Крепость Наблюдателя, ToB: различия между версиями
Alina (обсуждение | вклад) (Новая: 1. > > > > Watcher's Keep (AR 3000) ------------------------------------------------------------------------------- Note: Most of the good items found in Throne of Bhaal are located...) |
(Добавил инфы по использованию Колоды) |
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Строка 594: | Строка 594: | ||
Void Disintegrated | Void Disintegrated | ||
Magician Transformed into a rabbit, Remove Curse to undo | Magician Transformed into a rabbit, Remove Curse to undo | ||
− | Skull Summons a hostile death shade, harmed by +5 or higher | + | Skull Summons a hostile death shade, harmed by +5 or higher (20000 Exp) |
Key Random magic item | Key Random magic item | ||
Star If you are a warrior then +1 to strength; if you are | Star If you are a warrior then +1 to strength; if you are | ||
Строка 602: | Строка 602: | ||
Moon Character gets +10 to max hit points | Moon Character gets +10 to max hit points | ||
Euryale Character loses 1 to all saving throws | Euryale Character loses 1 to all saving throws | ||
− | Flames Summons a hostile Baalor and some fire elementals | + | Flames Summons a hostile Baalor and some fire elementals (1*460004*12000 Exp) |
− | Knight Summons in four demon knights | + | Knight Summons in four demon knights (4*16000 Exp) |
Rogue Charms the character (they become Red and hostile) | Rogue Charms the character (they become Red and hostile) | ||
Talons Blinds character. Remove curse to undo | Talons Blinds character. Remove curse to undo | ||
Строка 615: | Строка 615: | ||
Sun Entire party gains 300,000 experience | Sun Entire party gains 300,000 experience | ||
Balance Deck vanishes | Balance Deck vanishes | ||
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+ | 5-Sb WereWolf83 : Всего колоду можно использовать три раза, на четвёртый раз всегда выпадает карта Баланс, и колода исчезает. За два часа экспериментов, мне всего один раз выпала карта Sun. У меня ни разу не получилось достать карты Throne, Star, Key. В итоге я согласился на Flames - > Knight - > Moon - > Balance. | ||
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Time to get out of this maze. Before leaving this level, prepare for a | Time to get out of this maze. Before leaving this level, prepare for a |
Версия 18:23, 16 мая 2009
1. > > > > Watcher's Keep (AR 3000)
Note: Most of the good items found in Throne of Bhaal are located right here in the Watcher's Keep. (and many can be made even better by your abyssal butler, Cespenar)
Also, if you start the expansion right away, you'll be taken to the next section, the Forest. Watcher's Keep is listed first since it can be accessed from the regular game as well.
Walkthrough: ------------
- A MYSTERIOUS KEEP
Go up and talk to "Brother" Ordren, who explains the whole sticky situation to you. Helm has sealed some great and powerful evil in the Watcher's Keep, that is gradually getting free. It is your job to enter the Keep and prevent the Evil from getting out. Oh, and they tell you specifically NOT to kill it, as Helm has forbidden it. Agree to help them and they'll take you to the top (Level 1). They give you what you will need, and bid you good luck.
Talk to Brother Pol to get the Holy Symbol and the Scroll. These items are needed. When you reach the evil, you are to perform a ritual to deal with it. You don't kill it.
At this point, you can talk to them again and ask questions, or talk to the Sister to buy items and so forth.
Note: Two of the items that she sells, Firetooth +4 and the Short Sword of the Mask are items that can be upgraded by your abyssal servant Cespenar (if you haven't gotten your Pocket Plane, the Abyssal Fortress, then you won't know what I'm talking about).
When you're ready, enter the Keep.
- LEVEL ONE (AR 3001)
The difficulty of the keep depends on several things, your preset difficulty level, the number of people in your party, your level, and your experience. The puzzles don't get any easier on the other difficulty modes... if you're wondering.
The entrance to the next level is the Mirror Portal (x 1450 y 1150), however there are quite a number of things that must be done first.
Note: There are many traps on this level, most are attached to the various containers, although there are 2 traps on the ground.
Open the left door to find the ghost Archivist. (x 1925 y 1860) Talk to him, but he is simply Cold. We'll have to remedy that. There are 4 containers in this room, 2 are trapped. Take whatever treasure you want, but be sure to get the:
Paladin's Bracers (+10 HP, paladins only, upgradeable by Cespenar)
The next room had a Stone Golem in it. Not too tough. Open the next door (x 1530 y 2010) and enter a library type room. There will be some monsters here. The shelves on the right side have some Notes with Clues. Also note Elminster's Ecologies (there's one in the next room as well), which explain some of the properties of the new Monsters. Be sure to check the shelf at (x 1330 y 1590) for the wonderful:
Golem Manual (creates Flesh Golems, upgradeable by Cespenar)
Also check the Treasure chest near the end of this room for more treasure and another note. Open the next door (x 888 y 1574) and proceed.
Yes, that statue is watching you. There are 3 containers in here, and the one at (x 625 y 1140) is trapped:
Case of Plenty +1 (unlimited +1 bolts, upgradeable by Cespenar)
You need to get the Bell at (x 450 y 1250).
The final container in this room, a trapped chest (x 775 y 1200) contains:
Crimson Dart +3 (returns to owner) History of the Imprisoned One (in case you're curious) Potion of Superior Healing Chainmail +2 more treasures...
Open the door to the right (x 840 y 1220) and go through. Depending on your level, there will be all sorts of statues in this, the central hall. Worry about it later, go up to the door on the left side (x 670 y 900).
Get the Candle in the chest by the fireplace (x 340 y 1050). There are other minor treasures in here, and a fireplace. Go back.
Across the hall, enter the middle door (x 1620 y 865). This room has several traps on the floor, so beware. Also, of the 4 containers in here 2 are trapped.
Get the Slippers from the left shelf (x 1550 y 750).
The trapped armoire (x 1840 y 600) has:
Quiver of Plenty +1 (unlimited +1 arrows, upgradeable by Cespenar) Handwritten Note
The trapped alcove (x 1980 y 580) has:
Ammo Belt (actually a container that holds arrows, bolts, etc.) Tinderbox (if only we had a fireplace... wait a second!)
Open the lower door and enter another library. Kill anything moving in here (I got spiders). Search the shelf at (x 2240 y 920) to find:
Wardstone
The other shelf in here has a Potion of Superior Healing. Open the next 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 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 a little about how to reach the next level.
Open up the large door on the top of the right side (x 1375 y 730). Enter. This is the burial place of the High Priest, complete with Guardian Golems. The alcove over to the left (x 1040 y 430) has the final Handwritten Note. When you're ready, click the Sarcophagus to open it. The golems come alive, and attack you. They're each worth 13,000 experience. Open the Sarcophagus.
This causes the resident of the tomb to arrive and chide you for waking 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 Mental Note. This is worth 8,000 quest experience.
Note: If the guardians DON'T come alive, you can always force-attack them later.
Back to the main hallway. Go up to the altar at the top of the room, open it and place the Bell and Candle in it. When that is done, the statues come alive and attack you. Destroy them. When the statues that came alive are dead, the giant statue talks to you and asks for the ritual:
Ring the Bell Ring the Bell Light the Candle Open the Book (only works if you opened the Sarcophagus) Ring the Bell
That completes the ritual, and opens the Mirrored Portal to the next 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 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 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 can get you to the next level, but he won't do that until you do a little something for him. He has been trapped in this place for a thousand years and it isn't where he thought his life was heading. Naturally he wants your help in getting out. Sounds fair. He needs you to get him out of his cage. Agree to it. You need to find the Four Scepters and place them in the slots around his cage. Only then will he allow you 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 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 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 waiting party to kill. Wait for the Elemental to FREEZE (there will even 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 (20000 Exp) 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 (1*460004*12000 Exp) Knight Summons in four demon knights (4*16000 Exp) 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
5-Sb WereWolf83 : Всего колоду можно использовать три раза, на четвёртый раз всегда выпадает карта Баланс, и колода исчезает. За два часа экспериментов, мне всего один раз выпала карта Sun. У меня ни разу не получилось достать карты Throne, Star, Key. В итоге я согласился на Flames - > Knight - > Moon - > Balance.
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!