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IntroductionReforming the PartyTips and StrategiesItemsWalk-ThroughsGuide Contents


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11. Watcher's Keep Level 4

Quest Giver and Location

Goal of Quest

Solution Explanation

Reward

Carston, as soon as you arrive

Get Carston out of the machine so you can escape the level

You need to obtain a crystal mallet to open the machine. The mallet is behind a locked door in the southwest corner of the level. You must gather three different colored oils, one (and a flint) from a githyanki camp, one from some mindflayers, and a third in a room guarded by magic golems. Once you have them all, you can light the altars in front of the locked door in the southwest corner. Kill the two rocks in the room to get the mallet and use it six times against Lum's machine.

10,000 experience points per party member when you open the door, plus another 10,000 experience points for sparing Carston

In the opening to the northwest of Lum's machine, there's a group of shadow fiends and devil shades. Take them out quickly using a cleric or paladin to turn them or just engage them with your fighters, ideally with negative plane protection to avoid the level draining effects of the devil shades. If you don't have any nonmagical weapons, pick some up from the containers in the entry room just northeast of Lum's machine.

screenshot
Ignore the man behind the glass. You won't be able to gain anything by speaking to Carston, so avoid antagonizing him until you've got the equipment you need to humble him.
In the room to the west of Lum's machine, there are a bunch of chests that are actually killer mimics. They're immobile, so once you reveal them, you can easily take them out with ranged attacks. Don't get too close, and you can avoid their glue and acid attacks. There are some additional shadows and shadow fiends in the room west of the mimic room, but you can't open the north door until later.

In the room to the northeast of Lum's machine, there are some mutated spiders and shadows. The spiders don't have many hit points, but their poison is deadlier than normal, and they're also faster than regular arachnids, so pick them off with ranged weapons and have the antidotes that you can pick up in the entry room handy. Use a cleric to quickly destroy the shadows by turning them. The room to the east has magic golems, which are immune to spells and magical weapons, so equip nonmagical weapons and attack (you can get normal weapons from the containers inside the room with Lum's machine). Inside that room is the blue oil.

If you travel through the room to the north, you'll encounter a small passageway that's guarded by a mind flayer and some umber hulks. There's some additional umber hulks in the first passage to the west (along with part of the Illithid rod) and some umber hulks and ulitharid in the larger chamber to the south. In that larger chamber, the door to the northeast leads to an apprentice, who will die no matter what you do. But before doing so, he'll tell you some background about Carston and grant your party 1,000 experience points each, regardless of what you tell or ask him. There's also an ulitharid, a couple of mind flayers, and some umber hulks in the room to the south. There's another part of the Illithid rod on one of the ulitharid, but it's easy to miss, so hit the tab key if it isn't immediately visible. The rod will now be intact, so use it to open the remaining room, in which there are two vampiric mind flayers (prepare with negative plane protection) and the red oil.

In the very first room of the githyanki lair, there's the flint and tinder you need to light the torches in the room to the west of Lum's machine. The remainder of the lair is populated by a handful of githyanki, primarily weak warriors. Githyanki are low-level enough that they're vulnerable to spells like death spell and greater deathblow, so you can easily dispatch them. They like to turn invisible using potions, but even their surprise attacks pose little threat. You can pin them down with web spells or take them out en masse using almost any area of effect damage spell, including holy smite. Grab the purple potion in the room with the dragon ship.

screenshot
Goodbye Smaug. Ensure that your party has cast a broad range of protection spells, including resist fear, summoned some creatures and prepared by using giant strength potions and oil of speed (or casting haste). Surround the dragon from all sides before you commence your attack.
The door to the south of the githyanki's ship room leads to the lair of Saladrex, a red dragon (64,000 experience points), while the other leads to the lair of a demi-lich. You don't need to fight either to continue in the level, but they both have valuable treasure. If you take on the demi-lich, make sure you are as protected from imprisonment as you can, using spell-turning on your mages and your berserk abilities on your berserkers. The demi-lich actually doesn't have many hit points, so it's worthwhile sending in only those members who are protected from imprisonment.

Once you have all three oils and the flint, light the alters in the room south of Lum to open the door. If you look at your automap, you'll see that the order of the colors is set out in the large neighboring room and in the parallel room on the other side of the level (where the magic golems were). Once the colors are lit, the doors will open, and you'll get 10,000 experience points per party member.

Inside the room you just opened are two powerful melee fighters, Rock and Garock. Use summoned creatures if you need some distraction. But otherwise, these rock fighters have no special abilities other than being strong melee fighters. Grab the crystal hammer (disarm the trap on the chest first) and use it six times on Lum's machine to get Carston out of the machine. If you spare him, you'll earn 10,000 experience points per party member.
 
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