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Old 06-22-2002, 09:21 PM   #1
Lady Mariannia
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Join Date: May 19, 2002
Location: Great Mills, MD USA
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I think that somehow we might have bugged

We are on the second level of Watcher's Keep. We have the fan room already and have tried it on both settings. one is "you have returned the fan to it's previous state" and two is "you have blown the mist out of the poison room" we have the key to the poison room and the air scepter, but are stuck. neighter the fire nor the ice doors will open no matter what we do. Has anyone encountered a similiar bug, or how do we get past it? I read here that you turn the fan and the doors will be unlocked, but they aren't. We also have some kind of horn any clues what to do with that?

-mari
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Old 06-22-2002, 11:31 PM   #2
Witchhunter
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Join Date: April 19, 2002
Location: Denmark
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I ain't the expert on any of this, I just got through Watcher's Keep myself. As far as I can remember, the doors should open without a problem, I don't seem to remember any keys beeing needed for them. Maybe someone else can help. There are people out there that got a huge knoweledge about those games, both technicaly and otherwise.
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Old 06-22-2002, 11:57 PM   #3
Dundee Slaytern
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Join Date: June 10, 2001
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Hint: Open the doors on the other side... specifically the Poison Room one and Ice one. You have been trying the doors on the left, you should have been trying the doors on the right.

[ 06-22-2002, 11:59 PM: Message edited by: Dundee Slaytern ]
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Old 07-05-2002, 06:33 PM   #4
HaiAaron
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Join Date: May 12, 2002
Location: Alabama
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Geeze, I can't believe the crummy answers they are giving you! You need two certain scepter keys to unlock the locked doors! You get each scepter key from the bodies of the (room) monsters killed. You need the air scepter key to activate the fan. Turn it on high, and use a scepter key to open the door to the ice room, while keeping the slime room open (south west door) and watch the green slime cloud move to the ice room. Now you should be able to beat the ice monsters and open the fire room. I know for sure that you need to get into the slime and air rooms first, so you should look in that general order. By the way, reply when you get to level 4, its hell! For the first time since bg1, tosc, bgII, and tob addon, Hai Aaron is actually baffled by the enigmatic torch puzzle!!!
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Old 07-05-2002, 08:14 PM   #5
SixOfSpades
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Join Date: September 16, 2001
Location: Bellingham, WA, USA
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Levels 3 (Portal Maze) and 4 (Machine of Lum the Mad) drove me bonkers, personally. I was so glad when I finally figured out the torches. Actually, "figured out" is something of a misstatement--it was more a flash of insight than anything else.

I HATE arriving in a room and having to fight instantly, but you can't move because the Traps are set right at your feet. Forsooth, it sucketh!
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Old 07-06-2002, 03:39 AM   #6
Grindar Silvermane
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Join Date: December 4, 2001
Location: Temple of Tempus: The High Hall of Swords and Banners
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Quote:
Originally posted by SixOfSpades:
Levels 3 (Portal Maze) and 4 (Machine of Lum the Mad) drove me bonkers, personally. I was so glad when I finally figured out the torches. Actually, "figured out" is something of a misstatement--it was more a flash of insight than anything else.

I HATE arriving in a room and having to fight instantly, but you can't move because the Traps are set right at your feet. Forsooth, it sucketh!
Hi Six,

Why did the Machine of LtM drive you bonkers. The answers are all in the scribbled notes of said LtM if you know how to read them. The same goes for the Portal Maze.
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SPOILER
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The notes of LtM give you the color, shape and length of the dials, buttons and levers you must manipulate in order to get smarter, stronger, etc. If you encounter the Yakman you must cast a Heal and when his sanity is restored he leaves and you can find his journal in which it says how to get to the portal to the next level.
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