Saradush
Saradush
Saradush Prison 1
Saradush Prison 2
Gromnir's Stronghold 1
Gromnir's Stronghold 2
Saradush Sewers
Kiser's Home 1
Kiser's Home 2
Yaga-Shura
North Forest
Forest of Mir
Marching Mountains
Yaga-Shura's Lair 1
Yaga-Shura's Lair 2
Siege Camp
Amkethran
The Oasis
Amkethran
Balthazar's Stronghold
Forge
Cespenar's Forge



Sendai's Enclave
Sendai's Enclave 1
Sendai's Enclave 2
Sendai's Enclave 3
Sendai's Enclave 4
Sendai's Enclave 5
Sendai's Enclave 6
Abazigal's Lair
Abazigal's Lair 1
Abazigal's Lair 2
Abazigal's Lair 3
Abazigal's Lair 4
Abazigal's Lair 5
Abazigal's Lair 6
Abazigal's Lair 7
Final Locations
Abyssal Fortress
The Throne of Bhaal
Watcher's Keep
Watcher's Keep Perimeter
Watcher's Keep 1
Watcher's Keep 2
Watcher's Keep 3
Watcher's Keep 4
Watcher's Keep 5




Note: The walkthrough for this level is just text, since there isn't one specific map that we can use

1 - Here you'll encounter a crazed elf named Yakman. He'll think your party is composed of demons and runs away, but you can follow him through the portal to the South. Calm him down and then use someone with high charisma to get some useful information out of him. For an experience bonus, you can even cure him of his mental illness by casting Heal on him.

Along the upper wall is a junk pile that you can loot, disarm the trap and grab the loot. Important items here are the Journal, Scepter of Radiance, Diamond and a regular Long Sword (which will come in handy for the Magic Golems you have to fight later). Read the journal and it tells you how to get through the maze. It is a bit of a riddle but it translates to this -
  • East
  • East
  • South
  • South
  • South
  • South
  • West
  • North
  • North
  • North
Return to the original room (the one with the compass on the floor) and begin this pattern.

1b - Room 1, East - This is a Dead Room. This means you cannot cast magic in here, so don't waste your spells! A Balor and a few Cornugon are fighting. Help them along, and then click on the stone in the middle of the room. The inscription talks of a great prize being beyond the reach of evil. Do not click on the stone again with any evil aligned character! Use a Lawful Good character to pluck the Purifier +4 out of it.

2 - Room 2, East - A Balor named Tahazzer speaks to you here but eventually attacks you. I found the trick in this room to be killing the succubus as fast as possible, otherwise her charm can make this a difficult fight. There is a loot cache along the middle-upper wall. The superior heal potions will be handy later on. Be sure to pick-up his heart and the gem needed for the scepter. (Whether you fight Tahazzer or Ka'rashure depends on your alignment) (viewer submisson: The Thieves Hood is obtained from Tahazzer).

3 - Room 3, South - Pit fiends, Velithuu and Cornugon await you in this Dead Room. Combined with a slew of traps and fear, this is a very difficult room. I found using items that summon pets to be a big help, since I could not use magic.

4 - Room 4, South - A Succubus will offer to help you for a kiss (which energy drains you). Basically she takes you to the end of the level but since you don't have the completed scepter yet, its more of a hindrance than help. So I turned her advances down and got beat up for it. This was the room I had the most trouble with because of charm. I eventually resorted to tossing a fireball in the middle of them as soon as they started to cast to interrupt the charms. Mixed with sleep and Magic Missile I was able to keep them from casting and let my tanks beat them down.

5 - Room 5, South - Ka'rashur greets you here. Another demon but if you are polite and give him Tahazzer's heart he will not bother you and even hand over the second gem.

6 - Room 6, South - The two Glabrezu here will summon fire elementals and Ice Salamanders if you let them, so jump on them quickly. They have several other spells up their sleeves, so concentrate all power on taking them out quick. Worry about the pets secondly and this is an easy fight.

7 - Room 7, West - Tieflings and they aren't nice. Backstabs owned my party because I didn't have any form of see invisible. Other than that, it would have been a pretty straight forward fight.

8 - Room 8, North - Deamon Knights. I found this fight to be pretty easy, so I don't have any suggestions on how to easily defeat this room. I just used my archer with speed boots and did the run and shoot on several of them, while my tanks took on another.

9 - Room 9, North - Deamon Wraith and slaves. Uhg! Until I figured out a nice trick, this room was very difficult. Fear and trap combo can quickly melt your party and the Wraith can Time Stop. As soon as I entered the room, I summoned a Fallen Deva next to the Wraith. If you are quick you can get this off before he time stops and he will target the nearest aggressor, this being the Deva. The stuns and fears are usually resisted by the Deva, who then closes to melee and interrupt the rest of his spells. Use your party to kill the slaves near the zone in. Don't wander! The traps in this room are hellish. I even took my thief out of the fight to detect and disarm them during the battle. One feared party member can result in several deaths if these traps stay active. After you have cleared the room of monsters and traps, there is plenty of loot to be had. The most important pieces to pickup are the White Dragon Scales, a Rogue Stone, and a Journal Piece. (viewer submission: If you kill the Demon Wraith, it frees the slaves and you receive 5000 exp for each one freed)

10 - Aeggareth greets you and initiates dialogue. I chatted with him and agreed to his game. I have played this through several times and the win/loss pattern is always the same (Lost, Won, Lost). (viewr submission: Other win patterns have been encountered. Since mine were static, perhaps it is based on an ability score?) I chose to gamble experience, which you get some or all back. I played for the scroll of limited wish and lost the first round. Again I gambled experience for the scroll, this time I won the scroll and received some experience. The third time he will only play for the way out. If you agree, you lose but he will return the items used and give you the last gem, which enables you to journey down to level 4.

- Equis

The following was submitted by David:

I recently completed the maze portion of the Watcher’s Keep. The only way to do so is to write it all down. Here is the solution to the maze. I have numbered each room and then told where each room goes with North, East, South, and West to signify the appropriate portals as labeled in the first room. A scroll found in Room 12 states that the Red Rooms contain "Wild Magic," and the Blue Rooms contain "Dead Magic." The Helm Rooms only have two portals. Portals are not 2-way, meaning if you go back through one you just came out of, you will not necessarily end up where you started. Also, some rooms are circular, meaning they just transport you back to the North Portal in the same room. Very confusing.

Room 1) Blue Room with Compass.

N: Back to level 2; E: Room 2; S: Room 3; W: Room 4

Room 2) Red Room with Stone

N: Room 5; E: Room 6; S: Room 7; W: Room 1

Room 3) Helm Room with Yakman

N: Room 1; S: outside

Room 4) Red Room with Tree and Quasits

N: Room 1; E: Room 8; S: Room 7; W: Room 5

Room 5) Blue Room with Demon

N: Room 2; E: Room 4; S: Room 7; W: Room 6 Ro

om 6) Helm Room with Glaberzu (I think it’s a Glaberzu. I killed it before I remembered to check)

N: Room 2; S: Room 5

Room 7) Blue Room with Succubus (She offers you the easy way out, but she energy drains you)

N: Room 4; E: Room 5; S: Room 9; W: Room 2

Room 8) Blue Room with Tiefling (They use whirlwind attacks)

N: Room 11; E: Room 10; S: Room 8; W: Room 1

Room 9) Helm Room with Nasty Creatures (No idea what they are called, but they are not fun)

N: Room 7; S: Room 10;

Room 10) Red Room with Monument and Glaberzu

N: Room 1; E: Room 9; S: Room 10; W: Room 8

Room 11) Red Room with Tree and Demon Knights

N: Room 12; E: Room 11; S: Room 8; W: Room 11

Room 12) Helm Room with Slave Wraiths (Lots of traps that kill)

N: Exit; S: Room 11