Eye of the Beholder II solution - part 3 Author unknown @~Continued from Issue 43. See also the maps in the Hints section @~and the notes at the start of Issue 43's hints. Catacomb level 2 ---------------- Synopsis: the walls here consist of large fitted stones covered with dead moss. Temple Darkmoon priests and skeletal warriors inhabit this level. Locations and events -------------------- 1 - this stairway leads up to Catacomb level 1 sublevel 2, location 32. 2 - a keyhole set into the north wall requires a grey key to open the door to the west. 3a-3c there is a lever in the west wall at 3a. When the lever is pulled a fireball trap is triggered at 3c. The best way to avoid the fireball is by taking a step back after the lever is pulled. Once the fireball hits the wall, a skull key appears in the niche at 3b. 4 - the skull lock set into the wall requires a skull key to open the door to the north. 5 - upon entering this area the door to the north opens, and four skeletal warriors (from location 6) charge forth. 6 - there are four skeletal warriors waiting to ambush anyone stepping into location 5. 7 - upon entering this area the door to the east opens and three skeletal warriors and one Darkmoon priest attack. 8 - three skeletal warriors and one Darkmoon priest are waiting here. The priest drops a skull key when killed. 9 - a skull lock in the west wall requires a skull key to open the door to the north. 10 - three skeletal warriors and a Darkmoon priest guard here. 11 - a robe +1, one dagger +2 and a skull key lie here. 12 - the door here is jammed and must be forced open. 13 - four skeletal warriors are at each of these locations. They attack when you enter the room. 14 & 14a - two skeletal warriors and two Darkmoon priests stand guard at locations 14 and 14a. They attack when you enter the room. 15 - an axe +2 called "The Bait," and a short sword +2 called "Sting," normal boots, a normal helmet, two iron rations, and two clerical scrolls each with a 'cure serious wounds' spell lie in a pile here. 16 - a niche here contains a Darkmoon key and a clerical scroll of 'neutralize poison.' 17 - a secret button on the wall opens a secret passage to the west. 18 - a potion of 'vitality' and a potion of 'cure poison' are found here. 19 - the wall to the south is an illusion. 20 - a button in the north wall raises and lowers the cell door to the south. 21 - a femur lies on the floor. 22 - a button in the south wall raises and lowers the cell door to the north. 23 - a skull rests on the floor. 24 - a button in the north wall raises and lowers the cell door to the south. 25 - a button in the south wall raises and lowers the cell door to the north. 26 - a button in the north wall raises and lowers the cell door to the south. 27 - a dwarven cleric named Shorn Diergar is imprisoned here. There is a chance that he will ask to join your party. 28 - set into the south wall is a button that raises and lowers a cell door to the north. 29 - the decomposed body of the drow mage San-Raal lies here. If resurrected, he makes a worth companion. 30 - a button in the north wall raises and lowers the cell door to the south. 31 - two Darkmoon priests are guarding the passage here. 32 - a skull lock requiring a skull key opens the door to the south. 33 - two Darkmoon priests are here. They drop a holy symbol and a Darkmoon key when slain. 34 - a shield +1, a set of plate mail +2, a long sword +1, a helm +1, one iron ration, a magic user's spell book, and a skull key lie here. 35 - a female warrior named Calandra is chained to the wall here. Once freed of her chains she asks to join the party. 36 - two Darkmoon priests guard this room. 37 - a secret button in the north wall opens a secret passage beyond. 38 - the wall to the north is an illusion. 39 - set into the wall to the north at each location is a Darkmoon lock. Each requires a Darkmoon key to open their respective doors. 40 - there is a niche in the north and west walls here. The north niche hold two potions of 'healing' and one potion of 'speed'. The west niche holds a horn named "East Wind" and a page torn out of Wently Kelso's journal. 41 - some notes from Wently Kelso's journal are found here. 42 - on the floor at each of these locations is blood. What could have happened to poor Wently? 43 - the remains of a letter from Wently to Dran lies on the floor. 44a-44b stepping onto the pressure plate at 44a triggers a fireball trap at 44b that heads toward your party. 45a-45c stepping onto the pressure plate at 45a triggers a fireball trap at 45b that heads toward your party. The east wall at 45c is frail and it can be knocked down by bashing it. Once bashed, the wall reveals one rock and stairs descending to Catacomb level 3 location 1. 46a-46b stepping onto the pressure plate at 46a triggers a fireball trap at 46b that heads toward your party. 47 - this stairway leads up to Catacomb level 1 sublevel 3, location 33. 48 - this stairway descends to Catacomb level 1, location 22. 50a-50b the pit on Catacomb level 1 location 20b leads to here (50a). Throw a rock or other small item through the cell door and hit the button on the west wall at location 50b to raise the cell door. 51 - the lock on the west wall here has no key to open it. A thief may pick the lock to open the door to the east. 52 - a mage scroll of 'lightning bolt' and a skull are here. Catacomb level 3 ---------------- Synopsis: the walls of this level are the same as the ones above - fitted stones and covered with dead moss. Margoyles and gelatinous cubes thrive on this level. (note: it is not possible to rest anywhere on this level so be sure to rest up your party, memorize all spells, and save your game before you continue.) Locations and events -------------------- 1 - this stairway leads up to Catacombs level 2 location 45c. 2 - the writing on the east wall reads "there is no turning back. All who enter are doomed." 3 - there is a small trip stone in the floor here. When the party moves over it a door closes to the north effectively trapping the party on this level. 4a-4e a button is set into the north wall at 4a. This controls the spin corridor to the west. If the button is not pressed before the party reaches 4b, they are spun 90 degrees to 4c. Each time 4b-4e is entered the party is spun 90 degrees counter- clockwise. If the button at 4a is pressed then the spin corridor is "turned" off. 5 - the wall to the west is an illusion. 6 - one gelatinous cube waits here. Beneath it lies a potion of 'healing', a spider key and one skull. The button on the east wall opens the door south. 7 - a pressure plate in the floor here opens the door to the south when the party moves onto or places an item on it. It is then stuck in this position. 8 - a staff +1 and a skull lie on the floor. 9a-9c at 9a lies a long sword -2 called "Hath Skull", a shield +1, and bracers of 'protection' +5. When any of these items are taken, the walls at 9b and 9c disappear and the door into the room closes. Margoyles from location 10 then attack. 10 - five margoyles wait here for anyone who takes an item from location 9a. 11 - the button on the east wall opens the door that was closed by 9a. 12 - a spider lock is set in the west wall. A spider key is required to open the door and gain access to the stairs that descend to Catacomb level 4 location 1. 13 - a mage scroll of 'remove curse' lies here. 14 - two margoyles guard this room. 15 - a spider lock is set in the west wall. A spider key is required to open the door in the west wall. 16 - a robe +1, mage scroll of 'haste', and an amulet are on the floor. 17 - there is a portal on the west wall. It requires the dagger or stone gem to activate. The stone gem takes the party to Temple level 2 location 36. 18 - three iron rations and a spider key are here. 19 - a spider lock is set in the south wall. A spider key is required to to open the door just west of the lock. 20a-20i there is a pressure plate at each of the locations. The south wall at 20g has writing that reads, "you must leave many things behind." To open the door to the south the pressure plates at 20a, 20c, 20g, and 20i all must be weighed down with an item. The party must then step onto 20e and the door opens. To keep the door open leave an item on the pressure plate 20e while the party is still on it. 21 - a secret button on the east wall reveals a hidden passage when pressed. 22 - six margoyles guard this area. 23 - a secret button on the north wall opens a passage when pressed. 24 - the wall to the west is an illusion. 25 - five margoyles guard this area. 26 - the wall to the north is an illusion. 27 - there is a niche set in the north wall. The niche holds two arrows +1, a Darkmoon key, a sphere of fire, a potion of 'healing' and a potion of 'extra-healing'. The sphere allows any character to throw a fireball. The sphere has one charge. 28 - there is a niche set in the north wall that contains a spider key, a sphere of fire, and a stone gem portal key. An axe is also on the floor here. 29 - a secret button on the west wall reveals a hidden room when pressed. 30 - there is a long bow, eight arrows +2, and a cloak of protection +3 called "Moonshade" on the floor. 31 - a margoyle guards this hidden passage. 32 - a secret button on the north wall opens a passage when pressed. 33 - three margoyles guard this room. One drops a grey key when killed. 34 - there is a Darkmoon lock set in the west wall. It requires a Darkmoon key to open the door to the north. 35 - there is a Darkmoon lock set in the west wall. It requires a Darkmoon key to open the door to the north. 36 - there is a spider lock set in the west wall. It requires a spider key to open the door to the north. 37 - a niche in the east wall contains a Darkmoon key and a horn called "South Wind". The stairs lead up to Catacomb level 3, location 38. 38 - the stairs descend to Catacomb level 3 location 37. 39 - the stairs lead up to Catacomb level 2 sublevel 2, location 48. There is also a grey lock set into the east wall that opens a secret niche when a grey key is used. The niche contains a mage scroll of 'detect magic', a mage scroll of 'shocking grasp', a mage scroll of 'fireball' and a clerical scroll of 'raise dead.' Catacomb level 4 ---------------- Synopsis: large fitted stones covered with dead moss make up the walls of this level. This is the lair of many giant ants which you encounter throughout this level. Locations and events -------------------- 1 - the stairs lead up to Catacomb level 3 location 12. 2 - at each of these locations large scratch marks appear on the walls. 3 - a rock, a spider key, two femurs and two skulls are on the floor. 4 - at each of these locations, on the north wall is an entrance to the giant ant lair. The opening is too small for the party to enter but occasionally a giant ant may be seen coming out of these. 5 - at each of these locations sits the remains of broken clay jars. 6 - on the floor at this location is a femur, a skull, two rocks, and a dagger +2 called "Sa Shul". 7 - there are two femurs on the floor. 8 - on the floor here is some giant ant ichor (blood), three darts, a dagger +1 and a dagger. 9 - a pair of leather boots and a femur are here. 10 - a shield +1 and a femur are on the floor. 11 - a set of chain mail, a dagger, a long sword -2 and a Darkmoon key lie here. 12 - a skull and a helm are here. 13 - a helm, a set of plate mail, a pair of leather boots, a potion of 'cure poison', a long sword +1 and a horn called "West Wind" lie on the floor. @~More next issue - o -