Eye Of The Beholder 2: Legend Of Darkmoon

4-Wind Tower Level 2

This level is inhabited by wasps, lots and lots of wasps. They are not very strong, but they are fast. And their sting can be poisonous and may cause paralysis as well. After climbing the stairs A, the best way to travel is to go all the way to the west and then turn south, hugging the west walls whenever possible until you reach location (1). Here you will find a Cure Poison potion, a femur and a copper key. If you turn north at this location, you will see a lot of wasps hovering 2 to 3 squares away. At your leisure, cast long range mage spells such as fireballs, lightning bolts and cones of cold. The wasps are very susceptible to these spells and you should have no trouble killing them all.

Return to (2) and use a bone key in the keyhole to open the south door. At (3) is a pressure plate the function of which will not be immediately obvious. In the next room there are 4 levers (5), (6), (7), (8). These 4 levers open the next 4 gates shown on the map. Each lever also opens a pit at the location of one of the other 3 levers. The pressure plate at (3) that you saw earlier reset all 4 levers.

Push the levers in the following sequence: start with (5) which also opens a pit at (8); next push (6) which also opens a pit at (5); then push (7) which also opens a pit at (6). At this point, trying to push the lever at (8) will result in your entire party falling through the pit.

You will have noticed, however, that the first 3 gates through the southern hallway are now open. Moving through this hallway, your party will tell you about a loose brick at (9). Examine the lower portion of the west wall panel at (9) and you will notice that the middle brick is sticking out farther than the rest. Push this brick back in.

Now return to the four lever room. Boldly and confidently step up to (8) to push the final lever. Surprise. You didn't fall through the pits this time. You have just passed the Test of Faith. Pushing the lever at (8) opens up the last gate. You can now travel through the hallway without restriction. There is nothing of interest in this area.

Use a copper key at (10) to open the east door. At (11) you will see another vision. I hope you have better luck in interpreting the meaning of his message. I didn't understand him at all. Both doors behind the vision can be easily opened by pushing buttons on the door. Teleporter 2 returns you to the stairs, after doing some major damage to some of your characters.

Teleporter 1 takes you to a short hallway where you will find stairs labelled B going up to 4-wind Tower Level 3.

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