Sword +4) is upgradeable by Cespenar.
| |
− | | |
− | The Way Out (The Vigil Stone)... wager this!
| |
− | Experience
| |
− | Vitality
| |
− | | |
− | Note: If you get the strength card and lose your Strength, use a
| |
− | Remove Curse spell to dispel it. (thanks to Doug Scheurich)
| |
− | | |
− | You win by picking the "higher" card, which usually means the "worse"
| |
− | card! Winning a game is worth 25,000 quest experience. If you win the
| |
− | first two games (for the Spectral Brand and Wish scroll), talk to him
| |
− | again and get an instant 20,000 quest experience.
| |
− | | |
− | Try to get the Spectral Brand if you can. Even if you lose the draw,
| |
− | Aesgareth will return the Vigil Stone to you (so you don't lose anything)
| |
− | and even give you the Scepter Gem to boot! What a nice demon.
| |
− | | |
− | For completing this you get 25,000 quest experience.
| |
− | | |
− | Note: The maximum experience playing the game is 95,000 quest
| |
− | experience. Remember quest experience is NOT divided among
| |
− | the party, everyone gets that exact amount. (when you kill a
| |
− | 1000 exp monster, on the other hand, it is divided amongst
| |
− | everyone in the party)
| |
− | | |
− | Alternatively: You could be hostile and attack him.
| |
− | | |
− | Aesgareth - 21,000 experience
| |
− | Deck of Many Things
| |
− | Scepter Gem
| |
− | Tiefling - 14,000 experience
| |
− | Tiefling (2) - 18,000 experience
| |
− | Tiefling - 16,000 experience
| |
− | Fell Cat (2) - 9,000 experience
| |
− | | |
− | As well as many small treasures...
| |
− | | |
− | Total experience 105,000. (divided among your party,
| |
− | so if you have 6 people, each person gets 17,500 exp)
| |
− | | |
− | Also, it is possible to win the first two games, then
| |
− | lose the last game, and fight him then. You still get
| |
− | less Exp for killing him than letting him go.
| |
− | | |
− | The Deck of Many Things (if you killed Aesgareth and got it):
| |
− | | |
− | Card Drawn Effect
| |
− | Donjon Imprisoned
| |
− | Ruin Lose 100,000 gold
| |
− | Void Disintegrated
| |
− | Magician Transformed into a rabbit, Remove Curse to undo
| |
− | Skull Summons a hostile death shade, harmed by +5 or higher
| |
− | Key Random magic item
| |
− | Star If you are a warrior then +1 to strength; if you are
| |
− | a Priest, +1 to wisdom; if you are a wizard, +1 to
| |
− | intelligence, if you are a rogue, +1 to dexterity
| |
− | Throne Party gets 1,000,000 experience
| |
− | Moon Character gets +10 to max hit points
| |
− | Euryale Character loses 1 to all saving throws
| |
− | Flames Summons a hostile Baalor and some fire elementals
| |
− | Knight Summons in four demon knights
| |
− | Rogue Charms the character (they become Red and hostile)
| |
− | Talons Blinds character. Remove curse to undo
| |
− | Fool Lowers Wisdom to 3 and Confuses; remove curse spell
| |
− | Comet Character gets +5 fire resistance
| |
− | The fates Temporarily boosts +1 to all stats, lasts one day
| |
− | Gem Get a rogue stone, king's tear, sapphire, diamond,
| |
− | ruby, and emerald
| |
− | Vizier Mantle spell for one day
| |
− | Jester Character gains 50,000 experience
| |
− | Sun Entire party gains 300,000 experience
| |
− | Balance Deck vanishes
| |
− | | |
− | Time to get out of this maze. Before leaving this level, prepare for a
| |
− | battle with Mind Flayers. Cast some protective magics on sensitive
| |
− | players, Haste, etc. Enter the right portal.
| |
− | | |
− | - LEVEL FOUR (AR 3017)
| |
− | | |
− | Watch as a mage (MAD mage) forces some giths and illithids to fight a
| |
− | battle. Then you get to talk to him, but this proves to be quite
| |
− | unfruitful as he simply sends some goons to attack you. (In my case, it
| |
− | was Illithids)
| |
− | | |
− | Up above the machine, there are four large containers (x 3300 y 1550).
| |
− | Besides having the normal assortment of minor magical items, they also
| |
− | carry NON-magical items. You might want to take some, you're going to
| |
− | need them.
| |
− | | |
− | Open the door near here (x 3600 y 1660) and enter this room. There are
| |
− | 2 containers upwards, both are locked, the one on the left is trapped.
| |
− | They have only minor treasures. There's another locked chest at the
| |
− | lower end of this room with more minor treasures.
| |
− | | |
− | Open the next door (x 4100 y 1300) to find the Magical Golems. These
| |
− | guys can be hurt ONLY by non-magical weaponry (hence the shelf full of
| |
− | that stuff), so be sure that everyone is equipped with something mundane.
| |
− | However, once you have normal weapons equipped, these golems are
| |
− | pushovers.
| |
− | | |
− | Enter their room, and search the giant Pool to get some Blue Oil.
| |
− | | |
− | The three containers (the middle one is trapped) at the top of this room
| |
− | have more minor treasures.
| |
− | | |
− | Back to Carston's Room. This time, take the door to the south (x 2600
| |
− | y 2300)
| |
− | | |
− | The container just to your south (x 2850 y 2600) has a large variety of
| |
− | healing potions.
| |
− | | |
− | The treasure chests at the top of the room are not treasure chests at
| |
− | all, but Killer Mimics that attack you. Once the mimics are dead, you
| |
− | can search the containers for more minor treasures.
| |
− | | |
− | The final door (x 2130 y 2670) leads to several torches, which you can't
| |
− | light just yet. Back to Carston's room. Head up to the top stairs
| |
− | (x 2400 y 1500). You'll be fighting more Mind Flayers, so be ready.
| |
− | Go down.
| |
− | | |
− | (AR 3021)
| |
− | | |
− | Once here, I summoned a Mordenkainen's Sword, and sent it down. The
| |
− | enemies all attacked that (quite uselessly) allowing me to swoop in
| |
− | behind them and slaughter them.
| |
− | | |
− | Open the door to the left, and go down the passage to a small circular
| |
− | room. There were some Umber Hulks here that wanted to be killed. Once
| |
− | they're dead, search the circular thing in the center for:
| |
− | | |
− | Illithid Rod
| |
− | Wand of Cursing
| |
− | other treasures...
| |
− | | |
− | Go back, then open the lower door and enter that room. There are more
| |
− | Hulks and Illithids in here to be killed.
| |
− | | |
− | Search the table at (x 1600 y 915) for:
| |
− | | |
− | 5 Potions of Extra Healing
| |
− | Handwritten Note
| |
− | other treasures...
| |
− | | |
− | Open the cell door, and search the table in there for more small
| |
− | treasures. Also the table to the right has more treasures, healing
| |
− | potions, etc.
| |
− | | |
− | Enter the right cell and talk to the dying Apprentice. Ask him about
| |
− | Carston and the exit to the next level. The key is the Machine, of
| |
− | course. He dies, and you can then search the table behind him for more
| |
− | small treasures. For helping him die (I guess) you get 1000 quest
| |
− | experience.
| |
− | | |
− | Open the southern door, and go down the passage to another circular
| |
− | room. There are 3 illithids in here and some Umber Hulks. Kill them.
| |
− | One of the illithids has the second part of the Illithid Rod key, once
| |
− | you get it you get 4000 experience and the completed key. The container
| |
− | in the center of the room here is TRAPPED and has minor treasures.
| |
− | | |
− | Go back up to the cell room, then left (x 1200 y 1000).
| |
− | | |
− | This is the Red Oil Room. When you take the red oil from the vat you
| |
− | will be attacked by a couple of Vampiric Illithids (the best of BOTH
| |
− | worlds there). They're each worth 14,000 experience.
| |
− | | |
− | Head back up to Carston's level.
| |
− | | |
− | (AR 3017)
| |
− | | |
− | Drop down to the lower stairway (x 4000 y 2600) and go down.
| |
− | | |
− | (AR 3022)
| |
− | | |
− | If you thought that the Gith might be more reasonable than the Illithid
| |
− | were, well you're wrong. They're not.
| |
− | | |
− | Note: Some of these Gith are considered to be Anti-Paladins. Don't
| |
− | you wish that you could be an Anti-Paladin?
| |
− | | |
− | There are 3 chests in this first room, and the "middle" one is trapped.
| |
− | They mostly have minor treasures with one exception...
| |
− | | |
− | Be sure to get the Flint and Tinder from the lower chest (x 880 y 550).
| |
− | | |
− | The door to the right has more Giths and some minor treasures.
| |
− | | |
− | Open the lower-left door and go through (x 900 y 800).
| |
− | | |
− | Fight off the Giths in this room, then search it for treasure. There is
| |
− | another Handwritten Note here at (x 400 y 950).
| |
− | | |
− | Open the door in the lower right (x 900 y 1200) to go to the next room.
| |
− | You'll have to fight through a wave of Gith, but if you can take on the
| |
− | Illithids, the Gith should present no problems at all. When they're
| |
− | dispatched, go further to the right to find the captain. You can't talk
| |
− | him out of a fight, so don't bother trying.
| |
− | | |
− | Captain - 7500 experience
| |
− | Diary of Carston's Apprentice (a Clue!)
| |
− | Angurvadal (Long Sword +4, upgradeable by Cespenar)
| |
− | | |
− | Search the "teeth" of their ship (x 1350 y 1550) to find:
| |
− | | |
− | Montolio's Clasp (part of Montolio's Cloak, upgradeable by Cespenar)
| |
− | other treasures...
| |
− | | |
− | Search the purple pool (x 1550 y 1700) to get:
| |
− | | |
− | Purple Oil
| |
− | | |
− | Open the door in the bottom right corner here (x 1830 y 1960) and
| |
− | descend.
| |
− | | |
− | (AR 3018)
| |
− | | |
− | Follow this down to find a great red Dragon, Saladrex. In case you're
| |
− | planning on attacking him (don't yet), here are his general stats:
| |
− | | |
− | 244 HP -12 AC -6 THAC0 3 Attacks 30% all weapon res. 64,000 exp
| |
− | | |
− | Staff of the Ram +4 (Upgradeable by Cespenar)
| |
− | Rogue Stone
| |
− | 1500 gold
| |
− | other treasures...
| |
− | | |
− | Anyway, let's just have a pleasant chat with him for a bit. You can
| |
− | attack later if you want. Try to use the "flattering" answers whenever
| |
− | possible ("oh mighty Saladrex") as he is a very vain dragon. Ask him
| |
− | what he's doing here, and he'll tell you that he was summoned by the
| |
− | Mad Mage Carston like everyone else, but he found that he liked it here.
| |
− | Depending on how flattering you were, you'll be able to ask him some
| |
− | questions. Ask him everything that you want...
| |
− | | |
− | Then, if you so desire, you can attack. Most of the "trick" strategies
| |
− | for killing dragons that worked in BG2, no longer work (Fake Talk,
| |
− | tossing out Cloudkills, etc.), so you might actually have to prepare for
| |
− | a real fight. I'd make sure to cast Resist Fear on everyone, as Dragons
| |
− | tend to be frightening.
| |
− | | |
− | Tips: Killed the dragon by using one of the many spell striking
| |
− | wands to lower its resistance (cast about 3 times), then
| |
− | used wand of lightning a bunch of times. Used cleric to
| |
− | heal/cast resist fire/resurrect. Important to note that the
| |
− | dragon in watcher's keep cannot fit through its big doorway,
| |
− | allowing you to stay out of range of all but it's fire
| |
− | breath. Fun stuff. If you're really crafty, you can grab
| |
− | some additional fire protections, and nix the cleric. This
| |
− | method is mainly for those who go straight from Irenicus'
| |
− | Dungeon to Watcher's Keep. (from Braden)
| |
− | | |
− | Once you're done here, go back up.
| |
− | | |
− | (AR 3022)
| |
− | | |
− | Want to fight a Demi-Lich? Whenever you've prepared, head over to the
| |
− | left, open the door (x 750 y 1850) and descend.
| |
− | | |
− | (AR 3027)
| |
− | | |
− | Nothing here, but a Demi-Lich! I'd send in only one character and
| |
− | attempt to draw him out of his little hidey-hole. I'd keep your mages
| |
− | WELL away from this battle so they can cast Freedom on anyone who happens
| |
− | to get imprisoned by him. So, what I did was cast Simulacrum, and had
| |
− | that stay in the battle with me, and had my real mage go hide somewhere.
| |
− | I'd also send your main character away as well, this prevents him/her
| |
− | from getting imprisoned and ending your game. Of course, if you have a
| |
− | Berserker in your party, just Berserk and hit him hard and fast.
| |
− | Berserking makes you immune to imprison.
| |
− | | |
− | Demi-Lich - 55,000 experience
| |
− | Star Dagger +4 (upgradeable by Cespenar)
| |
− | 20,000 gold
| |
− | other treasures...
| |
− | | |
− | Be sure to check his coffin for more treasures.
| |
− | | |
− | Go back to the Gith level, and from there back to the main Mad Mage
| |
− | level.
| |
− | | |
− | (AR 3017)
| |
− | | |
− | Head left to the torches (x 1680 y 2860). There are 6 torches, 3 on the
| |
− | left and 3 on the right. Here's the color coding...
| |
− | | |
− | Red Blue
| |
− | Red Purple
| |
− | Purple Red
| |
− | | |
− | Click on each torch and light them according to the pattern. (You get
| |
− | the pattern from the tiles in the two side rooms, if you're curious...
| |
− | it's easier to see if you look at the mini-map) When all the torches
| |
− | light, the door opens and everyone gets 10,000 quest experience points.
| |
− | | |
− | Enter the last room.
| |
− | | |
− | Here you must fight two Minotaurs, Rock and Garock. Somehow they also
| |
− | summon other monsters to help them. But after clearing out a dragon and
| |
− | demi-lich, what are 2 minotaurs?
| |
− | | |
− | Rock - 15,000 experience
| |
− | Axe of the Unyielding +3 (Upgradeable by Cespenar)
| |
− | 2 Potions of Superior Healing
| |
− | Battle Axe +3
| |
− | | |
− | Garock - 10,000 experience
| |
− | 2 Potions of Superior Healing
| |
− | Battle Axe +3
| |
− | | |
− | Time to search the Vaults. The left one is trapped, the right one is
| |
− | locked.
| |
− | | |
− | Get the Crystal Mallet from the left vault.
| |
− | | |
− | Be sure to get the Clay Golem page from the right vault. The other
| |
− | treasure is decidedly minor.
| |
− | | |
− | Head back to the great machine, and click on it. You need to hit the
| |
− | thing SIX times in order to get Carsten out of it. Once he is removed
| |
− | from his cocoon, he isn't quite as arrogant. Let him live and he'll
| |
− | give you his journal. You get 10,000 experience for letting him live.
| |
− | (He's worth only 6000 to kill) Read his journal to learn how to activate
| |
− | the portal to the next level. However, we have a machine to play with
| |
− | first...
| |
− | | |
− | Save it first, then use the machine. All the handwritten notes you have
| |
− | been gathering are the formulas for what you can do with it. Each
| |
− | valid combination requires 3 switches/buttons/whatever to be pressed.
| |
− | They can be done in any order. The bonuses work on whoever used the
| |
− | machine, not just the main character. So, if you need your priest to
| |
− | gain some wisdom...
| |
− | | |
− | Here is a complete list of the valid combinations:
| |
− | | |
− | Triangle Green Medium > Storm Star +3 (Cespenar can upgrade)
| |
− | Blue Green Long > Gain Magic Res.
| |
− | Circle Blue Long > +1 INT
| |
− | Square Blue Short > +1 DEX
| |
− | Red Green Short > +1 CHA
| |
− | Circle Square Triangle > +1 WIS
| |
− | Circle Red Long > +1 CON
| |
− | Square Short Medium > +1 STR
| |
− | Triangle Red Medium > Exit to next level
| |
− | | |
− | Note: You can only do the Stat bonuses ONCE.
| |
− | | |
− | If you enter in an INVALID combination, you get some really bad random
| |
− | effects (well, mostly bad):
| |
− | | |
− | 10% chance to gain a Potion of Superior Healing.
| |
− | 10% chance to get 100,000 experience (only for whoever used it)
| |
− | 10% chance to become Imprisoned (bad if it's your main character)
| |
− | 10% chance for 50 fire damage
| |
− | 10% chance turned to stone (bad if it's your main character)
| |
− | 10% chance to lose 1 INT
| |
− | 10% chance for 75 lightning damage
| |
− | 10% chance to be poisoned
| |
− | 10% chance to lose 15 levels
| |
− | 10% chance to lose 1 DEX
| |
− | | |
− | Anyway, use the machine's Triangle, Red, Medium combination to open up
| |
− | the portal to the next level. This is worth 25,000 quest experience.
| |
− | The portal you want to enter is the Right Portal (x 2800 y 1400).
| |
− | | |
− | - LEVEL FIVE (AR 3019)
| |
− | | |
− | Well here we are on the final level. In fact, you can see the Final
| |
− | Seal just ahead. All you have to do is figure a way to open it. The
| |
− | other portal here takes you out of the dungeon.
| |
− | | |
− | There are 3 doors around this area, one below, one to the left and one
| |
− | to the right. Open the lower door (x 2460 y 2460) and talk to the
| |
− | Helmite Ghost. Be confident and tell him that you are ready for anything
| |
− | that might be ahead. Tell him that you are ready for the challenge and
| |
− | he tells you to enter the 3 doors behind him.
| |
− | | |
− | Enter the left door first (x 2300 y 2950).
| |
− | | |
− | (AR 3025)
| |
− | | |
− | You will be fighting orcs in here. Lots and lots of orcs. This area is
| |
− | on a timer. As long as the timer is going, there will be a constant
| |
− | supply of orcs for you to fight. So, until the end, there will be 10
| |
− | orcs in the room.
| |
− | | |
− | After a short while, the spirit appears, congratulates you and gives you
| |
− | 21,000 quest experience.
| |
− | | |
− | Search the pool for:
| |
− | | |
− | Ixil's Nail (Cespenar can upgrade)
| |
− | 5 Potions of Extra Healing
| |
− | minor treasures...
| |
− | | |
− | Go back up.
| |
− | | |
− | (AR 3019)
| |
− | | |
− | Now open the middle door (x 2640 y 3000) and go down. You will be
| |
− | fighting a Dragon, so be warned.
| |
− | | |
− | (AR 3024)
| |
− | | |
− | This challenge is much more interesting, you get to fight a Green Dragon!
| |
− | I found this dragon quite a bit easier than the Red one earlier. Anyway
| |
− | I simply summoned up some Mordenkainen's Swords (2), a Fire Elemental.
| |
− | Then I cast a few protection spells and hacked at the dragon till he
| |
− | died.
| |
− | | |
− | Dragon - 62,000 experience
| |
− | Warrior's Skull
| |
− | Hindo's Doom +3 (upgradeable by Cespenar)
| |
− | 1500 gold
| |
− | other treasures...
| |
− | | |
− | With the dragon dead, you get congratulated by the ghost and another
| |
− | 21,000 quest experience.
| |
− | | |
− | Exit.
| |
− | | |
− | (AR 3019)
| |
− | | |
− | Time for the last door (x 2900 y 2900).
| |
− | | |
− | (AR 3026)
| |
− | | |
− | Here you meet up with a gaming imp. No way out, you'll just have to
| |
− | answer her questions. Oh, and if you fail, she Imprisons your entire
| |
− | party.
| |
− | | |
− | First, here is her riddle:
| |
− | | |
− | "I have as many brothers as sisters, but my brothers have twice the
| |
− | number of sisters as brothers. How many children do my parents have?"
| |
− | | |
− | Answer: Seven
| |
− | | |
− | This is worth 10,000 quest experience.
| |
− | | |
− | Next you play the Game of Coins. Here is the way to win at this:
| |
− | | |
− | You take:
| |
− | | |
− | 2 coins (he'll take 1 coin)
| |
− | 3 coins (he takes 3 coins)
| |
− | 1 coin (leaving him the last coin, so he loses!)
| |
− | | |
− | Beating the Imp again is worth another 10,000 experience. The Spirit
| |
− | appears again, congratulates you and gives you another 21,000 quest
| |
− | experience.
| |
− | | |
− | There are 3 containers in here with various minor treasures. Also, the
| |
− | chest against the wall is TRAPPED. When you're done looting, exit.
| |
− | | |
− | (AR 3019)
| |
− | | |
− | When you appear, the Spirit talks to you, and gives you the Heart Key.
| |
− | (actually, for me, he gave it to Jaheira)
| |
− | | |
− | 1 key down, 2 to go.
| |
− | | |
− | Go up and to the left, and open that door (x 1240 y 1580). Kill off any
| |
− | monsters in here. This is the Orb Room, where colored balls shoot out of
| |
− | a machine to be deposited in large pillars. Why, you ask? For a key.
| |
− | | |
− | Go up and examine the machine. You'll have to go through the Notes
| |
− | before it actually lets you play with the machine. You're going to have
| |
− | to press each of the 4 buttons 4 times. Each time you press a button you
| |
− | get a new Orb of the same color as the button. After you get an orb,
| |
− | place it into the same colored Pillar. There are some side effects to be
| |
− | aware of:
| |
− | | |
− | Note: Despite what the machine says, you only have to put ANY ONE of
| |
− | the colored globes into their proper Pillar. That means you can
| |
− | get away with pushing only 4 buttons total, rather than 16.
| |
− | | |
− | Red 1: Summons Hobgoblins
| |
− | Red 2: Summons Kuo-Toas
| |
− | Red 3: Summons Trolls
| |
− | Red 4: Summons Greater Wolfweres
| |
− | | |
− | Blue 1: Summons a Mage (11,000 exp)
| |
− | Blue 2: Summons a Mage (14,000 exp)
| |
− | Blue 3: Summons a Mage (20,000 exp)
| |
− | Blue 4: Summons a Mage (6000 exp)
| |
− | | |
− | Purple 1: Summons Skeletal Warriors
| |
− | Purple 2: Summons Shadows
| |
− | Purple 3: Summons Vampires
| |
− | Purple 4: Summons Liches
| |
− | | |
− | Green 1: Summons Mutated Spiders
| |
− | Green 2: Summons Umber Hulks
| |
− | Green 3: Summons Earth Elementals
| |
− | Green 4: Summons Beholders
| |
− | | |
− | Note: Each button pressed gives you 1000 quest experience for a total
| |
− | of 16,000 quest experience.
| |
− | | |
− | Tip: With the "purple" undead monsters, I turned the script off of my
| |
− | Cleric, and had her stand near where the monsters appear. Then,
| |
− | because of being at a high level, every undead was blown to bits.
| |
− | | |
− | Here's a list of what the first 3 orbs do for each color: (Dave Loveland)
| |
− | | |
− | Green - Summon Shambling Mound
| |
− | Green - Melf's Acid Arrow
| |
− | Green - Temporary +5% magic resistance (on caster)
| |
− | Blue - Cone of Cold
| |
− | Blue - Greater Restoration
| |
− | Blue - Protection from Normal Missiles
| |
− | Purple - Invisibility
| |
− | Purple - Mass Cure
| |
− | Purple - Cloud Giant Strength (on caster)
| |
− | Red - Fireball
| |
− | Red - Good Luck (temporary +1 to saves for each member of your party)
| |
− | Red - Heals 64 hit points
| |
− | | |
− | When you're done, you get the Mind Key, which is worth 10,000 quest
| |
− | experience. 2 down, 1 to go.
| |
− | | |
− | Go over to the right door (x 2900 y 1300) and go in. You'll have to
| |
− | fight through some enemies, but nothing you can't handle. Go up to the
| |
− | pedestal and click it to place the Skull you got from the dragon on it.
| |
− | This teleports you to a hidden realm ...
| |
− | | |
− | (AR 3023)
| |
− | | |
− | You cannot move. In fact, all you can do is control the Spirit Warrior
| |
− | and tell him where to go. This dungeon has been reduced to almost a
| |
− | Text Adventure level. Your Spirit Warrior has 50 HP, 7 AC, 10 THAC0.
| |
− | | |
− | Map: (start in Room 1)
| |
− | | |
− | Room 12 -- Room 11 -- Room 10
| |
− | Mummy Chest > Heal Gibberling (use scroll)
| |
− | (Req. Key) |
| |
− | |
| |
− | |
| |
− | Room 7 -- Room 8 -- Room 9
| |
− | Ghost | Desk (Bracers +1 THAC0)
| |
− | Chest (Helm) | chance to be poisoned when opened
| |
− | | |
| |
− | | |
| |
− | Room 4 -- Room 5 -- Room 6
| |
− | Poison Scroll War Dog
| |
− | Fountain Search for Potion (Heal) & Key
| |
− | | |
| |
− | | |
| |
− | Room 1 -- Room 2 -- Room 3
| |
− | Goblin Treasure Chest (Wand)
| |
− | Skeleton attacks when opened
| |
− | | |
− | Wand Note: If you don't use your wand beforehand, it will be more
| |
− | powerful when you fight the Mummy later.
| |
− | | |
− | Fleeing Note: If you flee the goblin you take 2 damage.
| |
− | If you flee the skeleton or War Dog you take 5 damage.
| |
− | If you flee the ghost you take 7 damage.
| |
− | | |
− | Experiences: You get 4000 quest experience for getting the Helm.
| |
− | 4000 QExp for getting the Potion & Key.
| |
− | 4000 QExp for getting the Scroll
| |
− | 4000 QExp for getting the Bracers
| |
− | 3000 QExp for using the Scroll on the Gibberling
| |
− | 4000 QExp for using the key and opening the chest
| |
− | | |
− | As you can see from the map, there are many ways to do this one. The
| |
− | route I favor is this:
| |
− | | |
− | Room 1: Go North to 4.
| |
− | Room 4: Go North to 7.
| |
− | Room 7: Kill ghost, open chest to get the +1 AC Helm. Go south.
| |
− | Room 4: Go south to 1.
| |
− | Room 1: Go east to 2.
| |
− | Room 2: Fight goblin. East to 3.
| |
− | Room 3: Open chest, fight skeleton, get Wand. Go up to 6.
| |
− | Room 6: Fight War Dog, search for Potion (Heal) & Key. West to 5.
| |
− | Room 5: Search for Scroll. Up to 8.
| |
− | Room 8: East to 9.
| |
− | Room 9: There is a 33% chance to get poisoned if you open the desk.
| |
− | The Bracers +1 THAC0 are nice, however. North to 10.
| |
− | Room 10: Use Scroll to kill Gibberling. West to 11.
| |
− | Room 11: Open Chest (needs the Key from room 6) to get healed. Go
| |
− | through the Arch to 12.
| |
− | Room 12: Fight the mummy. Use the Wand first, then attack.
| |
− | | |
− | If you don't want any of the items, the non-violent (at least until you
| |
− | get to the Mummy) route is:
| |
− | | |
− | Room 1: Go north to 4.
| |
− | Room 4: Go east to 5.
| |
− | Room 5: Search for scroll. North to 8.
| |
− | Room 8: East to 9.
| |
− | Room 9: North to 10.
| |
− | Room 10: Use Scroll to kill Gibberling. West to 11.
| |
− | Room 11: Go through Archway to 12.
| |
− | Room 12: Fight Mummy. I believe the mummy is stronger if you don't
| |
− | have the Helm and Bracers.
| |
− | | |
− | Thus you are released from the Spirit Warrior, having succeeded in
| |
− | getting the final key. For this you get 21,000 quest experience.
| |
− | | |
− | (AR 3019)
| |
− | | |
− | Go over to the great Seal on the floor. There are 3 pedestals around it,
| |
− | click on each of these. Each key used gets you 20,000 quest experience
| |
− | (for 60,000 total). Now that we've stuck the keys in, we still have
| |
− | to turn them. And when you turn the keys, monsters appear. As soon as
| |
− | you turn the key, I'd pause it and survey your enemies. If you have any
| |
− | mages, take them out quickly to avoid getting Time Stopped.
| |
− | | |
− | Upper Right - Spirits of Priests (and one mage)
| |
− | Items: Club of Detonation +3
| |
− | Lower - Lich (25,000 experience), Flaming Skulls
| |
− | Items: Erinne Sling +4 (upgradeable by Cespenar)
| |
− | Serpent Shaft (upgradeable by Cespenar)
| |
− | Upper Left - Final Guardians
| |
− | | |
− | The Final Guardians are meant to be very tough, and so they are. They
| |
− | consist of:
| |
− | | |
− | Nalmissra - Tanar'ri
| |
− | 25,000 experience
| |
− | Scroll: Wish
| |
− | The Huntress - Demonic
| |
− | 20,000 experience
| |
− | Taralash Bow +4 (increases movement rate, Upgradeable)
| |
− | Y'tossi - Demonic
| |
− | 23,000 experience
| |
− | Gauntlets of Extraordinary Specialization (+1 THAC0, +2 dmg
| |
− | + 1/2 attack per round)
| |
− | Amerilis Zauviir - Cleric
| |
− | 20,000 experience
| |
− | Hive Mother - Beholder
| |
− | 50,000 experience
| |
− | Xei Win Toh - Fighter
| |
− | 28,000 experience
| |
− | | |
− | There are also lots of minor treasures too.
| |
− | | |
− | To prepare for the final battle, I summoned up some Mordenkainen's Swords
| |
− | and placed them around the portal. I then moved my party well over to
| |
− | the left, cast protective magics on them (and a Simulacrum as well).
| |
− | If you have the Cloak of Reflection or the Shield of Balduran, be sure
| |
− | to have those equipped on someone, and have them rush the Beholder.
| |
− | I had the Swords attack Y'tossi as she is very tough and requires high
| |
− | enchantments (the Swords are +5) to even hit. I then hit Nalmissra
| |
− | (after doing a Remove Magic on her) since she was close before
| |
− | concentrating more fully on the Beholder. Once those monsters are gone
| |
− | it's practically smooth sailing.
| |
− | | |
− | Note: Getting killed by Instant-Death attacks? Try using the Death
| |
− | Ward (cleric) before hand.
| |
− | | |
− | Saving after the battle is a GOOD idea.
| |
− | | |
− | Alan Cherry has a good idea: Keep everyone near the exit portal. Take
| |
− | out one or two of the opponents, then use the portal and leave as soon as
| |
− | someone's hurt bad. Heal up and recharge spells, and come back in. As
| |
− | long as nobody's too far from the portal, you can exit anytime. Cast
| |
− | Resist Fear before entering, since you can't control a character who
| |
− | panics.
| |
− | | |
− | Konstantin has a more magical strategy: All it requires is a Mage or a
| |
− | Sorcerer and the skull trap spell. I call this the chain reaction.
| |
− | Anyway, the best kind of fight is when you get the XP for free. So I had
| |
− | my thief set snares around the room and then using project image I had my
| |
− | Sorcerer pump the room full of skull traps about 12 in each of the places
| |
− | where the monsters would appear. This of course took a few minutes.
| |
− | Then I took a rest and cast all of my protective spells, and got ready
| |
− | for a fight. I carefully came up to the key thing (whatever it is) and
| |
− | turned the key. There was a laugh, then my screen froze for a few
| |
− | seconds as the skull traps were going off, when everything was finished
| |
− | all the guardians were dead. They did not touch me once.
| |
− | | |
− | Xander77 offers the following strategies:
| |
− | | |
− | To begin with. it may be a good idea to kill all the monsters at the
| |
− | monster machine except for the purple (undead) ones. Then start turning
| |
− | undead with a sanctuaried cleric and recruit a bunch of Vampires,
| |
− | Skeleton Warriors and Liches to your cause before going after the
| |
− | guardians.
| |
− | | |
− | Finish the other seal guardians, rest-up and buff-up (For this battle I
| |
− | suggest summoning 1 planetar 2-3 skeleton warriors/hashekars and 1-2
| |
− | Mordenkainen's Swords. Cast a storm of venegance over the area if you
| |
− | feel like it. Now. arrange everyone according to the strategy of your
| |
− | choice and - open the last seal.
| |
− | | |
− | Strategy 1 - General pile-up.
| |
− | | |
− | Simple enough - send all the summoned creatures into battle. Let your
| |
− | characters stand back and use every area-damage spell they know
| |
− | (preferably summon-friendly ones). Chain-contingency + horrid wiltings
| |
− | might work here (it might work in any big combat). Timestop + Improved
| |
− | Alacricity is also nice.
| |
− | | |
− | Strictly according to the rules. A bit-touch-and-go, but doable
| |
− | (especially if your level is 20+)
| |
− | | |
− | OTOH - It does seem somewhat impersonal, doesn't it? Going on to:
| |
− | | |
− | Strategy 2 - divide and conquer.
| |
− | | |
− | Make sure that all your guys and summons take their assigned places
| |
− | (see below) except for one mage that opens the final seal. At this
| |
− | point we handle 3 of the guardians on a party-monster basis, while the
| |
− | summons distract the other 3. Simple enough.
| |
− | | |
− | Nimarha - Send a guy with negative plain protection (IMOD for example)
| |
− | and charm protection against her. All her attacks are ignored, while
| |
− | the guy uses a ranged weapon to help his friends. If you can find a
| |
− | mage with the above specifications - even better. We need all the
| |
− | fighters we can get taking down Ytossi and the Hive mother - the mage
| |
− | can just stoneskin, and sit there doing his thing.
| |
− | | |
− | Ytossi - a fighter or 2. Breach her protection from magic weapons (a
| |
− | mage should alternate between breaching her, breaching the hive mother
| |
− | and magic missiling anyone who seems to be up to something).
| |
− | | |
− | Hive mother - one guy with Cloak of reflection. An enraged Korgan is
| |
− | good - maze and imprisonment won't work. Possibly another guy with high
| |
− | MR\Cloak of Balduran to help him send her on her way before she starts
| |
− | targeting the other party members.
| |
− | | |
− | BTW - If your main char is a fighter, you can distract them all the 3
| |
− | on the right by yourself, and let the summons help your party. Both the
| |
− | kensai and the archer have +1 weapons (the archer has a +2/ or maybe
| |
− | +3 sword, but she only uses it once she runs out of arrows) so they
| |
− | can't hurt you. You should carve the drow up bad enough that she won't
| |
− | have time to fire of a spell.
| |
− | | |
− | Vice versa - you can handle the 3 on the right with your party (just
| |
− | run on in and keep hitting them. Keep a mage free to keep the 3 on the
| |
− | left in line) and let the summons handle the ones on the left in the
| |
− | meantime. In which case:
| |
− | | |
− | Namirra - One skeleton warrior, or something else she can't charm and
| |
− | can stay alive after a level drain or 2.
| |
− | | |
− | Ytossi - one mordy sword. 2 if you feel like breaching and letting them
| |
− | finish her.
| |
− | | |
− | Hive mother - one skeleton warrior and one Hakeashar. Both magic
| |
− | resistant.
| |
− | | |
− | Planetar - wanders around and kills anything that needs killing.
| |
− | | |
− | Cast a death word on your weaker party members in case a spell goes
| |
− | after the wrong person, and finish the whole thing quickly - they start
| |
− | turning to opponents other then the ones they're currently facing after
| |
− | a while.
| |
− | | |
− | Once they're dead and gone, time to click the Wheel above the Seal to
| |
− | open it.
| |
− | | |
− | Going down...
| |
− | | |
− | - THE IMPRISONED ONE (AR 3020)
| |
− | | |
− | Ah, finally we meet the elusive "Imprisoned One"... He'll try to talk
| |
− | you out of using the Scroll you were given, at the moment we don't want
| |
− | to listen to that. Get out of the conversation, put the scroll in a
| |
− | Quick Item Slot and use it. This is worth 80,000 quest experience.
| |
− | | |
− | Of course, the Imprisoned One was right, and you are now trapped down
| |
− | here. You can go up the stairs and look at the portals, but you sure
| |
− | can't do anything about it. Talk to the demogorgon again. Listen to its
| |
− | plan, it will open a small rift in the seal to let you out, you go talk
| |
− | to the false-Helmites and trick them into coming to check on the
| |
− | Imprisoned One, he kills them and everyone is happy. Sounds like fun.
| |
− | Agree, and he'll open the portals.
| |
− | | |
− | Use the Right Portal to get back to the beginning.
| |
− | | |
− | (AR 3000)
| |
− | | |
− | You'll appear on the ground level, find the stairs up to the roof to
| |
− | talk to Odren. Tell him what the Imprisoned One told you to tell him,
| |
− | (that you killed the Imprisoned One) and they'll go rushing down to
| |
− | check for themselves.
| |
− | | |
− | After that a Specter appears and talks to you. She tells you that Odren
| |
− | was indeed corrupt, that it was He who was supposed to do the ritual
| |
− | binding the Demogorgon (prince of demons) in the Keep. He wimped out
| |
− | and thought to sacrifice you. She says Helm has sealed his fate. She
| |
− | gives you three options to do:
| |
− | | |
− | Flee in Terror
| |
− | Enter the Keep and Save Orden
| |
− | Use a New Scroll to Seal both Demogorgon and Orden inside
| |
− | | |
− | Pick either Enter the Keep or Use the Scroll and she'll give you the
| |
− | scroll (just in case). This is worth 25,000 experience.
| |
− | | |
− | The easiest is to simply take the New Scroll, use it and seal both
| |
− | inside. This gets you 80,000 quest experience.
| |
− | | |
− | Note: Once you seal the Demogorgon in with the Scroll, you can never
| |
− | again attempt to kill him.
| |
− | | |
− | ... Except for a very small area on the door that still allows
| |
− | you to enter, that is.
| |
− | | |
− | Of course, many people might think it too easy to simply use a scroll,
| |
− | if so the it is time to go back inside. Drop down the stairs to the
| |
− | ground, then over to the left and into the Demogorgon's Lair.
| |
− | | |
− | If not, then congratulations on completing the Watcher's Keep.
| |
− | | |
− | (AR 3020)
| |
− | | |
− | Everyone dies really quickly around the Demogorgon, so you can't expect
| |
− | help from the "knights." Demogorgon also summons up a pair of Mariliths
| |
− | (similar to Y'tossi from earlier) making this a very tough battle indeed.
| |
− | | |
− | Anyway, before dropping down to his level, you'll want to prepare
| |
− | yourself. Protection spells, summonings, anything you think might help.
| |
− | Make sure everyone has +4 weapons so that they can actually hit something
| |
− | down there (otherwise, just leave them up by the portals). If you kill
| |
− | one set of minions, he'll summon more. In order to hit the Demogorgon
| |
− | you'll need to lower his defenses. I would suggest Khelben's Warding
| |
− | Whip. Use all of your special abilities/items/spells that you can while
| |
− | in the battle. There's no better time than now to try out your Whirlwind
| |
− | attacks. It is not ESSENTIAL to take out his Mariliths, you could leave
| |
− | them be and just try to kill Demogorgon. If you do kill his Mariliths
| |
− | he'll summon more... again and again. Remember, you can't hurt him
| |
− | if he has protections on, so use Warding Whip!
| |
− | | |
− | If you have the higher abilities, summon Planetars and other similar
| |
− | creatures (those can sure take a beating). You may get poisoned, so
| |
− | either have an antidote, or a spell handy. Set up Contingencies if you
| |
− | can, and Spell Triggers.
| |
− | | |
− | Demogorgon - 290 HP -12 AC -8 THAC0 5 Attacks
| |
− | 36,000 experience
| |
− | Mariliths - 23,000 experience
| |
− | Balor - 26,000 experience
| |
− | Glabrezu - 12,000 experience
| |
− | Cambion - 18,000 experience
| |
− | | |
− | Note: This is probably the most difficult battle in any of these
| |
− | games, so if you can't do it after several attempts, try
| |
− | coming back later.
| |
− | | |
− | Also, you cannot cheat to kill the Demogorgon. It won't work.
| |
− | | |
− | Demogorgon is not stopped by Time Stop, so unless your mage
| |
− | can fight him on his/her own, don't use it.
| |
− | | |
− | Exploits work against Demogorgon quite well. Drop a "Pit
| |
− | Trap" in the center before he appears (Or, drop several). Or
| |
− | if you're into magic, use the Project Image spell exploit to
| |
− | summon multiple Planetars.
| |
− | | |
− | Find Demogorgon too easy? Try David Gaider's (a senior designer
| |
− | at Bioware) more difficult Demogorgon:
| |
− | | |
− | http://www.baldurdash.org/ToB/TOBtweaksandcheats.html
| |
− | | |
− | Killing the Demogorgon is also worth 100,000 quest experience. Talk to
| |
− | Orden to get 20,000 quest experience.
| |
− | | |
− | Either way, you are done with the Watcher's Keep!
| |
− | | |
− | [[Категория:Прохождение (BGII)]]
| |
− | [[Категория:Статьи, требующие перевода]]
| |
− | [[Категория:Статьи, требующие форматирования]] | |