Eye of the Beholder 2 - part 11 See also the maps in the hints section Frost Giant Prison Level ------------------------ Synopsis: the walls of this level are finely carved aqua-colored stone with a glossy finish. Frost giants are trapped on this level and are encountered throughout. (note: when they attack they may damage more than one character in your party. Save your game before you continue and save your game often once you start this level.) Locations and events -------------------- 1 - the party lands here after Dran opens the pit on Azure Tower level 4 location 42a. 2 - a mage scroll of cone of cold lies on the floor. 3 - a frost giant lurks at each of these locations. They attack the party on sight! 4 - the east wall is a one-way illusion. The party may pass through it walking east but may not pass through from the west. 5 - the party encounters the frost giant king here. He tells the party of his people's misfortune at being captured by Dran. When he finishes, his body mysteriously turns to dust. The "tongue of talon" lies on the floor where it fell from the giant's hands. 6 - a portal set in the wall here transports the party to Temple level 2 location 36 then the stone dagger is used. If the stone gem is used, the portal transports the party to Catacomb level 3 location 17. 7a-7f the pits in these locations are continuously opening and closing. When the pit at location 7a closes move the party to 7a. The pit at location 7b closes soon after the pit at 7a. When it does so move the party onto 7b. Now to get by the rest of the pits the party has to take a bit of a detour. The pit at 7c closes after 7b so when it does, move the party to 7c and then move south to get off of the pit. Defeat the frost giants to the south from here. While facing north, wait for the pits at 7a, 7b, 7c, and 7d all to open. Pits 7a, 7b, and 7c close but the party needs to wait for 7b to open and then close one more time. Move the party to 7b and wait for 7d to close. Move the party to 7d, 7e, and 7f as each of them close. Should the party fall through one of the pits, they end up on Azure Tower level 2 location 79. 8a-8c the pits in these locations are continuously opening and closing. When the pit at 8a closes move the party onto 8a. The pit at location 8b closes shortly after the party steps onto 8a. When 8b closes move the party north onto 8b. Continue moving and slay the frost giant north of 8b. When 8b closes again move onto it and face west. The pit at 8c does not open for a bit so the party should move west and open the door. A frost giant behind the door moves to attack, so move the party east and then north to location 4 and fight the frost giant west of location 8c here. Once you beat the frost giants move back to 8b when the pit closes and go through the west door before 8c opens. 9a-9c the pits in these locations are continuously opening and closing. When the pit at 9a closes move the party onto 9a. There are three ways to get across the pits at these locations. Getting by them depends on which direction the party comes from. If the party travels west across the pits, they need to wait until the pit closes at 9a, quickly move to 9b and then to the corridor north of 9b. If the party travels south across the pits, they need to wait for the pits to open at 9a and move south then west quickly or wait until the pit opens at 9c and move south and then east quickly, depending on which way they wish to go. If the party travels east across the pits, they simply need to follow the closing pits 9c-9a. Should the party fall through one of the pits, they end up on Azure Tower level 2 location 80. Crimson Tower level 1 --------------------- Synopsis: the walls here are constructed of brass and all the floors are carpeted (and soon will be needing cleaning to remove the blood stains!) Hell hounds and Darkmoon mages (yikes!) inhabit this level. Locations and events -------------------- 1 - the stairway to the east descends to Temple level 2 location 48. 2a-2c the level set in the west wall at location 2a turns the invisible teleporters at location 2b on and off. When the lever is up, the teleporter is on; and when the lever is down, the teleporter is off. The lever starts in the up position when the party finds it. If the teleporter at 2b is on, the party gets transported to 2c. 3a-3c the lever set in the west wall at location 3a turns the invisible teleporters at location 3b on and off. When the lever is up, the teleporter is on; and when the lever is down, the teleporter is off. The lever starts in the up position when the party finds it. If the teleporter at 3b is on, the party gets transported to 3c. 4 - a triangular niche set in the north wall transforms a small item into a sphere of fire. Every time an item gets placed into the niche, a sphere of fire replaces it. A Darkmoon mage patrols this area as well. The mage drops a crimson ring when slain. 5 - the stairs to the east descend to temple level 2 location 50. 6 - the banner hanging on the north wall drops a crimson ring when "clicked" on. 7a-7b stepping into the teleporter at location 7a transports the party to location 7b. 8a-8d stepping into the teleporter at location 8a transports the party to location 8b. A piece of sticky paper lies on the floor at 8b. Putting the paper into a character's hand results in the loss of use of that hand because the paper cannot be removed. The paper does not stick to the backpack, so it is okay to store it there. The teleporter at 8a functions only one time and then disappears, allowing the party to access the crimson ring hole in the east wall at location 8c. When the crimson ring is placed into the wall, a hole opens up in the wall. If the party goes through the hole they end up at location 8d. 9 - stepping into the teleporter at location 9 transports the party to location 8b. 10a-10b stepping into the teleporter at location 10a transports the party to location 10b. 11 - stepping into the teleporter at location 11 transports the party to Crimson Tower level 1 location 1. 12a-12b stepping into the teleporter at location 12a transports the party to location 12b. 13a-13d two crimson rings and a mage scroll of 'fear' lie on the floor here. When the party enters 13a, the items move to 13b. When the party enters 13b, the items move to 13c. When the party enters 13c, the items move to 13d. When the party enters 13d, the items move back to 13a. Placing the sticky paper found at location 8b on the floor with the items allows the party to pick up the treasure. 14a-14c a plaque on the north wall at location 14a reads, "ringmaster am I! Watch me fly!" The crimson ring hole set in the east wall at location 14b opens up a hole in the wall. If the party goes through the hole, they end up at location 14c. 15 - a plaque on the east wall reads, "one ring to bind them all!" 16 - a brass coin called "mapaj" lies on the floor here. 17a-17f the walls at these locations are illusionary. A set of plate mail +3 lies on the floor at location 17c. A robe of protection +2 and a brass coin called "shall rejoice" lie on the floor at location 17e. The stairs west of location 17f lead up to Crimson Tower level 1 location 18. 18 - the stairway east descends to Crimson Tower level 1 location 17f. 19 - the party enters the "living" room here. With every step in this area, several of the walls change locations. The moving wall patterns are entirely random, therefore no solutions exist other than to keep moving around the area. Eventually all events in this area become accessible to you. 20 - the party encounters a shrunken frost giant that has angered Dran. The giant warns the party but before he finishes, he turns to stone. 21 - Insal the thief hangs on the east wall here if the party freed him from his prison on the Catacomb level 1 location 12. Insal apologizes for stealing from the party and wishes he could return the items. Insal can't be freed this time around but he does toss the party a coin that opens one of the doors at location 32a or 32b. 22 - here the party encounters Ojel, the frost giant who has been turned partially into a tree. The party should choose to touch Ojel so that he can get the coins "mapaj" and "shall rejoice." Ojel covets these coins and gives the party a coin in return for his obsession. The coin the party gets from Ojel opens one of the doors at locations 32a and 32b. 23 - the stairway to the west leads up to Crimson Tower level 1 location 24. 24 - the stairs to the east descend to Crimson Tower level 1 location 23. 25 - the south wall is an illusion. 26 - a hell hound guards this corridor. 27 - two Darkmoon mages guard this corridor. One drops a pair of non-magical bracers of protection when slain. 28 - the south wall is an illusion. 29a-29b stepping in the invisible teleporter at location 29a transports the party to location 29b with no warning or indication that the party has teleported. 30 - the stairs to the west lead up to Crimson Tower level 1 location 31. 31 - the stairs to the east descend to Crimson Tower level 1 location 30. 32a-32b inserting a coin into the slot on the west wall at location 32a opens the west door. Inserting a coin into the slot in the north wall at location 32b opens the north door. 33 - two Darkmoon mages guard the room at each of these locations. One drops a pair of non-magical bracers of protection or a non-magical ring of protection. 34 - the stairway to the north leads up to Crimson Tower level 1 location 35. 35 - the stairway to the south descends to Crimson Tower level 1 location 34. 36 - a hell hound guards the room from each of these locations. 37 - a plaque on the north wall here reads, "hall of hells." 38a-38e spinning the red disks at location 38a and 38b so that the notches are both to the right causes the wall of force east of location 38d and the west wall at location 38d to disappear. Spinning the red disks at location 38a and38b so that the notches are both down causes the wall of force south of location 38e and the north wall at location 38e to disappear. Spinning the red disks at location 38a and 38b so that the notches are both up causes the wall of force north of location 38c to disappear. The notches start in the up position when the party finds them. 39a-39b setting a sphere of fire into each niche at location 39a cause the west wall at 39b to be vaporized. Once the spheres are put into the niches, they cannot be removed. A hole in the ceiling and a large ring set in the wall are revealed where the wall once stood. Pulling the ring sucks the party up through the ceiling to Crimson Tower level 2 location 1. Crimson Tower level 2 --------------------- Synopsis: the walls here a constructed of brass and all the floors are carpeted. Salamanders and mind flayers inhabit this level. (note: the party should rest before they enter this level. Resting on this level causes a greater number of mind flayers at location 4a-4b.) Locations and events -------------------- 1 - the party enters this level here. The hole they came through closes up behind them. There is no turning back now! 2a-2d the north wall at location 2a, the west wall at location 2b, the east wall at location 2c, and the south wall at location 2d are all illusionary walls. When the party passes through one of them, they all disappear and salamanders from the surrounding areas attack. 3 - when the illusionary walls at locations 2a-2d disappear, a salamander from each of these locations attacks the party. 4a-4b stepping on the invisible pressure plate at location 4a closes the door into the room and releases two mind flayers at each location 4b. 5 - the large crystal ball set in the floor shows visions of the party's past and/or future . The crystal ball is fastened to the floor so the party may not take it as treasure. 6a-6b stepping on the invisible pressure plate at location 6a causes the door to open and release the salamanders from location 6b. 7a-7b casting a dispel magic spell on each triangular niche set in the east wall causes the east door to open. The niche at 7a contains the amulet of life and the niche at 7b contains the Amulet of Death. The Amulet of Life resurrects a character if used and the Amulet of Death kills a character if used. Both amulets have one charge in them. To use the Amulet of Life, place it in a live character's hand and use it like you would a weapon. It is recommended that the party not use the Amulet of Death. 8 - one of Dran's servants lies dying on the floor here. He tells the party of Dran's foul mood and then disappears in a puff of black greasy smoke. The stone cross portal key also lies on the floor here. 9 - the stairs to the east lead up to Crimson Tower level 2 location 10. 10 - when the party arrives here from location 9 the door behind them closes, preventing you from turning back. 11 - Dran Draggore waits at his altar in this room preparing for the final battle with your party. It is recommended that you rest the party, cast all preparatory spells, and save the game at this point. Dran has a special surprise for the party when you first defeat him. Make sure that the Starfire Scepter is readied in one of the character's hands. The scepter provides a certain amount of protection against Dran's fire attacks, but only for a very limited time. Revive the scepter's protection whenever it expires. Remember, it is better to nickel and dime a powerful opponent to death rather than try to fight him face-to-face. Good luck!!!!!!! - o -