Башня Наблюдателя, пятый уровень
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Версия от 22:46, 26 ноября 2009; Mirror (обсуждение | вклад) (source: Dan Simpson Throne of Bhaal Walkthrough)
- 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!