![]() |
||
You are in:
Agarwaen's Home >
BGII:
Shadows of Amn > Watcher's Keep> Level 1Watcher's Keep - Level 1 (AR3001)*
If you want to see the traps on this level, hover your mouse over SHOW TRAPS. ExitThis exit leads back to the top of the Watcher's Keep. ArchivistIn this room you'll find a ghost of an Archivist Giltham, and even though it is a ghost it feels really cold, perhaps a warm fire may calm the ghost down. Here you shall also find plenty of closets and chests with treasure and traps, so be careful. Scour the room for treasure (three closets
and a chest, some of which are trapped and locked). Room 1This corner room is guarded by a Stone Golem, defeat it to move on. STONE GOLEM: 8000 exp. Western Library This library is guarded by a slew of Shadows. In one of
the bookcases you'll find Elminster's Ecologies: Appendix IIIa - this book
briefly describes some of the monsters that can be found on the levels below. In
particular it talks about Dense Puddings, when exposed to electricity or fire
this slime multiplies and, therefore can be very dangerous. Fire Trolls can be
permanently killed by cold or acid attacks. Fission Slime, will split into more
slimes when hit and can be only killed by fire, Magic Golems can be hit with
non-enchanted weapons and, lastly, the book talks about Marileths - demons that
are immune to normal weapons and minor enchantments, with powerful melee and
spellcasting ability. Defeat the monsters guarding the library and
scour the room for treasure (three bookcases and a chest). Room with a Creepy StatueThis room has two traps, one on a bookshelf and one on a chest near the doors. Other than the creepy statue in the middle of the room, you can find a plaque on the wall describing duties of the Archivist Giltham and how he used to bring slippers to whomever was in charge here. It is a useful hint for later on. Raid the bookcases and a chest for some very nice treasure, in particular you'll get a Case of Plenty +1 that will fire endless +1 bolts. Also you will find the Bell necessary for the ritual. Scour the room for treasure (a trapped chest
and two bookcases, on of them is trapped too). MephitsThe hall is guarded by a few measly Mephits - dispatch these poor bastards. Kill the Mephits. Eastern LibraryThe eastern library is guarded by Sword Spiders and Ettercaps. Dispatch them in order to be able to raid the library for the knowledge it hides. Watch out for a trap near the northern door. In one of the bookcases you'll find one of the two wardstones necessary to open the massive door to the Priest's Crypt. What if you don't have both wardstones, can you still open the crypt??? The plaque on the northern wall of the library gives another hint as to the Archivist's habits, apparently he loved to curl up by the kitchen fire. Kill the enemies and scour the room for
treasure (two bookcases). Room 2This room is thankfully free of monsters and traps and contains some treasure. Here you shall find the last one of the Tattered Parchments needed to enact the ritual and a Wardstone. Scour the room for treasure (bookcase and a
closet). Room 3This room, although doesn't have traps has a nasty Spellhaunt. Kill it in order to be able to raid the room. In the table you'll find another Handwritten Note from Lum the Mage. This one reads "Tough guy? Tough guy? Long red circle is tough guy now! - L.t.M." Kill the ghost and scour the room for
treasure (table and a closet). BedroomThis room is heavily trapped so be careful. There is a trap on the floor, on the alcove in the wall and on a closet nearby. Here you'll find a Tinderbox that you can use to light up the fire in the Kitchen, Old Slippers, an Ammo Belt and a Quiver of plenty +1 - very handy items for a party, and two more notes. One of the notes explains that the old Priest could not remember which verse to read from the book and so had the appropriate chapter and verse embroidered into his ceremonial robe. The second note, most likely written by Giltham the Archivist says that if he could find a proper tinderbox then he could light the kitchen fire to warm himself up. Scour the room for treasure (locked alcove,
locked closet, night table and a bookcase). KitchenIf you found the tinderbox you can light the fire at the stove. As soon as you do so every party member will receive a small bonus to experience and the Archivist Giltham shall appear, remember - he likes to doze off by the fire. Giltham is very pleased to sit by the fire again, he suggests that you go talk to the old Priest, the priest's chambers are at the northeastern corner of the level. Giltham also says that when you wake the Priest up you better have his favorite slippers, otherwise you'll be in a lot of trouble, he also tells you that in order to descend to the level below you'll need to perform the ritual. Kill the slimes and scour the room for
treasure (chest and two closets, one of them being locked). Then light the
kitchen fire. Priest's CryptThis is the resting place of the old Priest that the Archivist Giltham was talking about. You cannot enter here if you do not have both wardstones that can be found on this level. Is this true??? Note, that once you get inside the crypt and you don't have the wardstone with the golem picture on it then, when you click on the coffin, the Guardian Golems will attack you. If you don't have the golem wardstone, the
golems will attack you. Once you come inside the crypt and open the sarcophagus,
an old Priest himself appears. Well, we already know what kind of creatures
sleep in sarcophagi don't we? However, this Lich err ... Priest can be reasoned
with. If you have the Old Slippers you can give them to him at which point the
Priest will allow you to rummage around. Peer inside the sarcophagus to find out
the chapter and verse that needs to be spoken during the ritual. If you decide to give the old Priest his
slippers you'll get lots of experience. Don't forget to look inside the
sarcophagus once the Priest departs. Altar When you click on the big statue in front of the altar,
you'll see that the ritual must be performed when the altar contains a book, a
bell and a candle. You can find the Bell in the
room with a creepy statue,
the Book is already on the altar and the Candle is in the
kitchen. By collecting tattered
parchments throughout the level, you can piece together the proper way in which
the ritual should be performed. Take the book from the altar. Once you are ready for the ritual, place the Holy Book,
Bell and Candle in the Altar's container. Should you make a mistake during the
ritual, the character who put the items on the altar will receive 50 damage. For
playing out the ritual in the correct order each one of your party members will
be nicely rewarded with experience. If you'd like to read about the proper
procedure for the ritual highlight the
Ritual. RITUAL SUCCESSFUL: 25000 exp for each party member. PortalOnce the ritual is completed, the portal to the level below will be opened, but beware - it is guarded by the remaining four statues. One of the statues is a nasty archer, so get in its face otherwise it will tear your fighters to shreds with its Long Bow +3 and Arrows +3. Destroy the statues.
|
||
|
Home
BGII: Shadows of Amn
BGII: Throne of Bhaal
FAQ
Contact
Links
Sitemap |
||