![]() That's the best individual body armor in this game, though plate mail paired with a Ring of Protection is equal to or better than it (they don't stack with magic armor).Ī door in the north path brings our first level 11 monster, the xorn. There I find this pre-identified longsword and banded armor +3. In the outer square I find this rock, which is +2. Doing so will remove a wall in front of a door on the open side. The goal is to get the stars and openings on each wall on the same side. The messages in the middle and outer layers read "Leave no stone unturned." and "Alignment must be true" respectively. Each square has a message, a star, an opening, and a button that changes which sides they are on. The starting area of level 11 is three concentric squares with a stone portal in the middle. With three of those rings and three Aid spells, I take the plunge. Shelves on the east and west walls have a Potion of Giant Strength and a Ring of Feather Fall. We return to level 10 via the north entrance, which is a more direct path to level 11.Ī slight detour to this pixel hunt of a button, opening a room with a scroll of Cone of Cold. Using the portal to level 6, we bring him back to his people. West of the portal room, we release the captive dwarf prince. Getting past the teleporters leads to plate mail and stairs to this isolated portion of level 9. Simply go into the first teleporter, then stepping east from there will land you on a plate at the end that removes all of them. The levers will change their destinations, but it's much simpler if you don't. South from the portal room is a long hallway with seven teleporters, each with a lever next to it. Each of them will drop a ring: one Feather Fall, one Sustenance, and two Rings of Protection +2. This will spawn another four mantis warriors in the alcoves, so save the north one for last and retreat quickly to avoid getting surrounded. Take the items from the shelves (scroll of Flame Blade, Potion of Poison, Wand of Frost), and replace them with kenku eggs (the level 6 portal is near the nest room). The alcoves next to them are initially occupied by mantis warriors, who can be lured out one at a time. There are doors to the north of each leading to small rooms. The scepter portal to level 8 is on the west wall, and the ring portal to level 6 is on the east. The room Shindia is encountered in has both of level 10's stone portals. That option and letting her go result in no further words, so let's hear her out: If you select "Kill her" she'll fight back. What it really leads to is Shindia, the game's only female drow who led the attack on the dwarves. That leads to a short hallway with a message that will hit your party with a fireball when you read it. Just ignore them and use the key from earlier to unlock the southern door. Another button next to the message "In case of fire." will hit you with an Ice Storm. Pressing this button will hit you with a fireball. This room is at the end of that central hallway. In a section north from the central hallway, we find the remains of the ranger Tyrra as well as a key. I use the cursed axe from level 5, the actually good axe Drow Cleaver, and Night Stalker, since this game's power creep has spiked to such a degree that +3 weapons are now throwaways. ![]() Once again the staff doesn't seem to count as a weapon for this purpose. Speaking of weapons, three of them must be left on pressure plates to open a door to the north. The manual neglects to mention their ability to paralyze, instead describing their completely mundane halberds as if they're something exotic. The Remove Paralysis spell will be valuable in the next couple of levels. They are extremely fast, and attack the instant they are facing your party in melee range. Part 11: Moss, Mantis Men, Meetings, Mind Flayers EOTB 9: Moss, Mantis Men, Meetings, Mind Flayers
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