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-
- AZURE TOWER LEVEL 2
- -------------------
-
- SYNOPSIS: THE WALLS OF THIS LEVEL ARE LIKE THE WALLS OF THE LEVEL BELOW.
- THEY ARE BUILT OF FINELY CARVED, AQUA-COLORED STONES WITH A GLOSSY FINISH.
- BASILISKS AND BULETTES INFEST THIS ENTIRE LEVEL.
-
-
- LOCATIONS AND EVENTS
- --------------------
-
- 1 - THE STAIRS TO THE EAST DESCEND TO AZURE TOWER LEVEL 1 LOCATION 24.
-
- 2 - AT EACH OF THESE LOCATIONS IS A STONE CARVING OF AN ELDERLY ELF HEAD
- GAZING UPWARD WITH SIGHTLESS EYES, AND A PRESSURE PLATE ON THE FLOOR. THREE
- MAGICAL WALLS ARE PLACES IN THE MIDDLE OF THE NORTH WALL OF THE ROOM. WHEN
- A MAGE OR CLERIC CASTS DISPEL MAGIC ON THE STONE CARVING, ONE OF THE MAGIC
- WALLS DISAPPEARS. IN ALL, THREE DISPEL MAGIC SPELLS ARE NEEDED TO REMOVE
- ALL THREE MAGIC WALLS, STARTING WITH THE SOUTHERNMOST WALL AND MOVING
- NORTHWARD. THE PARTY MUST STAND DIRECTLY IN FRONT OF THE CARVING TO REMOVE
- THE MAGIC WALLS WITH THE DISPEL MAGIC SPELLS.
-
- 3 - A BULETTE GUARDS THIS PASSAGEWAY.
-
- 4 - HERE IN HIS MAGICAL DAIS SITS THE ELDERLY ELF OF THE STONE CARVING AT
- LOCATION 2. ALAIN HAS TRAPPED HIMSELF HERE AND NOW LIVES IN ETERNAL
- TORMENT. HE REQUESTS THAT THE PARTY HELP RELEASE HIM FROM HIS TORMENT BY
- ALLOWING HIM TO TOUGH ONE OF THE PARTY MEMBERS. SHOULD THE PARTY DECIDE TO
- HELP, THE CHARACTER TOUCHED GAINS SUFFICIENT EXPERIENCE POINTS TO RAISE ONE
- LEVEL. SHOULD THE CHARACTER BE MULTI-CLASSED, THEN THE CHARACTER GAINS
- ENOUGH EXPERIENCE POINTS TO RAISE ONE LEVEL IN ONE CLASS.
-
- 5 - ANY NUMBER OF BASILISKS ARE ENCOUNTERED IN THIS AREA.
-
- 6A-6F A SERIES OF PITS ARE LOCATED IN THIS CORRIDOR. STARTING AT LOCATION
- 6A A PIT OPENS FOR ABOUT 3 SECONDS, AND THEN CLOSES, AT WHICH TIME A PIT
- OPENS AT LOCATION 6B FOR THREE SECONDS AND THEN CLOSES. THIS CYCLE HAPPENS
- FOR EACH PIT IN THIS CORRIDOR. WHEN THE LAST PIT AT LOCATION 6F CLOSES, THE
- CYCLE STARTS OVER BY THE PIT OPENING AT LOCATION 6A. TO PASS THROUGH THIS
- CORRIDOR WHEN COMING FROM THE NORTH, SIMPLY FOLLOW BEHIND THE PITS OPENING
- AT EACH LOCATION. IF THE PARTY IS COMING FROM THE SOUTH, WAIT FOR THE PIT
- TO CLOSE AT 6F AND THEN MOVE QUICKLY TO THE AREA JUST NORTH OF LOCATION 6D.
- MOVE EAST, THEN WAIT FOR THE PIT TO CLOSE AT LOCATION 6C AND QUICKLY MOVE
- PAST THE PITS BEFORE THEY START TO CYCLE AGAIN.
-
- 7 - FIVE BASILISKS GUARD THIS ROOM.
-
- 8 - A RED "SOUL GEM" LIES ON THE FLOOR. THE GEM IS ONE OF THREE NEEDED TO
- OPEN THE DOOR AT LOCATION 18B.
-
- 9 - THE NORTH WALL IS AN ILLUSION.
-
- 10 - ANY NUMBER OF BASILISKS ARE ENCOUNTERED HERE.
-
- 11 - A RED "BODY GEM" LIES ON THE FLOOR. THE GEM IS ONE OF THREE NEEDED
- TO OPEN THE DOOR AT LOCATION 18B.
-
- 12A-12B THE TELEPORTER AT LOCATION 12A TRANSPORTS THE PARTY TO LOCATION
- 12B.
-
- 13A-13B THE TELEPORTER AT LOCATION 13A TRANSPORTS THE PARTY TO LOCATION
- 13B.
-
- 14A-14B THE TELEPORTER AT LOCATION 14A TRANSPORTS THE PARTY TO LOCATION
- 14B.
-
- 15A-15B THE TELEPORTER AT LOCATION 15A TRANSPORTS THE PARTY TO LOCATION
- 15B.
-
- 16 - A RED "HEART GEM" LIES ON THE FLOOR. THIS GEM IS ONE OF THREE NEEDED
- TO OPEN THE DOOR AT LOCATION 18B.
-
- 17 - A PLAQUE ON THE WEST WALL READS, "WHEN THE HEART, BODY, AND SOUL MEET
- AS ONE, THE FUTURE REVEALS ITSELF."
-
- 18A-18B A LARGE ENGRAVING SET IN THE NORTH WALL AT LOCATION 18A OPEN S THE
- DOOR AT LOCATION 18B WHEN THE GEMS CALLED THE "SOUL GEM", "BODY GEM", AND
- "HEART GEM" ARE PLACED IN IT. THERE IS NO SPECIFIC ORDER TO THE PLACEMENT
- OF THE GEMS.
-
- 19 - THE PARTY ENDS UP HERE WHEN THEY FALL THROUGH THE PIT ON AZURE LEVEL 3
- LOCATION 42.
-
- 20 - THE PARTY ENDS UP HERE WHEN THEY FALL THROUGH THE PIT ON AZURE LEVEL 3
- LOCATION 41.
-
- 21 - A PLAQUE ON THE EAST WALL READS, "THE SENTRY."
-
- 22 - A BULETTE GUARDS THE ROOM HERE. IT DOES NOT ATTACK UNLESS ATTACKED. IT
- DROPS A CRYSTAL KEY WHEN SLAIN.
-
- 23A-23F SET IN THE FLOOR AT EACH LOCATION IS A PRESSURE PLATE. WHEN THE
- PARTY STEPS ONTO THE PRESSURE PLATE, THE WALL SECTION TO THE SOUTH MOVES TO
- BLOCK THE PARTY'S EXIT TO THE SOUTH. THE PARTY MUST STEP ONTO THE PRESSURE
- PLATE MARKED 23A AND THROW TWO ITEMS ONTO THE PRESSURE PLATE MARKED 23C
- (STEPPING ONTO 23C AND THROWING TWO ITEMS ONTO 23A WORKS AS WELL). THIS
- CAUSES THE WALL SECTION TO MOVE TOWARDS THE ITEMS AND ALLOWS THE PARTY TO
- BYPASS THE WALL SECTION. THE PRESSURE PLATES MARKED 23D-23F ARE NOT
- TRIGGERED BY ITEMS, SO THROWING ANYTHING ONTO THEM HAS NO EFFECT ON THE
- MOVING WALL SECTION.
-
- 24 - THE PARTY ENDS UP HERE WHEN THEY FALL THROUGH THE PIT ON AZURE LEVEL 3
- LOCATION 10A.
-
- 25 - THE PARTY ENDS UP HERE WHEN THEY FALL THROUGH THE PIT ON AZURE LEVEL 3
- LOCATION 10B.
-
- 26 - THE PARTY ENDS UP HERE WHEN THEY FALL THROUGH THE PIT ON AZURE LEVEL 3
- LOCATION 10C.
-
- 27 - INSERT (AND THEN REMOVE) THE "EYE OF TALON" INTO THE INDENTATION ON
- THE WALL. THIS OPENS THE DOOR.
-
- 28A-28B A PRESSURE PLATE SET IN THE FLOOR OPENS THE DOORS TO THE SOUTH,
- WEST, AND EAST. WHEN THESE DOORS OPEN A BULETTE FROM 28B RUSHES FORTH TO
- ATTACK. THE BUTTON ON THE EAST WALL OPENS THE DOOR AT LOCATION 27.
-
- 29 - THE CRYSTAL LOCK SET IN THE SOUTH WALL REQUIRES A CRYSTAL KEY TO OPEN
- THE DOOR.
-
- 30A-30F A LEVER SET IN THE NORTH WALL AT LOCATIONS 30A-30C. AT LOCATION
- 30D, A BUTTON IS SET INTO THE SOUTH WALL. PULLING THE LEVERS AT LOCATION
- 30A AND 30B AND PRESSING THE BUTTON AT 30D REMOVES THE TRANSPARENT WALL
- WEST OF LOCATION 30E. THIS ALLOWS THE PARTY TO FOLLOW THE NEW PASSAGEWAY
- AROUND TO THE AMULET OF LIFE LOCATED AT 30F ON THE FLOOR. EACH TIME THE
- LEVERS AT 30A-30C ARE PULLED AND THE BUTTON AT 30D IS PRESSED, A BASILISK
- IS RELEASED AT LOCATION 32. THE AMULET OF LIFE RESURRECTS A DEAD CHARACTER
- ONE TIME ONLY. TO USE THE AMULET, PUT IT IN A LIVE CHARACTER'S HAND AND USE
- IT LIKE A WEAPON. THE PARTY LANDS AT LOCATIONS 30A, 30B, OR 30D WHEN THEY
- FALL THROUGH THE PITS ON FROST GIANT PRISON LEVEL LOCATION 8A-8C.
-
- 31A-31B A BUTTON SET IN THE NORTH WALL CLOSES THE DOOR WHEN PRESSED AND
- THE PRESSURE PLATE AT 31B OPENS THE DOOR WHEN THE BASILISK FROM LOCATION 32
- STEPS ONTO IT.
-
- 32 - WHENEVER THE LEVERS AT 30A-30C ARE PULLED AND THE BUTTON AT 30D IS
- PRESSED A BASILISK IS RELEASED.
-
- 33A-33B A BUTTON SET IN THE SOUTH WALL HERE RELEASES A BASILISK AT 33B
- WHEN PRESSED.
-
- 34 - A PIT SET IN THE FLOOR HERE LEADS TO AZURE TOWER LEVEL 1 LOCATION 12
- (SHOULD THE PARTY FALL THROUGH.)
-
- 35 - A PIT SET IN THE FLOOR HERE LEADS TO AZURE TOWER LEVEL 1 LOCATION 13
- (SHOULD THE PARTY FALL THROUGH.)
-
- 36 - A PIT SET IN THE FLOOR HERE LEADS TO AZURE TOWER LEVEL 1 LOCATION 14
- (SHOULD THE PARTY FALL THROUGH.)
-
- 37 - A PIT SET IN THE FLOOR HERE LEADS TO AZURE TOWER LEVEL 1 LOCATION 15
- (SHOULD THE PARTY FALL THROUGH.)
-
- 38 - A PIT SET IN THE FLOOR HERE LEADS TO AZURE TOWER LEVEL 1 LOCATION 16
- (SHOULD THE PARTY FALL THROUGH.)
-
- 39A-39B A PIT SET IN THE FLOOR AT LOCATION 39A LEADS TO AZURE TOWER LEVEL
- 1 LOCATION 17. A PRESSURE PLATE SET IN THE FLOOR AT LOCATION 39B CLOSES THE
- PIT AT 39A WHEN STEPPED ON OR WEIGHED DOWN BY AN ITEM. TO CLOSE THE PIT AT
- 39A, PRESS THE BUTTON AT LOCATION 33A TO RELEASE THE BASILISK AT 33B. MOVE
- NORTH TO THE PIT AT LOCATION 34. WHEN THE BASILISK MOVES ONTO THE PRESSURE
- PLATE AT 39B, THROW AN ITEM AT IT. IF IT THE ITEM HITS, IT FALLS TO THE
- GROUND KEEPING THE PRESSURE PLATE DOWN. IF THE ITEM MISSES, WAIT FOR THE
- BASILISK TO MOVE ONTO THE PRESSURE PLATE AND TRY AGAIN.
-
- +:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+
- + NOTE: LOCATIONS 40-56 ALL INVOLVE SOME VERY DANGEROUS FIREBALL TRAPS +
- + TRIGGERED BY PRESSURE PLATES, SOME OF WHICH TRIGGER MULTIPLE +
- + FIREBALLS. THE BULETTES THAT WANDER THESE CORRIDORS CAN ALSO +
- + TRIGGER THE TRAPS. IT IS THUS HIGHLY RECOMMENDED THAT YOU SAVE +
- + YOUR GAME BEFORE YOU ENTER THIS AREA! +
- +:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+
-
- 40A-40B A PRESSURE PLATE SET IN THE FLOOR AT LOCATIONS 40A CAUSE A
- FIREBALL TO SHOOT FROM THE HOLE IN THE SOUTH WALL AT 40B HEADED NORTH EACH
- TIME THEY ARE STEPPED ON. BULETTES WANDER THIS AREA AND CAN ALSO TRIGGER
- THE FIREBALL TRAPS BY STEPPING ON THE PRESSURE PLATES.
-
- 41A-41B A PRESSURE PLATE SET IN THE FLOOR AT LOCATION 41A CLOSES THE PIT
- AT LOCATION 41B.
-
- 42A-42B A PRESSURE PLATE SET IN THE FLOOR AT LOCATIONS 42A CAUSE A
- FIREBALL TO SHOOT FROM THE HOLE IN THE NORTH WALL AT 42B HEADED SOUTH EACH
- TIME THEY ARE STEPPED ON. BULETTES WANDER THIS AREA AND CAN ALSO TRIGGER
- THE FIREBALL TRAPS BY STEPPING ON THE PRESSURE PLATES.
-
- 43A-43B A LEVER IS SET IN THE WEST WALL AT EACH OF THESE LOCATIONS.
- PULLING THE LEVERS AT 43A AND 43B DOWN CAUSES THE DOOR TO THE SOUTH TO
- OPEN. THIS DOOR DOES NOT CLOSE ONCE OPENED.
-
- 44A-44C THE PRESSURE PLATES SET IN THE FLOOR AT LOCATIONS 44A AND 44B
- CAUSE A FIREBALL TO SHOOT FROM THE HOLE IN THE EAST WALL AT 44C HEADED WEST
- EACH TIME THEY ARE STEPPED ON. BULETTES WANDER THIS AREA AND CAN ALSO
- TRIGGER THE FIREBALL TRAPS BY STEPPING ON THE PRESSURE PLATES. THE
- PRESSURE PLATE AT 44A ALSO OPENS THE PIT AT 41B, BUT REMAINS OPEN ONLY IF
- AN ITEM IS LEFT TO WEIGH DOWN THE PRESSURE PLATE.
-
- 45A-45B THE PRESSURE PLATES SET IN THE FLOOR AT LOCATION 45A CAUSES A
- FIREBALL TO SHOOT FROM THE HOLE IN THE SOUTH WALL AT 45B HEADED NORTH
- EACH TIME IT IS STEPPED ON. A BULETTE WANDERS THIS AREA AND CAN CLOSE
- TRIGGER THE FIREBALL TRAP BY STEPPING ON THE PRESSURE PLATE.
-
- 46 - A BULETTE WANDERS THE CORRIDOR AT EACH OF THESE LOCATIONS.
-
- 47 - A SHELL KEY AND A MAGE SCROLL OF IMPROVED INVISIBILITY LIE ON THE
- FLOOR HERE.
-
- 48 - A CRIMSON KEY LIES ON THE FLOOR HERE. THIS KEY OPENS THE DOOR ON
- TEMPLE LEVEL 2 LOCATION 33.
-
- 49A-49C THE PRESSURE PLATE SET IN THE FLOOR AT LOCATION 49A CAUSES
- FIREBALLS TO SHOOT FROM A HOLE IN THE NORTH WALL AT 49B HEADED SOUTH, A
- HOLE IN THE EAST WALL AT 49C HEADED WEST, AND A HOLE IN THE NORTH WALL AT
- 51A HEADED SOUTH EACH TIME IT IS STEPPED ON. THE BULETTES THAT WANDER THIS
- AREA CAN ALSO TRIGGER THE FIREBALL TRAPS BY STEPPING ON THE PRESSURE
- PLATES.
-
- 50A-50B THE PRESSURE PLATE SET IN THE FLOOR AT LOCATION 50A CAUSES
- FIREBALLS TO SHOOT FROM A HOLE IN THE EAST WALL AT 50A HEADED WEST AND A
- HOLE IN THE SOUTH WALL AT 50B HEADED NORTH EACH TIME IT IS STEPPED ON. THE
- BULETTES THAT WANDER THIS AREA CAN ALSO TRIGGER THE FIREBALL TRAPS BY
- STEPPING ON THE PRESSURE PLATES.
-
- 51A-51B THE PRESSURE PLATE SET IN THE FLOOR AT LOCATION 51A CAUSES
- FIREBALLS TO SHOOT FROM A HOLE IN THE EAST WALL AT 51A HEADED WEST AND A
- HOLE IN THE NORTH WALL AT 53B HEADED SOUTH EACH TIME IT IS STEPPED ON. THE
- BULETTES THAT WANDER THIS AREA CAN ALSO TRIGGER THE FIREBALL TRAPS BY
- STEPPING ON THE PRESSURE PLATES.
-
- 52A-52D THE PRESSURE PLATE SET IN THE FLOOR AT LOCATION 52A CAUSES
- FIREBALLS TO SHOOT FROM A HOLE IN THE SOUTH WALL AT 52B HEADED NORTH, A
- HOLE IN THE EAST WALL AT 52C HEADED WEST, AND A HOLE IN THE NORTH WALL AT
- 52D HEADED SOUTH EACH TIME IT IS STEPPED ON. THE BULETTES THAT WANDER THIS
- AREA CAN ALSO TRIGGER THE FIREBALL TRAPS BY STEPPING ON THE PRESSURE PLATES.
-
- 53A-53B THE PRESSURE PLATE SET IN THE FLOOR AT LOCATION 53A CAUSES A
- FIREBALL TO SHOOT FROM A HOLE IN THE EAST WALL AT 53B HEADED WEST EACH TIME
- IT IS STEPPED ON. THE BULETTES THAT WANDER THIS AREA CAN ALSO TRIGGER THE
- FIREBALL TRAPS BY STEPPING ON THE PRESSURE PLATES.
-
- 54A-54C THE PRESSURE PLATE SET IN THE FLOOR AT LOCATION 54A CAUSES
- FIREBALLS TO SHOOT FROM A HOLE IN THE NORTH WALL AT 54B HEADED SOUTH, A
- HOLE IN THE EAST WALL AT 54C HEADED WEST, AND A HOLE IN THE NORTH WALL AT
- 55A HEADED SOUTH EACH TIME IT IS STEPPED ON. THE BULETTES THAT WANDER THIS
- AREA CAN ALSO TRIGGER THE FIREBALL TRAPS BY STEPPING ON THE PRESSURE
- PLATES.
-
- 55A-55B THE PRESSURE PLATE SET IN THE FLOOR AT LOCATION 55A CAUSES A
- FIREBALL TO SHOOT FROM A HOLE IN THE SOUTH WALL AT 55B HEADED NORTH EACH TIME
- IT IS STEPPED ON. THE BULETTES THAT WANDER THIS AREA CAN ALSO TRIGGER THE
- FIREBALL TRAPS BY STEPPING ON THE PRESSURE PLATES.
-
- 56A-56B THE PRESSURE PLATE SET IN THE FLOOR AT LOCATION 56A CAUSES A
- FIREBALL TO SHOOT FROM A HOLE IN THE NORTH WALL AT 56B HEADED SOUTH EACH TIME
- IT IS STEPPED ON. THE BULETTES THAT WANDER THIS AREA CAN ALSO TRIGGER THE
- FIREBALL TRAPS BY STEPPING ON THE PRESSURE PLATES.
-
- 57 - A POLISHED CHROME SHIELD +2 LIES ON THE FLOOR HERE. IN ADDITION TO ADDED
- PROTECTION, THE SHIELD PROVIDES THE WEILDER +2 TO HIS/HER SAVES AGAINST
- PARALYZATION ATTACKS FROM BASILISKS AND MEDUSAE. THIS SHIELD IS ALSO ONE OF
- THE SIX SHIELDS NEEDED TO GAIN ENTRY TO AZURE TOWER LEVEL 4.
-
- 58 - A SHELL LOCK SET IN THE WEST WALL REQUIRES A SHELL KEY TO OPEN THE
- DOOR.
-
- 59 - A MAGIC MOUTH SET IN THE WEST WALL ISSUES A CHALLENGE TO THE PARTY.
- THE CHALLENGE REQUIRES THAT ALL HOLY SYMBOLS AND SPELLBOOKS BE LEFT IN THE
- ALCOVE AT LOCATION 60 AND THAT THE PARTY ENTER THE TELEPORTER AT LOCATION
- 61A.
-
- 60 - IF THE PARTY ACCEPTS THE CHALLENGE OF THE MAGIC MOUTH AT LOCATION 59,
- THEN THEY MUST LEAVE ALL SPELLBOOKS AND HOLY SYMBOLS IN THIS ALCOVE. THIS
- INCLUDES ALL EXTRA SPELLBOOKS AND HOLY SYMBOLS (DON'T FORGET TO LEAVE YOUR
- PALADIN'S HOLY SYMBOL BEHIND AS WELL.) ONCE THE PARTY HAD DROPPED THESE
- ITEMS, THEY ARE READY TO ENTER THE TELEPORTER AT LOCATION 61A AND TAKE THE
- CHALLENGE.
-
- 61A-61C THE TELEPORTER AT 61A TRANSPORTS THE PARTY TO LOCATION 61B IF THEY
- HAVE NOT LEFT ALL THE SPELLBOOKS AND HOLY SYMBOLS IN THE ALCOVE AT LOCATION
- 60. THE TELEPORTER TRANSPORTS THE PARTY TO LOCATION 61C IF THEY HAVE LEFT
- ALL SPELLBOOKS AND HOLY SYMBOLS IN THE ALCOVE AT LOCATION 60.
-
- 62 - AT EACH OF THESE LOCATIONS, A BULETTE WAITS TO ATTACK. THEY AMBUSH THE
- PARTY WHEN THE PARTY GETS TRANSPORTED TO LOCATION 61B. IF THE PARTY ARRIVES
- HERE IT STILL HAS A HOLY SYMBOL OR SPELLBOOK IN THEIR INVENTORY SOMEWHERE.
-
- 63 - THE BUTTON IN THE EAST WALL OPENS THE DOOR AFTER ALL THE BULETTES AT
- LOCATION 62 ARE SLAIN.
-
- 64A-64B THE TELEPORTER AT LOCATION 64A TRANSPORTS THE PARTY TO LOCATION
- 64B.
-
- 65A-65D A BULETTE AWAITS THE PARTY AT EACH OF THESE LOCATIONS. THE NORTH
- WALL AT LOCATION 65D IS AN ILLUSION.
-
- 66 - A PLAQUE ON THE NORTH WALL READS, "THAT EVENS THE ODDS OUT A LITTLE
- BETTER, NOW WE ARE ALMOST PERFECTLY MATCHED IN STRENGTH! COME BRAVE
- HEROES!"
-
- 67A-67B THE TELEPORTER AT LOCATION 67A TRANSPORTS THE PARTY TO LOCATION
- 67B.
-
- 68 - A PLAQUE ON THE NORTH WALL READS, "I WAIT BEYOND THE WALL OF SOULS!
- YOU MUST BREAK THROUGH, BUT IT WILL LASH ITS PAIN BACK WITH EVERY STROKE!"
-
- 69 - THE WALL TO THE WEST IS THE WALL OF SOULS. TO GET BY THE PARTY MUST
- HACK AT THE WALL SIX TIMES. EACH HACK DELIVERS 8 POINTS OF DAMAGE TO THE
- WHOLE PARTY, SO BE SURE EACH MEMBER CAN SURVIVE 48 POINTS OF DAMAGE!
-
- 70A-70B THE TELEPORTER AT LOCATION 70A TRANSPORTS THE PARTY TO LOCATION
- 70B WHEN THEY ENTER IT. ONCE THE PARTY HAS ARRIVED AT 70B, A GREATER GUARDIAN
- DAEMON RUSHES TO ATTACK FROM LOCATION 71.
-
- 71 - A GREATER GUARDIAN DAEMON AWAITS THE PARTY AT LOCATION 70B. THE GEM
- KNOWN AS THE "EYE OF TALON" LIES ON THE FLOOR AS WELL.
-
- 72 - THE WALL TO THE NORTH IS AN ILLUSION.
-
- 731-73B THE TELEPORTER AT LOCATION 73A TRANSPORTS THE PARTY TO LOCATION
- 73B.
-
- 74 - A POLISHED CHROME SHIELD +2 LIES ON THE FLOOR HERE. IN ADDITION TO ADDED
- PROTECTION, THE SHIELD PROVIDES THE WEILDER +2 TO HIS/HER SAVES AGAINST
- PARALYZATION ATTACKS FROM BASILISKS AND MEDUSAE. THIS SHIELD IS ALSO ONE OF
- THE SIX SHIELDS NEEDED TO GAIN ENTRY TO AZURE TOWER LEVEL 4.
-
- 75 - A PLAQUE ON THE SOUTH WALL READS, "WHO COULD GUESS A HAPPLESS LOOKING
- PARTY SUCH AS YOURSELVES COULD BEST ME IN BATTLE! WE SHALL MEET AGAIN!"
-
- 76 - THE PARTY'S SPELLBOOKS AND HOLY SYMBOLS ARE TELEPORTED HERE FROM
- LOCATION 60 WHEN THEY BEAT THE MAGIC MOUTH'S CHALLENGE AT LOCATION 59.
-
- 77 - THE WALL TO THE WEST IS AN ILLUSION.
-
- 78 - THE STAIRS TO THE NORTH LEAD UP TO AZURE TOWER LEVEL 3 LOCATION 1.
-
- 79 - THE PARTY LANDS AT THESE LOCATIONS WHEN THEY FALL THROUGH THE PITS ON
- FROST GIANT PRISON LEVEL LOCATION 7A-7F.
-
- 80 - THE PARTY LANDS AT THESE LOCATIONS WHEN THEY FALL THROUGH THE PITS ON
- FROST GIANT PRISON LEVEL LOCATION 9A-9C.
-
-