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Baldur's Gate: Tales of the Sword Coast Game

Get the Downloadable Guide

Introduction
Party Prep
Areas and Quests
Items
Mini Walk-Through
Contents
In the large room with the wyrm remains at the far western point of this level are three formidable greater wyverns. A skeleton located near the northeast portion of this room will inform you that you can gain the assistance of five heroes to help you slay the wyverns. The heroes will collectively be able to dispatch the wyverns without your help, but you might want to send them up against the last wyvern one at a time, so that you won't have to fight the heroes yourself after the wyverns are all dead. The last wyvern may kill off all of the heroes, but it'll be so badly damaged that you should be able to take it out easily. Retreat through the narrow passageway at the southwest end of the room if you want to get away from any wyverns. The heroes are equipped with a long sword +1, a scroll of infravision and arrows of ice.

The skeletons in the room southwest of the entrance to this level are equipped with acid arrows, arrows of fire, arrows of ice, arrows of dispelling, potions of healing, bullets +2, bolts +1. There are traps on some of the gangways to the platforms that the skeletons are perched upon.

The northernmost of the four elemental "test" rooms is the cold room, manned by winter wolves and Kaldrun the Bear (who, like the wolves, is capable of launching a ranged frost attack). Sending a few fireballs at the bear as soon as you enter the room will end the battle in a hurry. The room immediately south of the previous one is the "slime" room, where a fission slime awaits. Make sure you use fire to take out the slime or you'll just cause it to multiply. In the next room south you'll initially be confronted by an air aspect, which looks like a baby wyvern but is considerably more vicious. Advance slowly into this room and take out the air aspect. Once it's gone, cast detect invisibility and continue advancing slowly through the room. There are three invisible stalkers in the room, but you can take them on one at a time if you advance slowly. With capable missile weapons, you'll be able to strike each of them down before they can reach your party. The last room, the farthest one south, contains a phoenix guard, who you should take out with missile weapons. He'll explode into a fireball when you take him out, and may return, forcing you to take him out again. Once you've defeated all of the elemental rooms, you'll immediately be transferred to the chess room.

Next: more of Part 8 - Durlag's Tower Catacombs Level 3NEXT
 



 
 
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