Eye Of The Beholder 2:
Legend Of Darkmoon
4-Wind Tower Level 4
After climbing the stairs labelled D, following the short hallway
to stairs E. At (1) is a plaque that tells you about gathering
4 keys for the upcoming door. Continue to the east you will find
teleport T. This teleport connects with 5 other teleports, 4 that
lead to a Dark Moon key each, and 1 that leads to a door with
4 keyholes. Each time you step into any one of these 6 teleports,
you will be randomly teleported to any one of the 6 destinations.
You must use the teleports until you have gathered all 4 Dark
Moon keys from Locations (2), (3), (4) and (5).
After you have gathered 4 Dark Moon keys, enter the teleports
until you wind up in the room with the 4 keyholes. You are now
on the main level of level 4. Use all 4 keys in the keyholes at
(6), (7), (8) and (9). This opens the door to the east. You should
save the game at this point.
A word of warning is in order here. This level contains the toughest
enemies you have yet to meet in the game. The Will O' Wisps have
lots of hit points, are very hard to hit and their blows pack
a wallop when they connect. The beholders are even tougher. Their
Death and Disintegrate spells can wipe out your entire party in
just a couple of rounds. Fortunately, they do not regenerate.
Be sure to save your game each time you win a battle.
Never go toe to toe with the beholders. Even when you don't have
room to sidestep, back up after swinging your weapon(s). Keep
some distance from the beholder so that you have time to out run
its spells. Continue to back up until you reach a corner, then
turn and wait in ambush. Repeat this tactic as often as possible.
I did not find any spells especially useful on the beholders.
The old standbys such as Fireball, Magic Missile, Cone of Cold,
etc did not faze them at all. Neither did the cleric spell of
Slay Living. You are probably better off casting the mage spell
of Haste and then just hacking and slashing your way through.
At (10) the north door can be opened by pushing the button on
it. You will find the first beholder just behind the door at (11).
Use the tactic I outlined above, but lure it towards the west.
If you get stuck, you can step into the teleport and get some
temporary relief. Just be prepared when you return. The beholder
will be waiting for you. Defeating this beholder will yield a
femur, but you don't need any more of that. Leave it there if
your inventory is getting full. At (12) is another femur.
When you step on (13), the door to the south will open automatically,
and you will have to fight another beholder. Again, lure it towards
the west. After defeating this beholder, check out the south wall
panel at (14). The middle brick can be moved. Doing so will open
up the southern passage. There are 3 potions of healing at (15).
Go through the illusion wall and find a regular dagger and a femur
at (16).
There is one more beholder hiding at (17). You don't _have to_
fight this one, but that's the reason why you didn't want to lure
the first two in this direction. You would wind up having 2 beholders
to contend with at the same time.
A plaque at (18) indicates that this is a safe place to rest to
recover hit points and spells. Beware of locations (19) and (20).
There are pressure plates at these locations that trigger fireballs.
You will find a Will O' Wisp near this area which will try to
lure you to step on the plates. Just avoid it.
Check out the west wall at (21). There is a button at the bottom
corner of the right edge of the wall panel. Push it to reveal
the western passage. At (22) is another plaque indicating that
this is another safe alcove. Use the map to navigate through all
the illusion walls until you arrive at location (23). Here you
encounter a beholder stuck in a hole in the ceiling. It does not
matter what option you choose here. The result is the same. Save
the game here first.
Push the button on the south wall to get lifted to the beholder
sublevel. You will find the previously stuck beholder waiting
for you at (25). Fight-and-sidestep should easily take care of
it. (Don't worry about stepping over the pit. This is one pit
you won't fall into.) At (26) there are a +2 halberd, a +3 shield
and a +2 green crystal hammer. At (27) you will find a potion
of healing, leather boots, 2 daggers and a staff. At (28) there
are a -2 cursed bracer of protection and 2 femurs.
The green crystal hammer is the only item you must get on this
sublevel. You may descend to the main level at this point. But
if you wish to explore the rest of the level for more battles
and more experience points, push the button on the east door at
(29) to open it. You'll find 2 more beholders wandering around
behind the door. At (30) there are 1 iron ration, 1 rotten food
and 1 femur; at (31) a mace and a mage scroll of Fireball; a +4
dragon armor and a +2 short sword at (32). When you step on (33),
you will be turned to the north where there is one last beholder
waiting for you. Sidestep to the left quickly and then deal with
it using the familiar tactic of retreat and ambush. There are
a skull, a femur and a wand of Dispel Magic at (34).
Return to the beholder main level by pushing the button at (35).
This will take you back to location (24). Retrace your steps through
the illusion walls. At (36) you will received another vision of
Khelben. At (37) there is a plaque informing you about the Test
of Vision.
A word about the rest of this level that you are about the explore:
There are 4 pressure plates in this region. Stepping on these
plates causes the dungeon layout to shift and change. As far as
I can determine, stepping on these plates do not open up new areas
or allow new items to be discovered. They merely serve to slightly
alter the geography, enough to cause great confusion during navigation.
The map 4WIND4.IFF is correct provided that you do not step on
any of these plates, which are marked on the map to alert you.
Also pay special attention to the three hidden teleports T1 through
T3 and the spinner. The teleports will move you to the new locations
without you noticing, while the spinner will quietly turn you
in the opposite direction. As it turns out, the area west of location
(37) does not contain anything of interest, although there are
a few Will O' Wisps that would add to the experience points.
At location (38) you should find a chain mail, a ring of sustenance
and a ration. Look for a button at the lower right corner of the
east wall panel at (39). Push it to open the passage east. Someone
discovers that you are not of the temple at (40) and you will
see two beholders in the room just to the east. Save your game
here.
Here you have no choice but to face 2 beholders at the same time.
As soon as you take one step east from (40), the 2 beholders will
come after you. At the same time, the secret passage that you
opened moments ago will be closed _permanently_. If you plan to
fight them both, you should at least cast the Cleric spells of
Bless and Prayer as well as the mage spell of Haste ahead of time.
The key is to kill the first beholder very quickly. If you succeed
in doing that without taking a lot of damage to your party, be
sure to save the game. You should have little problem finishing
off the second beholder using the retreat and ambush tactics.
On the other hand, it is possible to run away from both beholders
without a fight. Take a step east from (40) and then immediately
retreat. Lure the beholders down either the north or south hallway
west of location (40). Do not move too far ahead of the beholders.
(If you do, the second beholder will take the other hallway and
try to sneak up on you from behind!) Once you lead them to the
middle of one of the hallways, turn around and move as quickly
as you can through the other hallway, go east past (40) and wind
up at (41). Here you will find a pedestal with a hand carving
on it. Choose the option of putting your hand on the carving.
What luck! Not only did you escape from the 4-wind Tower Level
4, (you are now back on the Temple of Darkmoon Ground Level GROUND0.IFF,
just east of location (3)), but you have also obtained a Mark
of the Moon on your hand.
Back to the table of contents
Copyright © 1990 Anonymous; HTML conversion ©1999
GWC, Inc. All Rights Reserved. Reproduction by any means is strictly
forbidden.
|