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IntroductionReforming the PartyTips and StrategiesItemsWalk-ThroughsGuide Contents


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9. Watcher's Keep Level 2

Quest Giver and Location

Goal of Quest

Solution Explanation

Reward

Gather the Four Scepter Keys (the chromatic demon)

Retrieve the four keys, which are held in the elemental laboratories

There's a trick to obtaining each of the scepters. Follow the detailed instructions in the following walk-through.

20,000 experience points for each party member and access to the third level

This level is the former domain of four competing elemental wizards. There's a library and an adjacent laboratory devoted to ice (in the southwest), air (in the northeast), slime/poison (in the southeast), and fire (in the northwest). Each library is guarded by enemies appropriate to their respective elemental domain, but the more formidable opponents are within the laboratories. You can't open the doors to the laboratories until you find scepters devoted to each element. There's also no way to advance through the level without assisting the chromatic demon (paladins weep), so you might as well speak to it right away to get some tips.

Go into the fire library (through the northwest door) first and attack the desert trolls and dust mephits. Unlike normal trolls, the desert trolls are immune to fire, so use physical attacks or cold or acid (you need one of the latter to kill the trolls). The dust mephits will throw glass dust, which can weaken your attacks, so it might be worthwhile to divert a fighter from the trolls to quickly take the mephits out. The room inside is trapped (as are all the libraries on the level), so read the following trap section to avoid wandering into any. Get the items and notes in the room (hit the tab key to confirm all locations that might contain items) and talk to the imp in the eastern corridor for additional information. Open the room behind the imp and activate the device in the center of the room by sending one character in, preferably armed with some protection from or resistance to lightning. As soon as you trigger the fan, greater and lesser air elementals and the guardian of air will appear and attack, but activate the fan a second time to get the fan at full speed, then retreat back to your remaining party. You'll occasionally suffer a lightning attack, but all the monsters are vulnerable to physical attacks. Get the scepter from the body of the guardian.

screenshot
Light it up. Use the device in the middle of the room twice, to get the fan going at full strength, but don't spend any more time in the room than you have to, since your characters will occasionally be blown around and the guardians have lightning attacks.
Go back to the main room and open the northeast door to the air library. There's a bunch of kuo-toa in the room, including a priest, but you can take them all out with a single death spell or incendiary cloud (other damaging area of effect spells are useful, too). Get all the items from the library and don't open the southern door, since it leads to a room full of poison gas. Retreat back to the main room and open the southeast door to the poison library, where there's a bunch of phase and sword spiders waiting to get quickly dispatched. Open the door leading to the east, but retreat without advancing into the room. Now, you can go back into the kuo-toa room (air library) and open both the south door to the poison laboratory and the north door to the air laboratory. The gas will be gone from the room, so you can clear out the inhabitants (green slime, giant snake, and poison mist). Area of effect fire spells like incendiary cloud and fireball again work well. There's lots of antidotes on the level if you get poisoned. The snake has the poison scepter.

Leave the slime laboratory and close the northern door on your way out, so that the gas will clear out of the slime library, letting you advance and open the eastern door to the ice laboratory. Once that door is open, retreat again and go back and open the north door to the slime lab, which will blow the gas into the ice laboratory. Go back through the slime lab and travel to the ice lab. The gas will be in there, so don't advance into the room (the cold will also slow your characters), but lure the now vulnerable ice creatures within range of your weapons. The ice golem has the scepter. Close the east door to the slime lab to clear the gas out of the ice lab.

Clear the crimson deaths and mists out of the ice library and open the south door to the ice lab that you just cleared out. Keep all but one of your characters in the main room and send a character that is hasted or wearing boots of speed to open the southern door to the fire lab (accessible through the ice library). Ignore the fire giant, since it'll regenerate in that room, and lure the greater fire elementals into the ice lab directly south. They'll die instantly, earning you 22,000 experience points each time. Once they're all gone, engage the fire giant in its lair and take the last scepter.

Prepare for battle and speak again to the chromatic demon. It'll immediately get free, earning each party member 20,000 experience points and start attacking. It has four states: a cloudy air form (vulnerable to acid), a fiery form (vulnerable to ice), a clear ice form (vulnerable to fire), and a green form (vulnerable to lightning). Try to attack using the form of damage that it's vulnerable to based upon its current state, but even normal physical attacks will have some effect (only one or two damage points per attack), so keep chipping away. Once it's dead, you'll get some valuable items from the demon and can access the third level of the keep.

Traps on this level:

  • In the fire library (northwest from entrance), there are five traps: one on the table in the entranceway, one on a desk near the northeast corridor, one in the circular apparatus nearby, and two heading to the corridor southwest (one is right at the door)
  • In the ice library (southwest from entrance), the northern bookcase is trapped, as is a patch of floor in front of the corridor going southeast from the library; one is on the floor leading up to the other corridor
  • In the air library (northeast from the entrance), there's a trap just to the left of the entrance passage and another right in the middle of the room
  • In the poison/slime library, there's a trap just inside the room; west of the entrance passage, the carpet in front of the entranceway is also trapped, as is the square on the floor just south of that location and the passageway to the west

NPCs on this level:

  • Chromatic demon
  • Imp
  • Ruhk

Enemies on this level:

  • Chromatic demon (55,000 experience points)
  • Elemental (air, greater air, and greater fire)
  • Fire giant
  • Giant snake
  • Green slime
  • Guardian of air
  • Kuo-toa (captain, priest, warrior, and whip)
  • Mephits (dust)
  • Mist (crimson death, ice, mist horror, poison, and vampiric)
  • Ruhk (7,000 experience points)
  • Spiders (phase and sword)
  • Troll (desert)

Magic items on this level:

  • In the fire library:
    Darts of wounding
    Darts of stunning
    Arrows +3
    Arrows of ice
    Arrows of fire
    Acid arrows
    Bolts +3
    Bolts of lightning
    Bullets +4
    Wand of cursing
    Antidotes
    Potion of cloud giant strength
    Superior healing
    Note from Lum the Mad
    In the adjacent laboratory, there's a helm of the rock
  • In the ice library:
    Arrows of dispelling
    Arrows +2
    Arrows of fire
    Arrows of ice
    Horn
    Wand of spell striking
    Star sapphires
    Note from Lum the Mad
    In the adjacent laboratory, there's a horn
  • In the air library:
    Kuo-Toa Bolts
    Bolts of Lightning
    Sunstone Bullets +1
    Bullets +1
    Bullets +2
    Bullets +3
    Antidotes
    Note from Lum the Mad
  • In the poison/slime library:
    Arrows of piercing
    Acid arrows
    Bolts of biting
    key
    Antidotes
    Potions of extra healing
    Mage scroll of cacofiend
    In the adjacent laboratory, there's also a flail head (poison)
  • On the chromatic demon:
    Portal key
    Circlet of Netheril
    Ixil's spike (dagger)

 
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