Icewind Dale | Trials of the Luremaster Walkthrough | Eastern Towers
Eastern Towers
(AR 9705 - AR 9708)

These are the eastern towers of the courtyard. You must go to each of these towers to collect the Tales of each Watchknight. You need said Tales to solve one of the Luremaster's riddles and gain entrance to the castle. All of the towers have a hidden door to a second level. To gain access to these levels you must hit a lever in another tower. We recommend you visit level one of each tower and pull the levers. After that, start exploring all sub levels and collect the Tales. We show you on each map what lever opens which door.

The northeast tower (AR 9706) has a relatively easy fight, for all that is there are some harpies (fiendish harpy, harpy, harpy queen). On the harpy queen (376, 352), we found a Ring of Greater Resistance (AC +2, +25% crushing resistance, +3 save vs. spells), two potions of extra healing (18 HP healed) and a helm called Chautog's Thinker (AC +1, INT +2, CHR -2, minimum STR of 17). Lay waste to these guys and head downstairs (AR 9705) when you have hit the lever in the southwest tower.

The southeast tower (AR 9708), on the other hand, is quite a tough battle. The entrance is guarded by a few harpies, take them out and proceed in. Inside the battle is against other adventurers who were brought to this castle. It is a fight between your party and Criek of Bane (523, 523), Adran Runeshadow (659, 460) and Shelhai (246, 478). They cast some powerful spells, summon a djinni (584, 336) and are rather hard to hit. Nothing a group of heroes can't handle. Put the smack down on them and head downstairs (AR 9707) when you have hit the lever in the northwest tower. Don't forget to loot the dead bodies. On Shelhai we found Full Plate +1, Gauntlets of Ogre Power (STR set to 18/00) and a Charged Battle-Axe +2 (+2 hit, 50% chance of 1d3 electrical damage, 15% chance to stun). On Criek we found a Ring of Greater Resistance (AC +2, +25% crushing resistance, +3 save vs. spells), Fire Flail +3 (+3 hit, +4 damage, 50% change of 2d6 fire damage) and a bag of holding with some potions and cleric scrolls in it. On Adran we found Robe of Evil Archmagi (AC 5, +1 saves, evil only), Golden Girdle (+3 vs. slashing damage), Boots of Grounding (+50% electrical resistance), Cloak of Scintillating Colors (+3 AC), Ring of Fire Resistance (+40% fire resistance), Ring of Protection +2 (+2 AC, +2 Saves), Wand of Fire and a Staff of the Hanged Men's Glee (+1 hit and damage, CHR -2, Animate Dead 3/Day). On the djinni we found a sword called Wind of Heaven (+4, +5 vs. Elementals hit and damage, wielder is immune to Cloudkill, Death Fog, Stinking Cloud, Cloud of Pestilence and Malavon's Corrosive Fog).

Monsters: Adran Runeshadow, Criek of Bane, Djinni, Fiendish Harpy, Harpy, Harpy Queen, Mustard Jelly, Red Myconid, Shambler, Shelhai





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  1. Lever: This lever (269, 424) opens the hidden door to level two of the southwest tower. Make sure you click it.


  2. Stairway to Level 2: This is the stairway (675, 354) leading to level two. The hidden door to the stairway is only opened once you hit the lever in the Southwest tower.


  3. Exit: This exit (829, 756) leads back out to the courtyard.


  4. Luremaster: Here the Luremaster (481, 342) appears and presents you with a puzzle that involves chests, bravery and courage.


  5. Circle of Chests: All of these chests are trapped, except for the correct one. The correct chest appears to be random, so use a thief to disarm them one by one. Once you open the correct chest (for us the chest at 518, 518), you are awarded with the Tale of Sir Geddian.


  6. Stairway to Level 1: This stairway (764, 457) takes you back up to the first level.


  7. Lever: This lever (269, 429) opens the hidden door to level two of the northwest tower. Make sure you click it.


  8. Stairway to Level 2: This is the stairway (678, 352) leading to level two. The hidden door to the stairway is only opened once you hit the lever in the northwest tower.


  9. Exit: This exit (338, 263) leads back out to the courtyard.


  10. Luremaster: The Luremaster (476, 338) meets you here. Talk to him and he gives forth a challenge for your heroic pride and disappears. Shamblers, red myconids and mustard jellies suddenly appear and attack. Once you have cleared the room of the foul beasts, the Luremaster returns with your reward: 240,000 XP and The Tale of Sir Zierkki. Now it is time to head back out to the courtyard and explore the western towers.


  11. Stairway to Level 1: This stairway (766, 463) takes you back up to the first level.




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