Eye of the Beholder 2 - part 7 Author unknown @~Continued from Issue 47 Silver Tower level 3 -------------------- Synopsis: like the two levels prior to this one, this level is made of finely carved stones, polished to a fine glossy finish. Dreaded Beholders and Will o'Wisps inhabit this level and are encountered about. Locations and events 1 - the east stairs descend to Silver Tower level 2 location 49. 2 - the stairs to the east lead up to Silver Tower level 3 location 3. 3 - the stairs to the west descend to Silver Tower level 3 location 2. A plaque on the north wall reads, "Four keys and one door. Find them to gain more." 4a-4f - a teleporter is at each of these locations. These teleporters have random destinations, so no true pattern exists for these teleporters. The corridors containing the teleporters at 4b, 4c, 4d and 4f all have Darkmoon keys (see location 5) which are needed for the locks at location 6. Just keep teleporting between these locations to get all of the keys. 5 - set in the walls at each end of these corridors is a shelf that looks like a hand. In each of these hands rests a Darkmoon key. 6 - at each of these locations is a Darkmoon lock. Each lock requires the use of a Darkmoon key to open the door to the east. 7 - a Beholder waits for the party here. A femur lies on the floor, and the Beholder drops another when killed. 8 - when the party reaches this location, the door to the south opens and a Beholder attacks. 9 - a secret button at the bottom of the south wall reveals a hidden alcove. This alcove has three potions of healing lying on the floor. There is also an illusionary wall to the south of here (see description of location 15.) 10 - a Beholder guards this corridor from this position. 11 - a plaque on the north wall reads, "this is a shelter from all. Meditate freely." 12a-12c - a Will o'Wisp waits to lure the party into a trap at location 12a (depending upon which corridor the party came from.) This Will o'Wisp attacks the party until the party takes a swing at it. When the party attacks, the Will o'Wisp moves back to location 12b. If the party moves up and attacks the Will o'Wisp, it moves back around the corner to 12c. There is a pressure plate in the floor and a "scorching hot" hole in the wall at location 12b. To get at the Will o'Wisp, the party is required to move onto the pressure plate and suffer the trauma of a fireball. Once the Will o'Wisp moves to 12c, it remains there to finish the fight. 13a-13b a plaque on the west wall at 13 reads, "The alcove is safe. Rest and prepare for the journey that awaits." A button set in the west wall at 13b gives the party access to locations 16a-16c. 14 - a dagger and a femur lie on the floor here. 15 - the north wall here is an illusion. It is passable in both directions. 16a-16c the locations marked 16a-16c are a mass of illusionary and moving walls. Illusionary walls are noted on the map. When the party first enters this area all locations marked 16a are non-moveable walls and all locations marked 16c are moveable walls. Set in the north wall at 16b is a plaque that reads, "in case of emergence press button"; and set in the west wall is a button. If the party presses this button, all walls marked 16a become movable walls and all walls marked 16c become non-movable walls. 17 - when the party first enters this room, a most amusing sight presents itself. At location 17, a Beholder has managed to get itself stuck in a pit in the ceiling. If the party helps the Beholder out, it attacks the party as soon as it is free. If the party attacks the Beholder, it wiggles back up the pit. A button set in the south wall at 17 gives the party the means to rise to location 18 above. But beware: if the party attacked the Beholder while it was stuck, the Beholder is waiting at the top of the pit. 18 - a button set in the south wall transports the party back down to Silver Tower level 3 location 17 when it is pressed. Entering the pit does not cause the party to fall to the level below. 19 - a Beholder guards this room here. 20 - two femurs and a set of cursed bracers of protection -2 lie on the floor here. 21 - a pair of leather boots, two daggers, a staff, and a potion of healing lie on the floor. 22 - a shield +3, a halberd +2, and a crystal hammer +2 once known as "Shieldbreaker" lie on the floor here. The crystal hammer +2 is needed to get by the azure seal at Temple level 2 location 42. 23 - two Beholders "stand" guard here. There is also a femur, an iron ration, and a pack of rotten food lying on the floor. 24 - a mace and a mage scroll of fireball are on the floor. 25 - a Beholder "stands" guard here. A short sword +2 and a set of dragonskin armor +4 also lie on the floor. 26 - a Beholder eating some poor soul greets the party here. It finishes its meal turning to your party for dessert. A femur, a skull, and a wand of dispel magic with seven charges, lie on the floor. 27 - a Will o'Wisp roams this area. 28 - a plaque on the west wall reads, "A test of vision. It may change without warning." 29a-29b - a pressure plate at 29a puts up a wall at location 31b when stepped on. 30 - two Will o'Wisps guard his corridor. 31a-31c - stepping on the pressure plate at location 31a puts up a wall at location 31b and removes the east wall at location 31c. 32a-32b - stepping on the pressure plate at 32a releases a Will o'Wisp at location 32b. 33a-33b - when the party enters location 33a, they are transported to location 33b by an invisible teleporter. There is no indication that the party has been teleported. 43 - when the party enters this location, they are rotated 180 degrees. Watch the compass, turn around, and continue on your way. 35a-35b - the south wall at location 35a is an illusion. Stepping through it releases a Will o'Wisp at location 35b. 36a-36b - at location 36a is an invisible teleporter. Stepping into this teleporter transports the party to location 36b. At location 36b there is also an invisible teleporter. Stepping into the teleporter transports the party back to 36a. The party must walk into the teleporters to get transported. The party's facing does remain the same as when they entered the source teleporter. 37a-37b - stepping on the pressure plate at location 37a puts up a wall at location 37b and removes the north wall at 37a. 38 - a Beholder and a Will o'Wisp guard this room from here. A set of chain mail, one pack of rations, and a ring of sustenance also lie on the floor here. 39 - pressing the secret button on the east wall revels a hidden passage. 40a-40c - the first time that the party enters location 40a, they are visited by the apparition. After she tells the party how she is going to destroy them, she disappears and two Beholders pop in at locations 40b. A wall also appears at 40c. The Beholders attempt to surround the party once they sense intruders. These two Beholders are very nasty, throwing disintegration spells as if they were going out of style. Save your game before entering this area. It may take a few tries. 41 - at this location sits a pedestal with the imprint of a hand on its surface. When the party puts their hand in the imprint, they receive the mark of Darkmoon. The party must have this mark in order to pass the magic mouth on Temple level 2 location 3. @~More next issue - o -