|
PC GAMES
News
Reviews
Previews
Movies/Media
Downloads
Hints/Codes
GameGuides.com
Special Features
Beta Center
Release Calendar
Forums
Top Games
PC GENRES
Action
Adventure
Driving
Puzzle
Role-Playing
Simulation
Sports
Strategy
SWITCH TO:
VIDEO GAMES
GAMESPOT LIVE
GAMEBUYER
HARDWARE
SUBSCRIBE TO:
PC Newsletter
HW Newsletter
ELITE SERVICES
Join GameSpot
SEE ALSO
GameFAQs
Gamespy Arcade
Netflix
INFORMATION
Help
Contact Us
International
|
 |
Part 6 - Durlag's Tower Catacombs Level 1
If you don't have a thief with a disarm trap ability of at least 80 (preferably higher), consider altering membership in your party to fit one in. You should also pick up all of the perception potions you can buy at sorcerous sundries (in the middle, east sector of the city of Baldur's Gate) and at the shop in the High Hedge sector. Having a cleric with the ability to detect traps can be useful, but you'll still need a thief to disarm them. If you can't adequately detect traps, consider, as a last resort, decking out one of your fighters with boots of speed and all of the magical resistances you can think of, and have the fighter run through corridors well ahead of your party to trigger traps. Some traps on the lower levels, however, are instantly fatal, so this strategy is purely one of desperation.
 Overview of the first level of the catacombs in Durlag's Tower. Don't fight the warders in the open room where they are found. Instead, use the southern or northern passageways to make a stand and take them on from a more defensible position.
|
There are four warders in a room to the west of the entranceway, each of whom will ask you a puzzle that you have to solve to proceed to the next level (2,000 xp each for the first three, 4,000 xp for Love, which you must complete last).
Next: more of Part 6 - Durlag's Tower Catacombs Level 1
GameSpot is a CNET Networks Media Property. Copyright ©1995-2001 CNET Networks, Inc. All rights reserved. Privacy policy.
|
| |
|