![]() As the plaque says, it can only be used three times, and there are two sets of elf bones to find. This ankh is the only way to revive elves. It removes the wall to reveal a teleporter. From there we go back up to the entryway. I use it on Insal and Calandra, as well as Create food. Ileria has two 6th level spells, both of which are Heal. We head back upstairs and rescue Insal, who replaces the literal dead weight Anya. This is in another cell near where we found Calandra. If you're facing the wall when you get here or the other side, the mage will call it a "second-rate illusion." However, causes its effects to no longer be visible. I do still have True Seeing active, and can't recast it because of that. Especially Shorn, who made this comment because most of them are randomly assigned.Ī mage will point out another illusory wall. The party should be well aware of what this place is by now. I'm going through this from the east, but it seems like the other way is what was intended. I didn't heal or feed Shorn, he actually does start in perfect condition despite what the text might indicate. Here are the stats and acceptance messages of our new recruits: The outcome can be changed by reloading a save. He will either just leave on his own or offer to join you. When you release him, one of two things can happen: There are no elf NPC's to recruit in the first game. We find this in one of the northern cells. ![]() There's no special screen for this one, so we get a warning from nobody. Also like them, you can pre-empt it with Cone of Cold. Like the first guards we encountered, these two are part of a scripted event and won't do anything until it's triggered. Just northwest of it is another pair of priests. We accept her into the party and leave the cell. This is Calandra, the sister of Ira, the woman we met in the temple's entryway. Some of these items, particularly the casting ones, seem to indicate characters who can use them nearby. This pile of items is a +1 Helmet (that doesn't actually affect AC), Iron Rations, a Long Sword +1, Plate Mail +2, a Shield +1, a Skull Key, and a Spellbook. On of them drops a holy symbol, and the other drops a Dark Moon key. These clerics can cast Hold Person, which is especially annoying in this game since the whole party being paralyzed is now a defeat condition. Any door that opens without the player doing it is a scripted event. Enemies still can't open doors, even when they're humans. The southernmost section is where the key found earlier will be used.Īfter going a couple tiles through that door, another one opens. This type of button is somewhat common in these levels, and they always remove the wall they're on. This is a good time to show how True Seeing works. The east path leads to what looks like a dead end with an illusory wall. That key can unlock a door to the north, but I'm using it for a different one and going east. It leads here:Ī lever will make a skull key appear on the shelf next to it but also launch a fireball from the north. This is the last door to be unlocked with a grey key. We enter the second level of the catacombs, and go west. Part 17: Assembling a New Party TLOD 3: Assembling a New Party
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |