Башня Наблюдателя, четвертый уровень
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- 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) Note: When I encountered Carston on the fourth floor of Watcher's Keep I asked him what happened to all his apprentices. He got huffy and he me with a lightning bolt (maybe chain lightning?) and then left me alone. Not so bad when the other option is having him summon a bunch of Mind Flayers. [from Kevin Horan] 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. Note: There are all kinds of ways to kill a Demi-Lich, and the monster strategies section above on Undead has them all. 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).