Watcher's Keep Maze Directions Guide Version: Final By: Jake Zahn Date: 01/04/2006 -------------------------------------------------------------------------------- INTRO -------------------------------------------------------------------------------- This guide's basic purpose is to show you exactly which portals lead to which Rooms on Level 3 of Watcher's Keep. As well as giving you basic information on what to find in those Rooms. -------------------------------------------------------------------------------- ROOMS -------------------------------------------------------------------------------- List: 1. Compass Room 2. Yakman's Room 3. Imp Room (Wild Magic) 4. Demon Room (Dead Magic) 5. Succubi Room 6. Baatezu Room 7. Stone Pillar Room 8. Tanar'ri Room 9. Obelisk Room 10. Tiefling Room (Wild Magic) 11. Dead Tree Room 12. Wraith Room 13. Portal Room 1. Compass Room This is the Room you start out in, it holds nothing of interest. NORTH: Level 2 SOUTH: Yakman's Room EAST: Stone Pillar Room WEST: Imp Room 2. Yakman's Room This Room contains Yakman, his Journal, and the Exit Rod. NORTH: Compass Room SOUTH: Exit Watcher's Keep 3. Imp Room Wild Magic is in effect in this room, avoid casting spells. This room contains a bunch of Hostile Quasits, that's about it. NORTH: Compass Room SOUTH: Succubi Room EAST: Tiefling Room WEST: Demon Room 4. Demon Room This is a Dead-Magic Room, Spells automaticly fail and Spell Effects are automaticlly dispelled. It contains 5 Hostile Demons. NORTH: Stone Pillar Room SOUTH: Succubi Room EAST: Imp Room WEST: Tanar'ri Room 5. Succubi Room This Room contains a Succubus and 3 Alu-Fiends. They will be non-hostile to start, and will teleport you to the Portal Room if you agree to their deal. Otherwise, they attack. NORTH: Imp Room SOUTH: Baatezu Room EAST: Demon Room WEST: Stone Pillar Room 6. Baatezu Room This Room contains a group of Baatezu, they ask you to kill the Tanar'ri for them. They will be hostile if you have already agreed to the Tanar'ri offer, or are playing a Good aligned character. NORTH: Succubi Room SOUTH: Obelisk Room 7. Stone Pillar Room This is a Dead-Magic Room, Spells automaticly fail and Spell Effects are automaticlly dispelled. It contains a Hostile group of a Demons fighting each other and a Stone Pillar which can only be used by a Lawful Good character. NORTH: Demon Room SOUTH: Succubi Room EAST: Tanar'ri Room WEST: Compass Room 8. Tanar'ri Room This Room contains a group of Tanar'ri, they ask you to kill the Baatezu for them. They will be hostile if you have already agreed to the Baatezu offer, or are playing a Good aligned character. NORTH: Stone Pillar Room SOUTH: Demon Room 9. Obelisk Room This Room contains 2 Hostile Glabrezu. NORTH: Compass Room SOUTH: Obelisk Room EAST: Baatezu Room WEST: Tiefling Room 10. Tiefling Room Wild Magic is in effect in this room, avoid casting spells. It contains a group of Hostile Tieflings; 1 Mage, 1 Thief, 2 Fighters, and a Planar Dog. NORTH: Dead Tree Room SOUTH: Tiefling Room EAST: Obelisk Room WEST: Compass Room 11. Dead Tree Room This room contains a Hostile Cambion, that will summon 4 Demon Knights. NORTH: Wraith Room SOUTH: Tiefling Room EAST: Dead Tree Room WEST: Dead Tree Room 12. Wraith Room This Room contains a Hostile Demon Wraith and his 5 Wraith followers. NORTH: Lower Level Portal Room SOUTH: Dead Tree Room 13. Portal Room This Room contains the Level 4 Portal, and the Gambling Cambion. EAST: Level 4 WEST: Wraith Room -------------------------------------------------------------------------------- BEST PATH -------------------------------------------------------------------------------- Here are the two pathes that will let you see/do everthing on this level, with a minimum of backtracking. Both start from the moment you enter Level 3. If you want to do the Tanar'ri Quest: Starting from the Compass Room; South (2), North (1), East (7), East (8), South (4), South (5), South (6), South (9), North (1), East (7), East (8), South (4), East (3), East (10), North (11), North (12), North (13). If you want to do the Baatezu Quest: Starting from the Compass Room; South (2), North (1), West (3), South (5), South (6), North (5), East (4), West (8), North (7), South (5), South (6), South (9), West (10), North (11), North (12), North (13). As you can see, doing the Baatezu's quest is slightly faster. -------------------------------------------------------------------------------- QUICKEST PATH -------------------------------------------------------------------------------- Here is the quickest path through the Maze. You will have to kill both the Tanar'ri and the Baatezu when you meet them for this path to work, and you'll completely bypass the Imp room. Starting from the Compass Room; South (2), North (1), East (7), East (8), South (4), South (5), South (6), South (9), West (10), North (11), North (12), North (13).