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Версия от 23:20, 26 ноября 2009; Mirror (обсуждение | вклад) (source: Dan Simpson Throne of Bhaal Walkthrough)
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6.1 [SNDFMN] Sendai (AR 6100)
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Walkthrough:
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- WOODSMAN
Go up and talk to the "woodsman." Ask him about the Bhaalspawn named
Sendai, and he'll plead ignorance. He did, however, see some "funny"
looking elves in the southwest of this area and asks that you
investigate.
Enter the cabin.
(AR 6111)
Loot this place! There are no traps, although some of the 5 containers
in here are locked. There are lots of minor treasures, and one more
notable treasure: (x 520 y 340)
Rune of Clangeddin (Upgradeable by Cespenar)
Exit.
(AR 6100)
If you do wander over to the southwest part of this area, you will be
attacked by Umber Hulks and Drow as well as a Hive Mother (Beholder).
Hive Mother - 50,000 experience
Drow (2) - 5000 experience
Umber Hulk Elder - 18,000 experience
Head up and to the right to find the Graves (x 2000 y 160). Click on
these, then head back to the Woodsman. Ask him about the graves. (He'll
also try to set up another ambush around the grave for you) Keep
pestering him and he'll turn into a Drow and attack you (with
reinforcements, of course).
When these Drow are dispatched, the hidden entrance to Sendai's lair
appears. This is worth 10,000 quest experience points.
If you head up to the gravesite now, you will get ambushed by more Drow.
Go up to Sendai's Entrance, just left of the graves (x 1500 y 100).
- MONSTER PASSAGE (AR 6101)
This area is mostly just a long running battle against Myconids, Spore
Colonies, Spiders and Umber Hulks.
Once at the platform (x 2650 y 1000) you have 3 choices on where to go
next, two passages to the left and one above you. You'll need a key for
the 2 left passages. Enter the upper passage first (x 2920 y 730).
(AR 6109)
Time for a nice battle against more Drow... and a Drow Kensai no less!
Thelynn'ss - 15,000 experience
Amulet of Cheetah Speed (Speed +2, Improved Haste 1/day)
Drow Guard's Key
Go back. (and see what Sendai is up to... which is worth 5000 quest
experience)
(AR 6101)
We can now open both of the doors to the left. Each of the doors will
lead us where we need to go. The upper left door leads you through a
spider infested area, the other through a slave infested area. Since
there are no treasures worth mentioning in either one, I prefer to take
the lower, slave passage.
(AR 6102)
As you enter here, you are attacked by Derro slaves (they look like
dwarves). Fight your way along the passage. As you go along, more
monsters will be summoned, possibly even behind you (annoying if you have
a weak archer back there). Just keep moving until you get to kill the
Slavemaster. As long as the Slavemaster is alive, more monsters will
continually be summoned.
Go to the end of the passage, and exit to the next area (x 2500 y 1550).
- INNER PASSAGE (AR 6104)
Head out to the center platform. We're going to have to go left first.
Fight your way through the Drow there, to get to the door beyond (x 950
y 770). Before entering, be sure you are ready for a battle with a Lich.
(AR 6110)
Beware of traps between you and the Lich.
Yep, there's a battle with a Lich in here, all right. You can summon
things without him seeing you, if you don't move. I just attacked him
with a Planetar and that worked pretty well. In another game, my main
character was a cleric of high enough level that her turn undead blew
the lich to pieces.
Odamaron - 22,000 experience
Drow Wardstone
Heart of the Damned (Cespenar can upgrade)
Eye of Tyr (Cespenar can upgrade)
There is a trapped container near the stairs (x 800 y 100):
Skull of the Lich (Cespenar can upgrade)
other treasures...
The other 2 containers in here have minor treasures. Exit. (again you
get to see what Sendai is up to. This is worth another 5000 quest exp)
(AR 6104)
Go back to the center, then up. (there may be some Drow on the center
platform) Fight through the Umber Hulks here to get to the doorway
beyond (x 2525 y 600). This door is opened by the Drow Wardstone that
we got from the Lich. Whenever you're ready for a fairly large, battle,
enter the door.
(AR 6105)
Diaytha confronts you here, and opens the door to the right. Her idea
is that you go over there and get killed by the mighty Ogremoch, an
Earth Elemental Prince. Concentrate your attack on Ogremoch as he is
quite mighty. Nothing tricky here, just straight-out melee.
Ogremoch 220 HP -7 AC 2 THAC0 3 Attacks
56,000 experience
Once that is taken care of, go over to the room on the left to fight
Diaytha and her goon squad (vampire, beholder, etc). I'd prioritize this
one a little, take out Diaytha and the Beholder first, then the Vampire,
then the rest.
Diaytha - 14,000 experience
Darksteel Shield +4 (10% fire, cold, acid, poison res.)
When you're done, go through the main doors.
(AR 6106)
As you come through, Captain Egeissag wants to kill you, but is afraid
that Sendai will take credit for his actions. To remedy this, he has
a suggestion for you: The two of you fight alone in the pit, winner
take all, loser dies. Sounds like fun. (The alternative is to simply
fight everyone in here) If you have a good Fighter type of character,
this will be easily winnable. If you are a mage, you may want to
reconsider. The Spectator Beholder casts a Geas such that whoever loses,
all his allies die as well.
Captain Egeissag - 20,000 experience
Bowstring of Gond (Upgradeable by Cespenar)
other treasures...
After the battle Spectator (the very same Spectator you met in the
Sahuagin city) is very amused by how he got out of the service of the
dopey drow. You could ask to fight him as well, but he'd much rather
not fight you. And with that, he's gone.
(a brief cutscene follows where Sendai sends out the last of her forces,
the Mindflayer. This is worth 5000 quest experience)
Once you're ready, on to the next room.
(AR 6107)
Time for some Mind Flayer madness. If you have anyone with the Psion's
Blade, then you are going to have one easy time in here. Just have them
rush in and slaughter everything. (Psion's Blade was in the Marching
Mountain so you SHOULD have it) In fact, I gave the Psion's Blade to
Sarevok and had him and him alone fight the battle.
The small pool in here (x 600 y 600) has:
Liquid Mercury (Upgradeable by Cespenar)
other treasures...
The two doors to the right have Vampiric Illithids in them (14,000 exp).
Open the upper door. Go through the passage, and the next door into the
next room. More Mind Flayers and an Umber Hulk. Kill them.
When you feel up to taking on Sendai, go up to the last door and go
through.
- SENDAI (AR 6108)
Although you have quite mercilessly slaughtered her army, Sendai isn't
about to let that faze her. In fact, she used that time to prepare to
fight you. She creates 7 statues of herself (with either 122 or 130
hit points) and vanishes. They are of diverse Classes (1 Cleric, 2
Fighter, 1 Thief, 1 Fighter/Thief, 1 Mage, 1 Mage/Cleric). The statues
can be defeated only one at a time. Also, Drow will be coming in from
the entrance. I'd summon up some high level monsters to guard the
entrance, then use your party to slaughter the statues. Once the statues
are defeated, Sendai reappears and should be killed on sight.
Sendai 182 HP 8 AC 8 THAC0 1 Attack
18,000 experience
Wong Fei's Ioun Stone (+1 AC, +15 HP, Regeneration)
Studded Leather Armor of Thorns +6 (1d4 damage to attacker)
Wand of Cursing
other treasures...
Sendai is a very dangerous Cleric/Mage, you will need to keep removing
any protections that she puts on herself. I find Khelben's Warding Whip
works well for this purpose. Once she has no protections, she is weak
as a kitten. You get 40,000 quest experience for killing her.
Once she's dead, you are drawn into another Solar Dream. The Solar wants
you to wonder about the present, what is your role in this prophecy? She
summons a clone of yourself, who is irritated to be here. (10,000 quest
experience) There is only one GOOD thing to say here, the rest are evil.
Good: (this has to do with Good-Evil choices only)
"I would prefer to find a way to avoid my destiny, if I could."
The dream-you then proceeds to explain the prophecy to you (the one
that says Faerun will be ravaged by the Bhaalspawn) saying that you are
the one set out to prevent the destruction, not to cause it. At this
point there are 2 Good things to say (and the rest are Evil):
Sorta Good: "If I exist to stop the prophecy instead of making it true,
then so be it."
Really Good: "That is a relief...I had no desire to cause the
destruction the prophecy tells of."
This part ends, and the Solar asks what you will do now. More good
answers:
Sorta Good: "The quicker I get this 'destiny' over with, the quicker I
can start the rest of my life."
Really Good: "I will prevent the destruction of the land because it is
the right thing to do."
You get 10,000 quest experience, and the Solar opens another path in your
Pocket Plane for yet another challenge. Go to your pocket plane...
- POCKET PLANE CHALLENGE NUMBER 3 (AR 4500)
Once you've rested up, head down the next path (x 1700 y 2000). Here you
meet with your lost innocence. He wants you to forget your recent
troubles and become innocent once more. Of course, there isn't even the
possibility of doing such a thing. Your innocence then becomes the
Slayer and attacks you. It is worth 25,000 exp to kill, plus you get
another 25,000 quest experience for completing the challenge (the main
character gets 30,000 quest experience).
Return to the real world, then take the portal out of Sendai's Lair.