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-
- SILVER TOWER LEVEL 3
- --------------------
-
- SYNOPSIS: LIKE THE TWO LEVELS PRIOR TO THIS ONE, THIS LEVEL IS MADE OT
- FINELY CARVED STONES, POLISHED TO A FINE GLOSSY FINISH. DREADED BEHOLDERS
- AND WILL O'WISPS INHABIT THIS LEVEL AND ARE ENCOUNTERED ABOUT.
-
-
- LOCATIONS AND EVENTS
- --------------------
-
- 1 - THE EAST STAIRS DESCEND TO SILVER TOWER LEVEL 2 LOCATION 49.
-
- 2 - THE STAIRS TO THE EAST LEAD UP TO SILVER TOWER LEVEL 3 LOCATION 3.
-
- 3 - THE STAIRS TO THE WEST DESCEND TO SOLVER TOWER LEVEL 3 LOCATION 2. A
- PLAQUE ON THE NORTH WALL READS, "FOUR KEYS AND ONE DOOR. FIND THEM TO GAIN
- MORE."
-
- 4A-4F A TELEPORTER IS AT EACH OF THESE LOCATIONS. THESE TELEPORTERS HAVE
- RANDOM DESTINATIONS, SO NO TRUE PATTERN EXISTS FOR THESE TELEPORTERS. THE
- CORRIDORS CONTAINING THE TELEPORTERS AT 4B, 4C, 4D AND 4F ALL HAVE DARKMOON
- KEYS (SEE LOCATION 5) WHICH ARE NEEDED FOR THE LOCKS AT LOCATION 6. JUST
- KEEP TELEPORTING BETWEEN THESE LOCATIONS TO GET ALL OF THE KEYS.
-
- 5 - SET IN THE WALLS AT EACH END OF THESE CORRIDORS IS A SHELF THAT LOOKS
- LIKE A HAND. IN EACH OF THESE HANDS RESTS A DARKMOON KEY.
-
- 6 - AT EACH OF THESE LOCATIONS IS A DARKMOON LOCK. EACH LOCK REQUIRES THE
- USE OF A DARKMOON KEY TO OPEN THE DOOR TO THE EAST.
-
- 7 - A BEHOLDER WAITS FOR THE PARTY HERE. A FEMUR LIES ON THE FLOOR, AND THE
- BEHOLDER DROPS ANOTHER WHEN KILLED.
-
- 8 - WHEN THE PARTY REACHES THIS LOCATION, THE DOOR TO THE SOUTH OPENS AND A
- BEHOLDER ATTACKS.
-
- 9 - A SECRET BUTTON AT THE BOTTOM OF THE SOUTH WALL REVEALS A HIDDEN
- ALCOVE. THIS ALCOVE HAS THREE POTIONS OF HEALING LYING ON THE FLOOR. THERE
- IS ALSO AN ILLUSIONARY WALL TO THE SOUTH OF HERE (SEE DESCRIPTION OF
- LOCATION 15.)
-
- 10 - A BEHOLDER GUARDS THIS CORRIDOR FROM THIS POSITION.
-
- 11 - A PLAQUE ON THE NORTH WALL READS, "THIS IS A SHELTER FROM ALL.
- MEDITATE FREELY."
-
- 12A-12C A WILL O'WISP WAITS TO LURE THE PARTY INTO A TRAP AT LOCATION 12A
- (DEPENDING UPON WHICH CORRIDOR THE PARTY CAME FROM.) THIS WILL O'WISP
- ATTACKS THE PARTY UNTIL THE PARTY TAKES A SWING AT IT. WHEN THE PARTY
- ATTACKS, THE WILL O'WISP MOVES BACK TO LOCATION 12B. IF THE PARTY MOVES UP
- AND ATTACKS THE WILL O'WISP, IT MOVES BACK AROUND THE CORNER TO 12C. THERE
- IS A PRESSURE PLATE IN THE FLOOR AND A "SCORCHING HOT" HOLE IN THE WALL AT
- LOCATION 12B. TO GET AT THE WILL O'WISP, THE PARTY IS REQUIRED TO MOVE ONTO
- THE PRESSURE PLATE AND SUFFER THE TRAUMA OF A FIREBALL. ONCE THE WILL
- O'WISP MOVES TO 12C, IT REMAINS THERE TO FINISH THE FIGHT.
-
- 13A-13B A PLAQUE ON THE WEST WALL AT 13 READS, "THE ALCOVE IS SAFE. REST
- AND PREPARE FOR THE JOURNEY THAT AWAITS." A BUTTON SET IN THE WEST WALL AT
- 13B GIVES THE PARTY ACCESS TO TO LOCATIONS 16A-16C.
-
- 14 - A DAGGER AND A FEMUR LIE ON THE FLOOR HERE.
-
- 15 - THE NORTH WALL HERE IS AN ILLUSION. IT IS PASSABLE IN BOTH
- DIRECTIONS.
-
- 16A-16C THE LOCATIONS MARKED 16A-16C ARE A MASS OF ILLUSIONARY AND MOVING
- WALLS. ILLUSIONARY WALLS ARE NOTED ON THE MAP. WHEN THE PARTY FIRST ENTERS
- THIS AREA ALL LOCATIONS MARKED 16A ARE NON-MOVEABLE WALLS AND ALL LOCATIONS
- MARKED 16C ARE MOVEABLE WALLS. SET IN THE NORTH WALL AT 16B IS A PLAQUE
- THAT READS, "IN CASE OF EMERGENCE PRESS BUTTON"; AND SET IN THE WEST WALL
- IS A BUTTON. IF THE PARTY PRESSES THIS BUTTON, ALL WALLS MARKED 16A BECOME
- MOVABLE WALLS AND ALL WALLS MARKED 16C BECOME NON-MOVABLE WALLS.
-
- 17 - WHEN THE PARTY FIRST ENTERS THIS ROOM, A MOST AMUSING SIGHT PRESENTS
- ITSELF. AT LOCATION 17, A BEHOLDER HAS MANAGED TO GET ITSELF STUCK IN A PIT
- IN THE CEILING. IF THE PARTY HELPS THE BEHOLDER OUT, IT ATTACKS THE PARTY
- AS SOON AS IT IS FREE. IF THE PARTY ATTACKS THE BEHOLDER, IT WIGGLES BACK
- UP THE PIT. A BUTTON SET IN THE SOUTH WALL AT 17 GIVES THE PARTY THE MEANS
- TO RISE TO LOCATION 18 ABOVE. BUT BEWARE: IF THE PARTY ATTACKED THE
- BEHOLDER WHILE IT WAS STUCK, THE BEHOLDER IS WAITING AT THE TOP OF THE PIT.
-
- 18 - A BUTTON SET IN THE SOUTH WALL TRANSPORTS THE PARTY BACK DOWN TO
- SILVER TOWER LEVEL 3 LOCATION 17 WHEN IT IS PRESSED. ENTERING THE PIT DOES
- NOT CAUSE THE PARTY TO FALL TO THE LEVEL BELOW.
-
- 19 - A BEHOLDER GUARDS THIS ROOM HERE.
-
- 20 - TWO FEMURS AND A SET OF CURSED BRACERS OF PROTECTION -2 LIE ON THE
- FLOOR HERE.
-
- 21 - A PAIR OF LEATHER BOOTS, TWO DAGGERS, A STAFF, AND A POTION OF HEALING
- LIE ON THE FLOOR.
-
- 22 - A SHIELD +3, A HALBERD +2, AND A CRYSTAL HAMMER +2 ONCE KNOWN AS
- "SHIELDBREAKER" LIE ON THE FLOOR HERE. THE CRYSTAL HAMMER +2 IS NEEDED TO
- GET BY THE AZURE SEAL AT TEMPLE LEVEL 2 LOCATION 42.
-
- 23 - TWO BEHOLDERS "STAND" GUARD HERE. THERE IS ALSO A FEMUR, AN IRON
- RATION, AND A PACK OF ROTTEN FOOD LYING ON THE FLOOR.
-
- 24 - A MACE AND A MAGE SCROLL OF FIREBALL ARE ON THE FLOOR.
-
- 25 - A BEHOLDER "STANDS" GUARD HERE. A SHORT SWORD +2 AND A SET OF
- DRAGONSKIN ARMOR +4 ALSO LIE ON THE FLOOR.
-
- 26 - A BEHOLDER EATING SOME POOR SOUL GREETS THE PARTY HERE. IT FINISHES
- ITS MEAL TURNING TO YOUR PARTY FOR DESSERT. A FEMUR, A SKULL, AND A WAND OF
- DISPEL MAGIC WITH SEVEN CHARGES, LIE ON THE FLOOR.
-
- 27 - A WILL O'WISP ROAMS THIS AREA.
-
- 28 - A PLAQUE ON THE WEST WALL READS, "A TEST OF VISION. IT MAY CHANGE
- WITHOUT WARNING."
-
- 29A-29B A PRESSURE PLATE AT 29A PUTS UP A WALL AT LOCATION 31B WHEN
- STEPPED ON.
-
- 30 TWO WILL O'WISPS GUARD HIS CORRIDOR.
-
- 31A-31C STEPPING ON THE PRESSURE PLATE AT LOCATION 31A PUTS UP A WALL AT
- LOCATION 31B AND REMOVES THE EAST WALL AT LOCATION 31C.
-
- 32A-32B STEPPING ON THE PRESSURE PLATE AT 32A RELEASES A WILL O'WISP AT
- LOCATION 32B.
-
- 33A-33B WHEN THE PARTY ENTERS LOCATION 33A, THEY ARE TRANSPORTED TO
- LOCATION 33B BY AN INVISIBLE TELEPORTER. THERE IS NO INDICATION THAT THE
- PARTY HAS BEEN TELEPORTED.
-
- 43 - WHEN THE PARTY ENTERS THIS LOCATION, THEY ARE ROTATED 180 DEGREES.
- WATCH THE COMPASS, TURN AROUND, AND CONTINUE ON YOUR WAY.
-
- 35A-35B THE SOUTH WALL AT LOCATION 35A IS AN ILLUSION. STEPPING THROUGH IT
- RELEASES A WILL O'WISP AT LOCATION 35B.
-
- 36A-36B AT LOCATION 36A IS AN INVISIBLE TELEPORTER. STEPPING INTO THIS
- TELEPORTER TRANSPORTS THE PARTY TO LOCATION 36B. AT LOCATION 36B THERE IS
- ALSO AN INVISIBLE TELEPORTER. STEPPING INTO THE TELEPORTER TRANSPORTS THE
- PARTY BACK TO 36A. THE PARTY MUST WALK INTO THE TELEPORTERS TO GET
- TRANSPORTED. THE PARTY'S FACING DOES REMAIN THE SAME AS WHEN THEY ENTERED
- THE SOURCE TELEPORTER.
-
- 37A-37B STEPPING ON THE PRESSURE PLATE AT LOCATION 37A PUTS UP A WALL AT
- LOCATION 37B AND REMOVES THE NORTH WALL AT 37A.
-
- 38 - A BEHOLDER AND A WILL O'WISP GUARD THIS ROOM FROM HERE. A SET OF
- CHAIN MAIL, ONE PACK OF RATIONS, AND A RING OF SUSTENANCE ALSO LIE ON THE
- FLOOR HERE.
-
- 39 - PRESSING THE SECRET BUTTON ON THE EAST WALL REVELS A HIDDEN PASSAGE.
-
- 40A-40C THE FIRST TIME THAT THE PARTY ENTERS LOCATION 40A, THEY ARE
- VISITED BY THE APPARITION. AFTER SHE TELLS THE PARTY HOW SHE IS GOING TO
- DESTROY THEM, SHE DISAPPEARS AND TWO BEHOLDERS POP IN AT LOCATIONS 40B. A
- WALL ALSO APPEARS AT 40C. THE BEHOLDERS ATTEMPT TO SURROUND THE PARTY ONCE
- THEY SENSE INTRUDERS. THESE TWO BEHOLDERS ARE VERY NASTY, THROWING
- DISINTEGRATION SPELLS AS IF THEY WERE GOING OUT OF STYLE. SAVE YOUR GAME
- BEFORE ENTERING THIS AREA. IT MAY TAKE A FEW TRIES.
-
- 41 - AT THIS LOCATION SITS A PEDESTAL WITH THE IMPRINT OF A HAND ON ITS
- SURFACE. THEN THE PARTY THEIR HAND IN THE IMPRINT, THEY RECEIVE THE MARK
- OF DARKMOON. THE PARTY MUST HAVE THIS MARK IN ORDER TO PASS THE MAGIC
- MOUTH ON TEMPLE LEVEL 2 LOCATION 3.
-
-