Reply 6580 of 6716, by Joseph_Joestar
- Rank
- l33t++
Making more progress in Baldur's Gate II: Throne of Bhaal. As mentioned before, I really like how the Watcher's Keep dungeon is designed. It's six floors deep, but each of them has a side exit which can be opened from within. This minimizes the need for backtracking and keeps the gameplay flowing naturally. Upon our arrival, we were greeted by a group of Helm worshippers, who have been tasked with keeping someone very powerful imprisoned in the deepest parts of the structure. Apparently, they need our help to strengthen the magic wards that are holding everything together. Also, one of them is a merchant who sells some nice items, including the firetooth crossbow. We purchased that one, and then took a short trip to the pocket plane to get it upgraded. By now, my archer has become highly proficient with crossbows as well, so he will use the new firetooth +5 as his secondary weapon.
The first floor of the keep isn't too dangerous, save for the final battle with the statues guarding the exit portal. Also, the notes of Lum the Mad that are scattered here may seem like complete gibberish, but they make perfect sense once you find his machine. This area has some nice treasure as well, including the paladin bracers and the foebane sword. But most importantly, we found the quiver of plenty here, which provides unlimited +2 arrows when upgraded. My archer combined that with the very fast Tuigan bow that we had acquired way back in Athkatla, giving him 4.5 attacks per round. And under the effects of improved haste, this turns into 9 attacks per round, which is pretty crazy. Granted, these attacks are only +2 enchanted, but that's good enough for most low level enemies, and he now has the +5 crossbow for the tougher ones.
The second floor is still pretty manageable, though it does feature some powerful enemies like fire giants and adamantine golems. It's also a bit more puzzle oriented, as you need to figure out the weaknesses of the elemental guardians by reading through a bunch of laboratory notes. The final showdown with the chromatic demon is usually a long and tedious affair, as he resists most types of damage. However, he had no defense against Jan's spike traps, which allowed us to end things fairly quickly.
The third floor is where the difficulty really ramps up. It's essentially a maze filled with tough monsters, deadly traps and environmental hazards. For me, the most dangerous sections were the dead magic zones, where all of your buffs get nullified, and you can't cast any more spells. To make things worse, these areas are usually populated by powerful demons, who can quickly decimate your characters while they are in that state. My strategy here was to rely on protective gear, rather than spells and potions. For example, the dragonslayer sword grants protection from panic when wielded. This is crucial for fighting some of the demons in these areas, as their mere presence projects an aura of fear. There are also a few wild magic zones where spells behave erratically, so it's best not to cast anything there.
After defeating two large groups of demons and a powerful wraith, we finally managed to exit the maze. At the end, we were greeted by a cambion and his party of extraplanar misfits. This seemingly friendly demon challenged us to play a game using the Deck of Many Things. It took a few reloads, but we managed to win a scroll of Wish for Jan, and a powerful scimitar for Jaheira. Predictably, the demon turned on us after we denied him the way out, so we had to put him down, along with his friends. For our efforts, we got the last gem that was needed to unlock the portal to the next floor, as well as the Deck of Many Things. This deck can be used to acquire some nice bonuses, but the outcome of each draw is randomized, so it can take many reloads to get something really good. We then went back to the pocket plane to upgrade Jaheira's new scimitar and to take a small break. After a good night's rest, and with our buffs reapplied, we were ready to proceed to the fourth floor of the keep.