Eye Of The Beholder 2:
Legend Of Darkmoon
4-Wind Tower Level 1
As soon as you come out of Stairs E, you will be greeted with
a vision that informs you about the Test of Faith. To the east
is an area covered with circular plates. Some plates are lit with
a steady blue light. The light moves over the rest of the plates
following specific patterns. Anytime you are on a plate that's
lit, you lose a big chunk of your hit points. A low level character
will only be able to withstand two to three zaps.
The optimum path to take to go through this area was outlined
on the map. Stand just to the west of the first tile. Be sure
everyone is well rested. Open your mage spell book to your favorite
offensive spell. (You will have a very tough fight at the other
end.) Also be sure to have a cleric spells of Remove Paralysis
ready. Needless to say, you should also have a saved game at this
point just in case.
Wait till the light hits the tile just to the east. As soon as
the light moves away, start your jog to the east. Make your moves
in sync with the movement of the light beam. Whenever you have
to change direction, turn and face the new direction instead of
sidestepping. More than likely, you will get zapped once before
you reach the final tile. The tile marked with a dot enclosed
in a rectangle opens the passages to the east.
More than likely, your way east will be blocked by a Mantis Warrior
as you reach the last plate. Very quickly cast your offensive
mage spell and use your front 2 fighters to overwhelm the mantis.
As soon as it is destroyed, step forward to move away from the
plate. Your trouble is not yet over. You must defeat the 3 or
4 Mantis Warriors waiting for you. Most mage spells such as Fireballs,
Lightning, Magic Missiles etc. work well against them. When you
defeat them, you will find a bone key and a dagger for your effort.
Use the bone key in the keyhole at (3) to open the north door.
The door at (4) is opened by pushing the button on the door. There
is an egg at (5). A Mantis Warrior emerges from the egg if you
swing your weapon at it. At (6) is a lever. Push it to turn off
the moving light beam. This will make your return trip much easier.
Push the button on the door at (7) to open it. The plaques at
(8) and (10) both contain cryptic messages subject to various
interpretations. Put something worthless (a rock or a skull) in
the triangular alcove at (9) and it will turn into a wand of lightning.
This only works once.
At the very south end of the eastern hallway (11) is a -2 cursed
long sword "Hunger". Take it and put it in inventory.
Be careful not to equip any character with this sword.
Follow the same path to return to the area near the stairs. As
a point of interest: at location (12) is a -2 cursed axe. There
is no reason to get that and the tile it is on is still illuminated
by the lethal light anyway.
At (13) push the button on the north door to open it. You'll find
a wounded Mantis at (14). You have the option of healing or attacking
it. If you heal it, it will wind up attacking you. Either way,
the result is the same. You must kill it and receive a mantis
key in return. Again at (13) push the button on the east door
to open it. You will find a prisoner there who will ask to join
your party. This is Tanglor, a level 7 half-elven fighter/cleric.
Decide for yourself if you want him in your party. Incidentally,
this is the last character you will find in this game that can
join your party. At (16) is a +1 short sword and a +1 shield.
At (17) both the north and west doors can be opened by pushing
the buttons on them. There is a +1 polearm at (18).
At (19) there is yet another lit plate. There is no avoiding this
one. Walk across it and take the damage. At (20) you will be ambushed
by a mantis warrior. It helps when you know it's coming. The south
door at (21) can be forced open. Inside you will find a magic
mouth at (22). The hint it has is plain enough. Feed it three
femurs and it will give you a bone key.
Push the button on the west door at (21) to open it. Use the mantis
key in the keyhole at (23) to open the door. At (24) you will
be told that some mantis warriors just threw a glass sphere at
you. As soon as the scene changes, sidestep to the left. You should
be able to easily avoid getting hit by the glass sphere (fireball).
At (25) you will see a pit two tiles away at (27). You should
also notice that there is a button on the south wall behind the
pit. Throw a rock at the south wall. It will hit the button and
the south wall as well as the pit at (27) will both disappear.
However, a new pit now appears at (26). Push the button on the
east wall at (25) to fill in this new pit. It is now safe to go
south all the way to the end of the corridor. You will find a
mantis key and the rock that you threw at (28).
Push the button on the door at (29) to open it. There are a mage
scroll of Dispel Magic and a mage scroll of Blur at (30). Push
the button on the door at (31) to open it. There is an iron ration
at (32).
Use the mantis key in the keyhole at (33) to open the door to
the south. This is a room full of mantis eggs. You have to swing
your weapon at the eggs one at a time and defeat each mantis warriors
that emerge from each egg. If you don't do this, you will be ambushed
by several warriors when you get to the south end of the room.
Take the green gem from the carving at (34) and then put the gem
back in the carving again. This opens up the secret passage south.
At (35) pick up a Mantis idol, a glass sphere and a copper key.
Retrace your steps to (36). Use the copper key in the keyhole
to open the west door. Take the stairs A to 4-Wind Tower Level
2.
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