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I just finsihed Trials...after getting my arse handed to me several times, I finally turned down HOF mode and was able to finish..however, I have one question..Harald(sp?), the paladin in the 4th tower, top left tower, still is looking for his pitcher of red water...where is it? I looked and looked...
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Spoiler
. . . . . . . . . . . Stop looking. You can either leave Harald to his fate or kill him as he asks. Those are your ONLY choices. |
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That's the moral dilemna you have to resolve for yourself. Are you really doing a good act despite the reputation loss? Or does Harald truly deserve his fate?
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I had to revive this old thread because I have the same question and it's been a year. Has anyone been able to find this guy's red water? Is this just an unfinished plot line?
Lymond |
<font color = mediumspringgreen>Ah, Lymond, so glad to see you here broaching questions on TotLM!
~ (possible minor spoilers ahead) ~ ~ ~ ~ ~ ~ ~ I haven't progressed far enough to have Qs about the red water. Met Harald, killed him; then decided that wasn't such a good idea. But, now, I've done everything I can think to do to get into the castle, including two meetings with a spectral figure that I assume is the Luremaster. Pulled four levers in the four separate towers; but I still cannot get in. Someone spoil me, please: How do I get in? What's a party, without a song? Bards ROCK! Party on!! </font> |
spoiler(ish)
- - - - - - take the 'holy symbol' to the chapel - place it in the bowl. Then a secret door will open into the crypt. complete the tasks there (learn the truth about the watchtower kinghts) talk to the spectre/luremaster, |
NobleNick,
Two minor spoiler things that will point you in the right direction. You probably noticed this, but I didn't at first, so... The levers opened trap doors in each of those four rooms. You can go back to each of the rooms and go down them. The other thing is that in the main courtyard, there is a door on the right (Eastern?) side that opens to a chapel or alter kind of place. If you read all the things you find, you can use something you obtained to open a secret door. I just got there last night and it's a cool area. Lymond For a less vague answer, but more of a spoiler, read below. > > > > > > > > > > > > The levers open trap doors in the rooms on the other side. There are challenges in each of the lower rooms, but good experience and prizes. If you place the hand looking thing from Harald's room into the bowl or the other thing on the alter in that room off the courtyard, it will open a secret door in the room. |
<font color = mediumspringgreen>Ar-Cunin, Lymond,
Thanks guys! I am not big on solving riddles/puzzles and was pulling my hair out trying to get down to the fourth dungeon. I tried again, without reading Lymond's spoiler: kept toggling the lever and searching, but nothing happened. Now I understand: I thought I had pulled all four levers, but evidently haven't pulled the remote lever that controls that trap door. Meanwhile, I have put Ar-Cunin's info to good use, and am having fun beyond the secret passage. What's a party, without a song? Bards ROCK! Party on!! </font> |
<font color = mediumspringgreen>~
(Luremaster spoilers) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Aacccckk! My party's been separated!! One of those crypt things swiped my Druid and teleported him at least 3 rooms away (two full screen widths)... into unexplored territory, of course. (He survived the encounter with a Boneguard, and subsequent battles with a Boneguard, 3 Revenant and a Crypt Thing; but I don't want him to move around much, since the natives are definitely not friendly.) And, as if that wasn't bad enough, the apparent path to rescue him is beyond a locked door that doesn't respond favorably to my party's excellent lockpicking abilities. Can someone tell me how to open this door? Let's see if I can describe its location: My party took the secret passage from the "spider room," just east of Stubbletoes' store, down to a big room with a big coffin in the middle that you can open, and four coffins in the room corners that can not be opened. From the coffin room, they went south (through secret door?) to an adjoining antechamber, then east through a secret door, a very tiny room, and another secret door, to arrive in a room full of wights that is just north of a room full of traps and bags of treasures. One more secret door east puts you in a room with 2 revenant and a crypt thing. At the NE end of this room is a large (wide) door that won't unlock. This is the door of which I speak. Anyone know how to get through it? What's a party, without a song? Bards ROCK! Party on!! </font> |
<font face="Verdana" size="3" color="#00FF00"> NobleNick, I remember this happening to my party. I would guess that you have to find a key. Go to this link, it has a description of the area and spoilers.
http://www.planetbaldursgate.com/iwd...ls/crypt.shtml </font> [ 10-02-2003, 10:33 AM: Message edited by: pritchke ] |
NobleNick,
I feel your pain, as this has happened to me twice over the past couple of nights. It drove me nuts, because I knew what the spellcaster was up to, but I couldn't get a shot off in time to disrupt him. Once it's happened, the strategy I've used is to play without that character until I can work my way over there. Last night I ended up playing about an hour longer than I had intended, because I don't like to go to bed with my party separated like that. Some funny things happened to me while I was in that area. The first one is that I sent a single fighter into one of the larger rooms that turned out to be filled with a bunch of blast skeletons. I turned around to bring them closer to my party, and then turned back to hold them there within range of my other character's missiles. When I stuck one of them, it set off his blast, which in turn set them all blasting off. Within fifteen seconds they were all dead and I had lost 80% of my hit points. It was fun to watch, but I was bummed that I didn't get the experience from it. I was surprised that they were vulnerable to their own attacks. The other funny thing happened in the room full of mummies. I sent in my bard to cast a fireball and then death fog. Before she could get death fog off, something caused her to become hopeless. That was a drag, but the rest of the party was able to handle it. Afterwards, to move along, I case hope on her. She was back to her old self right away, and in a split second finished casting death fog, which almost wiped out my entire battle weary party! Lymond |
<font color = mediumspringgreen>Thank you for the link, pritchke! We've been reunited.
Lymond, Yeah, I know about that room... now: After I got my Druid (actually a DC Fighter/Druid) back, he went into this room by himself and got "hopeless" before he could escape. (Don't ask me what I was thinking. I ALWAYS use a thief for exploration; but this looked like a harmless little alcove.... ) Despite the fact that he has 160-something HP and lots of help was nearby, he died before the rest of the party had dispatched the lot. (By the way, Malavon's Rage is a NEAT spell!) What's a party, without a song? Bards ROCK! Party on!! </font> |
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