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#1 |
Thoth - Egyptian God of Wisdom
![]() Join Date: March 12, 2001
Location: Birmingham, West Mid\'s, England
Age: 88
Posts: 2,859
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Does anyone know if you can do anything about the ghost knights in the area below Gullykin/Firewine? The song of the Bard on the bridge seems to indicate that you can, and one of the halflings said something about a key that wasn't within reach of halflings...
Any info would be welcome. I have never been able to find out anything about this. ![]() ------------------ ![]() ![]() ![]() |
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#2 |
Symbol of Cyric
![]() Join Date: March 1, 2001
Location: Outside my place
Age: 43
Posts: 1,283
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SPOILER
- - - - - - - Youve got to kill the skeleton warrior that is in the same dungeons, take his old armor, and give it to the knights ![]() ------------------ ![]() |
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#3 |
Baaz Draconian
![]() Join Date: April 8, 2001
Location: Nottingham, UK
Age: 45
Posts: 786
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It's been a while since I did this bit so this could be a bit dodgy...
I think you have to return some old rusted armour to them that can be found somewhere in that dungeon. No doubt you have to kill a few things to get it, I remember a few encounters with vampiric wolves which need magical weapons to hit them. I believe once you return the armour the ghosts' souls are allowed to rest. Also, I think this is the armour that allows you to obtain 'Vampires revenge'. A totally useless long sword, that does more damage to you than the person you attack. (There's a thread on it somewhere). |
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#4 |
Guest
Posts: n/a
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spoiler
. . . . . . . Yes. There are narrow corridors which can be a pain to spot. I one of th corridors is a skleton waring rusted armour. Take this back to th ghost knights ------------------ In the kingdom of the blind, the one-eyed man is pimp. http://lordraptor0.tripod.com/index.html ![]() |
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#5 |
Thoth - Egyptian God of Wisdom
![]() Join Date: March 12, 2001
Location: Birmingham, West Mid\'s, England
Age: 88
Posts: 2,859
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Darn! I left the armour on the ground 'cos it was broken! What's the betting it's vanished when I go back for it? Sigh.
![]() Thanks you guys! ![]() ------------------ ![]() ![]() ![]() |
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#6 |
Elite Waterdeep Guard
![]() Join Date: June 6, 2001
Location: Austin, Texas, USA
Posts: 34
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This place is a Pain in the A** because you have to single file it in order to manuever decently, and those little kobolds just never get tired. I believe that you have to clean this place out in one sweep otherwise the kobold commandos keep respawning.
But it was a good dirt cheap source for those wonderful fire arrows. [This message has been edited by Havok (edited 06-23-2001).] |
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#7 |
The Magister
![]() Join Date: July 9, 2001
Location: Colorado, USA
Age: 62
Posts: 108
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*****************SPOILER********************
. . . . . . . . . . Try PPing those ghosts for a nice bow... |
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#8 |
Dungeon Master
![]() Join Date: July 7, 2001
Location: Copenhagen, Denmark
Posts: 77
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Actually if you have a fighter/paladin with really low AC the commandos are a good source of XP and nice magic arrows. Let him go in alone (accompanied by a thief for the traps the first time). Then just let the rest of the party hang around at the entrance.
God, I must have killed thousands of the little guys! |
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#9 |
Manshoon
![]() Join Date: June 1, 2001
Location: Land of Hymdale
Posts: 238
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Ahhh! Ace you beat me to it!
------------------ "Beware fool that you put too much stock in the power of the spoken word, lest the unspoken one trample you from behind." Kormar |
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