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1. > > > >  Watcher's Keep (AR 3000)
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-------------------------------------------------------------------------------
 
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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:
 
−
 
 
−
        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
 
−
 
 
−
      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.
 
−
 
 
−
      Search the Armoire (x 2775 y 1210) to find:
 
−
 
 
−
        Wardstone
 
−
        Potion of Superior Healing
 
−
 
 
−
      The other container, a shelf, has the final Tattered Parchment, if you're
 
−
      curious.  Open the door to the left and hit the final room.
 
−
 
 
−
      Search the armoire by the door (x 2610 y 1485) for:
 
−
 
 
−
        Key
 
−
        4 Potions Extra Healing
 
−
        King's Tears
 
−
 
 
−
      The table has a Handwritten Note.  Go back to the large hallway.
 
−
 
 
−
      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
 
−
      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.
 
−
 
 
−
      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
 
−
      them up.  This is worth 20,000 quest experience, and he leaves you alone
 
−
      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.
 
−
 
 
−
        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
 
−
        Ring the Bell
 
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        Light the Candle
 
−
        Open the Book (only works if you opened the Sarcophagus)
 
−
        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
 
−
      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.
 
−
      Also they had some interesting equipment:
 
−
 
 
−
        Usuno's Blade +4 (scimitar)
 
−
        Foebane +3 (Bastard Sword, upgradeable by Cespenar)
 
−
 
 
−
      Whenever you are ready, go on down.  This requires that you got the Vigil
 
−
      Stone from Pol.  If you don't have it, exit and talk to Pol to get it.
 
−
 
 
−
        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.
 
−
 
 
−
    - LEVEL TWO (AR 3016)
 
−
 
 
−
      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.
 
−
 
 
−
        Note:  If you want to go back, use the Portal to the Left.
 
−
 
 
−
              Also, beware of Traps!  They're everywhere.
 
−
 
 
−
      Enter the room to the southwest (x 1670 y 1850).  Careful in here, there
 
−
      are many traps on the floor and containers.  Detrap the room.  Time to
 
−
      search for treasure, and clues.
 
−
 
 
−
      The top right shelf (x 1600 y 2130) has a Handwritten Note.
 
−
 
 
−
      The top left shelf (x 1325 y 1925) has:
 
−
 
 
−
        Wand of Spell Striking
 
−
        Star Sapphire
 
−
 
 
−
      The small shelf (x 1000 y 2110) has some good stuff:
 
−
 
 
−
        Right Horn (used by Cespenar)
 
−
        Ice Library Note (a Clue!)
 
−
 
 
−
      Read the Ice Library Note to learn how to clear out the Fire room.
 
−
      Essentially you need to deal with the Fire Elementals first, but you
 
−
      can't just kill them or they'd respawn, they must be lured into the Ice
 
−
      Room and frozen there forever.
 
−
 
 
−
      There are other minor treasures in here as well.
 
−
 
 
−
      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
 
−
      place also has many traps to be dealt with.  Enter the room.  You'll find
 
−
      an imp in the upper passage here.  He'll tell you that the Fan is the
 
−
      key to everything before leaving.  Time to search the room.
 
−
 
 
−
      You'll find a Handwritten note on a table (x 1130 y 860).
 
−
 
 
−
      The top of the pillar (x 1260 y 760) has:
 
−
 
 
−
        Wand of Cursing
 
−
        5 Potions of Superior Healing
 
−
        more treasures...
 
−
 
 
−
      Search the small shelf (x 1370 y 870) to find:
 
−
 
 
−
        Fire Library Note (another Clue!)
 
−
 
 
−
      There are other minor treasures in here.  On to the next room (x 2420
 
−
      y 1350).
 
−
 
 
−
      This room is filled with various types of Golems.  It is again trapped
 
−
      quite thoroughly.
 
−
 
 
−
      The Handwritten Note is at (x 3210 y 1000).
 
−
 
 
−
      The Air Library Note is at (x 3000 y 900).  This note mentions how you
 
−
      might clear out the poison room, and the usefulness of lightning when
 
−
      dealing with the new slimes found therein.
 
−
 
 
−
      Nothing much else here, go down to the final room (x 2425 y 1840).  Here
 
−
      you must deal with some Mutated Spiders.
 
−
 
 
−
      Search the shelf to the right (x 2900 y 1900) to find:
 
−
 
 
−
        Key
 
−
        other treasures
 
−
 
 
−
      Search the far right shelf (x 3225 y 2120) to find:
 
−
 
 
−
        Slime Library Note (the last Clue!)
 
−
        5 Potions of Extra Healing
 
−
 
 
−
      Read the final note to learn that the demon's Air form is weak against
 
−
      poison and acid.  Also you'll learn how to set the fan to blow poison
 
−
      from the Slime Room into the Air room to kill weaken the creatures there.
 
−
 
 
−
      We have everything we need, time to make the most of it.
 
−
 
 
−
    - LEVEL TWO, GAINING THE FOUR SCEPTERS
 
−
 
 
−
      To get to the Fan Room, go into the Red Room (upper left), and up to the
 
−
      door (x 1800 y 675) where the Imp was.  Go in and turn the fan.  This
 
−
      will get you attacked by several Air Elementals.  Kill them to get the:
 
−
 
 
−
        Air Scepter
 
−
 
 
−
      Go up to the fan and click it again to get more air going.  This allows
 
−
      you to open the door to the right, into the Slime Library.  From there
 
−
      continue going down-right and open the next door into the Slime Room.
 
−
      This room is filled with noxious vapors, and lots of slime/poison related
 
−
      monsters.  Quickly open the bottom door in this room to clear it of all
 
−
      its poison.  Kill the snake to get:
 
−
 
 
−
        Slime Scepter
 
−
 
 
−
      Also, search the pool of slime to get:
 
−
 
 
−
        Flail Head (Poison, Cespenar can upgrade the Flail of Ages with this)
 
−
 
 
−
        Note:  Getting too close to any of the "pools" results in damage taken.
 
−
              In the slime room you get Acid Damage, for instance.
 
−
 
 
−
      Head down to the next, icier door (x 2350 y 2500) and open it.  Now,
 
−
      run back to the Fan Room, click the Fan control once to reset it, and
 
−
      click it again to shoot the poison from the poison room into the Ice
 
−
      Room.  Sweet.
 
−
 
 
−
      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
 
−
      from there.  When the Ice Golem dies you get the:
 
−
 
 
−
        Ice Scepter
 
−
        Left Horn (used by Cespenar)
 
−
 
 
−
        Note:  To clear the room of poison, just click the Fan again.  Also,
 
−
              the Ice Room has a slowing effect.
 
−
 
 
−
              I'd leave all of your party (save one) in the Ice Room.
 
−
 
 
−
      Open the door to the left, go through the library and up to the next
 
−
      door.  Open that.  Enter the room, avoid the giant.  Wait for a Fire
 
−
      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,
 
−
      letting you know you've succeeded.  Do this for 4 elementals (it doesn't
 
−
      have to be all at once, or one at a time, just lure as many as you can).
 
−
      Doing that gets you 22,000 experience.
 
−
 
 
−
      When that is done, go up and kill the Fire Giant:
 
−
 
 
−
        Fire Scepter
 
−
        Helm of the Rock (+25% fire, ice, elec. res., upgradeable by Cespenar)
 
−
        100 gold
 
−
 
 
−
      You now have all 5 scepters.  I'd rest, save, then go talk to the Demon.
 
−
      Everyone gets 20,000 experience, and he, of course, attacks you.  Who
 
−
      saw that coming?
 
−
 
 
−
        Chromatic Demon  -5 AC  140 HP  -5 THAC0  4 Attacks  95% weapon res.
 
−
 
 
−
      Your weapons will damage him, but they just won't do much damage.  As he
 
−
      is damaged, he will switch forms.  Just remember what each form is weak
 
−
      against...
 
−
 
 
−
        Red Demon        >  Ice
 
−
        Ice Golem        >  Fire
 
−
        Shambling Mound  >  Lightning
 
−
        Air Elemental    >  Poison
 
−
 
 
−
      If you're in ToB, this is an easy enough fight, buff-up beforehand,
 
−
      keep the fighters in the front and use whirlwinds. Three or four fighter
 
−
      types doing 10 hits/round at 4 damage a hit should knock it down fast.
 
−
 
 
−
        Tip:  After you have all 4 scepters, but before you free the Chromatic
 
−
              Demon, close the lower door in the poison lab. Then turn off the
 
−
              fan in the air lab so the poison lab is full of gas. Move all but
 
−
              one of your party members out of the way (the fire library works
 
−
              nicely). Then have your remaining character (preferably having
 
−
              them hasted first) release the Chromatic Demon. Lure the
 
−
              Chromatic Demon into the poison lab (via the air library), then
 
−
              exit the poison lab into the air library, closing the door behind
 
−
              you and trapping the Chromatic Demon in the poison lab. Then just
 
−
              sit back and wait for the Chromatic Demon to die. It doesn't take
 
−
              long. (Jeremy Hanson)
 
−
 
 
−
      When he is dead...
 
−
 
 
−
        55,000 experience
 
−
        Circlet of Netheril (Cespenar can upgrade)
 
−
        Portal Key
 
−
        Ixil's Spike (+2 dagger, Cespenar can upgrade)
 
−
 
 
−
      Whenever you're ready, enter the right portal to the Next Level.
 
−
 
 
−
    - LEVEL THREE (AR 3003)
 
−
 
 
−
      N    E
 
−
        \  /      Ooh, Isometric!
 
−
 
 
−
        /  \             
 
−
      W    S
 
−
 
 
−
      Our informer on this level is a crazy elf named Yakman.  When you talk to
 
−
      him he becomes convinced that you are some demonic illusion out to kill
 
−
      him, causing him to run away.  Follow him through the portal (x 1350
 
−
      y 1100) and try talking to him again.
 
−
 
 
−
      (AR 3011)
 
−
 
 
−
      There is a pile of stuff (x 615 y 630) in the middle of the room:
 
−
 
 
−
        Bard's Gloves (Cespenar can upgrade)
 
−
 
 
−
      There is more treasure up in his tent (x 860 y 360, TRAPPED):
 
−
 
 
−
        Madman's Journal (a Clue!)
 
−
        Diamond
 
−
        Long Sword (you may want to take this... seriously)
 
−
        Scepter of Radiance (you definitely need to take this)
 
−
        other treasures...
 
−
 
 
−
      Once you're done looting, talk to Yakman.  You need someone with 16 or
 
−
      more Charisma, or an Elf to get him to trust that you aren't an
 
−
      illusionary demon.  Ask all the questions you can, about the Demons,
 
−
      why they fight each other, the level, the way out, the rod and its
 
−
      gems, etc.  Next tell him he needs some sleep, to learn that he never
 
−
      sleeps.  Offer to heal him, and the conversation ends. (the character
 
−
      who spoke to him MUST be a cleric for this offer to come up)
 
−
 
 
−
      Cast Heal on him and he is back to normal... although you might prefer
 
−
      the insane version (he's quite arrogant).  This gets you 5,000 quest
 
−
      experience points.  With that he exits the Watcher's Keep to find out if
 
−
      he can restore his old life.
 
−
 
 
−
      Enter the top portal (x 380 y 350) to return to the previous area (the
 
−
      other portal takes you back to the beginning).
 
−
 
 
−
        Note:  Resting anywhere in this maze will get you attacked by Succubuses
 
−
              (er...), Glabrezu or other types of demons, which makes this a
 
−
              great place to get experience, as they give between 6000 exp and
 
−
              24,000 exp each. (Later you fight devils, but they're not as much
 
−
              fun)
 
−
 
 
−
      (AR 3003)
 
−
 
 
−
      Head into the East Portal.
 
−
 
 
−
      (AR 3008)
 
−
 
 
−
      There will be various demons fighting amongst themselves here.  They
 
−
      mention the Blood War (see: Planescape: Torment).  Kill the demons here.
 
−
      (pretty easy to do since they're fighting each other)
 
−
 
 
−
      Have someone of a lawful good alignment click on the Pillar to get: (evil
 
−
      people get Horridly Wilted)
 
−
 
 
−
        Purifier +4 (Bastard Sword, Upgradeable by Cespenar)
 
−
 
 
−
      Go "east" again (x 1070 y 150).
 
−
 
 
−
      (AR 3012)
 
−
 
 
−
      Here you are confronted by a Tanar'ri.  If you are evil, you can side
 
−
      with it.  It will want you to kill its enemy Ka'rashur.  If you are Good
 
−
      you will have no choice but to kill it.  From its body, take the Scepter
 
−
      Gem.
 
−
 
 
−
        Note:  When you return with the Heart of Ka'rashur he gives you the
 
−
              mighty Thieves Hood (useless until Cespenar upgrades it). This is
 
−
              the ONLY way to get this item, he won't have it on him if you
 
−
              kill him.
 
−
 
 
−
      There is a trapped alcove (x 650 y 320) with some treasure.
 
−
 
 
−
      Head on down "south" to the portal at (x 880 y 720).
 
−
 
 
−
      (AR 3004)
 
−
 
 
−
      This is a "no magic" zone.  Kill off the demons in the area.  Also there
 
−
      are traps on the ground where the 4 hallways meet the center room. You'll
 
−
      have to pass one to fight the monsters.
 
−
 
 
−
      Go "south" again (x 1350 y 1100).
 
−
 
 
−
      (AR 3006)
 
−
 
 
−
      Welcome to the Succubus area.  Whee.  They'll attempt to tempt you, but
 
−
      don't bother with them.  Of course, if you turn them down, they attack
 
−
      you.  Ah well, demons just can't be reasoned with, I guess.
 
−
 
 
−
      Head through the south gate.
 
−
 
 
−
      (AR 3013)
 
−
 
 
−
      Here you'll find the Baatezu (the very same ones that you were asked to
 
−
      kill by the Tanar'ri earlier).  If you're evil you can side with them,
 
−
      otherwise prepare for a fight.
 
−
 
 
−
      Be sure to search the corpses for the second Scepter Gem.
 
−
 
 
−
      There is a small container (TRAPPED, x 960 y 360) above.  It has some
 
−
      minor treasures.
 
−
 
 
−
      Again, use the lower portal.
 
−
 
 
−
      (AR 3010)
 
−
 
 
−
      There are some Glabrezu lurking around here.  Also, if you go back
 
−
      through the portals you entered from, you'll get back to the beginning.
 
−
      We want to take the "western" portal, so head down and left to (x 150
 
−
      y 785).
 
−
 
 
−
      (AR 3005)
 
−
 
 
−
      We experienced a "no-magic" room earlier, now we have entered a
 
−
      "wild-magic" room.  Here, magic just doesn't work as you might expect,
 
−
      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.
 
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      After that a Specter appears and talks to you.  She tells you that Odren
 
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      was indeed corrupt, that it was He who was supposed to do the ritual
 
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      binding the Demogorgon (prince of demons) in the Keep.  He wimped out
 
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      and thought to sacrifice you.  She says Helm has sealed his fate.  She
 
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      gives you three options to do:
 
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        Flee in Terror
 
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        Enter the Keep and Save Orden
 
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        Use a New Scroll to Seal both Demogorgon and Orden inside
 
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      Pick either Enter the Keep or Use the Scroll and she'll give you the
 
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      scroll (just in case).  This is worth 25,000 experience.
 
−
 
 
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      The easiest is to simply take the New Scroll, use it and seal both
 
−
      inside.  This gets you 80,000 quest experience.
 
−
 
 
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        Note:  Once you seal the Demogorgon in with the Scroll, you can never
 
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              again attempt to kill him.
 
−
 
 
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              ... Except for a very small area on the door that still allows
 
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              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
 
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      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.
 
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−
        Demogorgon - 290 HP  -12 AC  -8 THAC0  5 Attacks
 
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                    36,000 experience
 
−
        Mariliths  - 23,000 experience
 
−
        Balor      - 26,000 experience
 
−
        Glabrezu  - 12,000 experience
 
−
        Cambion    - 18,000 experience
 
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−
        Note:  This is probably the most difficult battle in any of these
 
−
              games, so if you can't do it after several attempts, try
 
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              coming back later.
 
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              Also, you cannot cheat to kill the Demogorgon.  It won't work.
 
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−
              Demogorgon is not stopped by Time Stop, so unless your mage
 
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              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.
 
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      Either way, you are done with the Watcher's Keep!
 
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[[Категория:Прохождение (BGII)]]
 
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[[Категория:Статьи, требующие перевода]]
 
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[[Категория:Статьи, требующие форматирования]]
 

Текущая версия на 19:54, 30 ноября 2010

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