Башня Наблюдателя, пятый уровень

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    - 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.

        Note:  If you tell Odren either that you understand why he did what he
               did or that you cannot forgive him and that he should get out of
               your sight (but you don't attack him), they both bring you +1
               rep, 10,000 quest exp, and you hear the seal is now in place-
               cutting off access to demigorgon.  You can tell Orden that you
               want to be rewarded for 10,000 gold and 7000 quest exp.  After
               you receive the gold you can say it wasn't enough and attack
               Orden or decide that it is enough and receive +1 rep.
               [from Nathaniel Ragatz]

      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.

        Note:  If you kill Demogorgon, the game prevents you from sealing
               Watcher's Keep by causing the sealing scroll to disappear, but
               the scroll doesn't disappear until 1-2 seconds after you've left
               the keep.  This is more than enough time if you're ready.  Save
               the game after killing Demogorgon, but before leaving the keep.
               The instant you appear outside the keep, pause the game.  Now
               trigger the scroll and seal the keep.  You'll get the full
               experience for sealing the keep on top of what you got for
               killing Demogorgon!  The timing isn't all that hard, but if you
               don't pause the game in time, reload and try again.
               [from zambkptkn]

      Either way, you are done with the Watcher's Keep!