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Eye of the beholder 3 water breathing
Eye of the beholder 3 water breathing










eye of the beholder 3 water breathing

Despite what it says, you can go into both. They take half damage from sharp weapons, but are immobile and not very tough.Īt the southeast corner, there's a pair of doors with a sign between them. The other enemies of this stage are water weirds, located at certain grates.

eye of the beholder 3 water breathing

An item must be thrown to press the button, but make sure it's something you don't need since it won't be retrievable. That button at the end opens a door to the southeast, but that grate in front of it is a spike trap which will push you back. Here we find elven chainmail +3, two arrows +4, and a -4 robe. Without the key, we'll check this out later. There are some locked grates around this stage. They're the last monsters to be any kind of real threat, which is mitigated by their lack of speed. It takes +2 or better weapons to hit them, so Delmair has the best armor to keep him from uselessly pawing at them. As seen here, they can hit multiple characters at once like the frost giants from the second game and pack a mean punch. Shortly after we encounter the first enemy of this area, the earth elemental. The south button changes the position of this wall currently making a dead end. This is the one instance where a particular class is absolutely required, you can't finish this game without a mage here. When held in a mage's hand, they allow passage. To get past them, you need to take the red and blue gems from the north and south walls. The first puzzle involves hidden teleporters on both sides that keep you stuck in this hallway. The first thing found in Mages' Guild 3, right at the beginning, is a grappling hook. Part 33: Acwelemental AOMD 5: Acwelemental












Eye of the beholder 3 water breathing