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The graveyard is a collection of crypts and mausoleums, some of which connect to Bodhi's lair, most of which do not. You can look around through the various crypts; if you encounter enemies, you can either run or fight. There are four entrances to Bodhi's lair from the surface; each leads to the same expansive level. The best place to enter is in the section to the southwest of the graveyard, the entrance across from the pyramid. When you enter, you'll be near Pah'Na's nest, and you can deal with her first. It doesn't take much perception to find the nest; it's the huge structure made of spider webs. There are poisonous spiders in the nest and around it, so get those anti-poison spells ready. Once you're inside, Pah'Na will summon 15 to 20 baby spiders; these aren't tough individually, but they will transmit a quick-acting poison on your characters. It's best to keep your fighters up front, let everyone else attack from a distance, and save the healing spells until after the fight. Act fast, though, or your fighters will die before you can heal them. Once Pah'Na and her brood are dead, steal her items (check the ground near the center of the area). Once she's defeated, the randomly spawning spiders around the lair stop appearing, so you can head back to the graveyard and rest if you wish. Now, you can either head south to an optional area of the dungeon or head north to meet with Haz. If you head south, you'll be facing an area full of traps and undead creatures. There's nothing critical in this area, and the level-draining beasties will be tough, so explore at your own risk. Just be sure to keep detect traps on. There's a secret door on the southern corner of the first room, leading to another area. When you do head north, you'll meet Haz and his golem. The golem will open the northern doors and start attacking the nearby monsters. When they've been cleared out, follow Lassal into Bodhi's chambers. Gellal will be off to the left when you enter the dining room; take him and the other monsters out before veering off into any of the nearby passages. Check the pool of blood to the northwest for a mace of disruption, which is an excellent item for a cleric or other mace-user to equip here, as it has special bonuses against the undead.
Now, head down the stairs off the dining room. You'll fall down into a small sub-level; the layout is fairly easy to maneuver. Once you reach the doors, you'll be heading into a room full of fledgling vampires and grimward archers, so you'll want to cast negative plane protection on your fighters in advance. You can do well if you summon a few higher-level monsters, animals, or even an elemental up near the door, then have a negative plane protected warrior open the door and attempt to fight a bit. Explore the other two rooms nearby, and Lassal will warp himself upstairs.
Now is one of the best times to wander around and finish off some of the quests you might still have in your journal from Chapters 2 and 3. You can also offload some items, visit the temple or government districts, or perform any other odd jobs you haven't had time to complete yet. You must tell Aran that you want to restock your supplies if you wish to complete some of the mini-quests. Otherwise, head on to the Spellhold Asylum and Chapter 4.
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