10. Watcher's Keep Level 3
Quest Giver and Location
Goal of Quest
Solution Explanation
Reward
Elven madman, as soon as you arrive
Heal the elven madman and escape the level
You can follow the elven madman immediately by exiting through the gate to the southeast. After speaking to him, cast the priest heal spell on him to cure his madness.
5,000 experience points for each party member and clues on how to escape the level; for getting to the cambion room that lets you leave the level, you'll get 20,000 experience points per party member
This level is a maze of rooms that each have two to four gates. You'll always arrive through a gate in the west of the room, but that gate will not (normally) take you back to the room you just exited. Follow the following detailed instructions to guide yourself through the maze. You must retrieve three parts of a scepter to escape, and they're on Tahazzar in room 4, Ka'Rashur in room 8, and on the cambion in room 11.
Entry room (room 1): The gate to the northwest leads up to level 2. The gate to the southwest leads to the quasit room (room 2). The gate to the northeast leads to the balor room (room 3). And the gate to the southeast leads to the room with the elven madman (room 9).
Room 2 (quasit room): This is a wild magic room, so spellcasting by your party members and the quasits in the room will be weird. The gate to the northeast leads to the tiefling room (room 6). The gate to the northwest leads to the entry room (room 1). The gate to the southwest leads to room 5. And the gate to the southeast leads to the succubus room (room 10).
Room 3 (balor room): Balors and cornugon are battling each other. Stay back and let them fight it out, since you can't cast magic in this room, and you'll want to engage as few as possible in melee combat. Inside the corridor is the Purifier +4 (bastard sword). It's a holy avenger sword, although not as good as the one in Baldur's Gate II, so you'll need a paladin to access it. The gate to the northeast leads to Tahazzar's room (room 4). The gate to the northwest leads to room 5. The gate to the southwest leads to the entryway (room 1). And the gate to the southeast leads to room 10.
Sword in tree. If you have a paladin in your party, reach into the tree in the middle of the room and pull out a holy avenger sword.
Room 4 (Tahazzar, 46,000 experience points): Tahazzar and a large group of other demons have gathered, including a succubus and several glabrezu. They're backed up by a couple of powerful mages and an assortment of quasits. If you're a paladin or other virtuous character, you'll be forced to battle your way through the room. Otherwise, you'll have an opportunity to negotiate passage and part of the scepter you need to get off the level by agreeing to attack the devils in room 8 and retrieving Ka'Rashur's heart (if you arrive in that room first, you can make the opposite deal with the devils). If you return the heart of Ka'rashur to him, you'll receive the thieves' hood. These guys are tougher than the devils, since there's so many spellcasters, so if you have the opportunity to make the deal, you may want to take it. If you're going to fight it out, ensure that you fully prepare with defensive spells, including resist fear, and use potions and any fighter special attacks you have accessible. There's a trapped, locked hidden chamber in the northeast corner of the room. The gate to the east leads to a room with baatezu (room 5). The gate to the west leads to room 3.
Room 5 (pit fiend, two cornugon, and a velithuu): There's a trap blocking the steps to each of the four gateways. The northeast gate goes to the quasit room (room 2). The northwest gate leads to room 3. The gate to the southwest leads to room 8. And the gate to the southeast leads to the succubus room (room 10).
Room 6 (tiefling room, room of energy, which causes wild magic): Aranthis (in wolf form, 9,000 experience points) and four tieflings (16,000, 16,000, 18,000, and 18,000 experience points) wait in this room. The northeast gate goes to a room with two glabrezu (room 7). The gate to the northwest goes to the birch tree room (room 12). The gate to the southeast leads back to the same room. And the gate to the southwest leads back to the entryway (room 1).
Room 7 (glabrezu room, pillar with runes): There's a couple of glabrezu in the room, but they shouldn't pose much difficulty as a pair. The gate to the northeast leads to Ka'rashur's room (Room
. The gate to the northwest leads to the entryway (room 1). The gate to the southwest leads to room 6. And the gate to the southeast leads back to the same room.
Room 8 (Ka'rashur's room): Ka'rashur and a variety of baatezu are in this room, including a bone fiend, several cornugon, an erinyes, a couple of imps, and a velithuu. If you made the deal with the tanar'ri in room 5, you must take the heart from Ka'rashur's dead body. If you arrive in this room first, you can make a deal with the devils in this room to negotiate free passage (and the part of the scepter you need to complete the level), provided you're not a paladin. If you return the heart of Tahazzar to him, you'll receive the thieves' hood. There's a hidden, trapped container in the northeast corner of the room (hit the tab key to reveal it). The gate to the east of the room leads to room 7. The gate to the west leads to room 10.
Room 9 (room of the elven madman): The elven madman will ramble on about the demons and the gates and cryptically reference how to get out. If you ask him to sleep, you'll get a clue that he could use a heal spell. If you have one, cast it on him after he breaks off the dialogue, and you'll restore him to himself, Tamorlin, and earn each party member 5,000 experience points. The madman's tent is trapped. The gate to the east leads to the outdoors. The gate to the west leads to the entryway (room 1).
Room 10 (succubus room): You can bargain your way through this room by agreeing to kiss the succubus, which will automatically take you to room 11 (cambion room) or fight the succubus and four alu-fiends. The gate to the northeast leads to room 5. The gate to the southwest leads to room 3. The gate to the northwest leads to room 2. And the gate to the southeast leads to room 8.
This isn't the cambion you're looking for. This cambion and his four demon knight friends have no interest in playing cards, unlike the character in room 11. Swing and chop.
Room 11 (cambion room): For getting to this level, you'll get 10,000 experience points per party member and be greeted by Aesgareth (12,000 experience points) and a few tieflings(14,000 experience points each). The gate to the west leads to room 13. You can get 25,000 experience points per party member for the spectral brand and scroll of wish, +20,000 when playing for the gem, and +25,000 after the game. Read the section of this guide on the deck of many things for more information on how the game with the cambion works.
Room 12 (birch tree room): In this room is another cambion and four demon knights. The gate to the northeast leads back to this room. The gate to the northwest leads to the wraith room (room 13). The gate to the southeast leads to room 6. And the gate to the southwest leads back to the same room.
Room 13 (wraith room): In this room is a master wraith and a group of slave wraiths. The door to the west leads to the cambion room (room 11). The gate to the east leads to room 12.