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Ice Labyrinth


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STORY:

This labyrinth is inhabited by some very powerful mages, who have either been sent here or accidentally got trapped while passing nearby. The whole island acts as a magnet which attracts magic users and holds them captive. Nobody knows who built this labyrinth, however, and some even suggest that it is the creation of a God. One thing is sure, though: you must get Shandalar's cloak(which is located at the end of the maze, of course!) and use your wardstone to leave the island. On the other hand, the other mages will gladly take the wardstone from your corpse to assure their own escape. Be ready for a fight!


QUESTS "AT-A-GLANCE":

- Recover Shandalar's cloak from Dezkiel at location (6).


ITEMS "AT-A-GLANCE":

- Darts +1
- Knave's Robe
- Traveler's Robe
- Wand of Fear
- Wand of Paralyzation
- Shandalar's Cloak (quest)
- Grease
- Protection from Evil
- Know Alignment
- Fireball
- Protection from Normal Missiles
- Vampiric Touch
- Dimension Door

LOCATIONS:


1- LABYRINTH ENTRANCE


2- ANDRIS, BEYN AND MARCELLUS (9800 Exp./**** Difficulty):

Andris, Beyn and Marcellus are three mages who have been trapped on this island for quite a while. Unlike most of the other mages you'll meet, these three have kept a good portion of their sanity despite their isolation and have actively looked for a way of leaving the island. They give you some good information about the island and it's history and after that they attack you no matter what, in case you might carry something helpful to their cause. This is really the hardest fight you'll encounter in this maze and careful planning is required. See the strategy section below for more details.

Enemy tactics: When you meet the three mages, they have a good deal of protection spells cast upon them including Shield, Mirrored Image, Protection from Normal Missiles and Minor Globe of Invulnerability. After the initial dialog they will use Dimension Doors to teleport all around your party, making the fight pretty rough. Mind altering spells, such as Horror, Confusion and Dire Charm are commonly used by them. They also use some invocation spells, such as Fireball and Flame Arrow, but to a lesser extent.

Suggested tactics: There are many ways of dealing with this fight and even though I'll suggest one here, I found that there are many which work. First, go into the corridor leading to the mages without being seen and cast Dispel Magic. It will be very helpful later. Then, cast a good old Silence 15" Radius on them, hoping that one or two will be mute during the fight(a mute wizard is a useless wizard, right?). Even though you'll now be in a much better position, don't charge them right away. They are still three, remember? Instead, cast a Fireball while in the corridor and back off to your initial room. The mages should then come one by one to you. Without their protection spells, they'll be an easy target for your archers.

Loot: Wand of Fear, Knave's Robe, Traveler's Robe, Grease, Protection from Evil, Vampiric Touch and a letter.


3- GARAN AND 4 ANKHEGS (5900 Exp./*** Difficulty):

Garan is a rogue who has some obvious magic powers (either a bard or a thief/mage). As the group of mages you've encountered earlier, he too seeks a way out of the labyrinth. Before that, however, he asks you what you're doing here and also warns you that he can detect any of your lies due to his powers. So no matter what you say, he ends up by attacking you with the help of his 4 Ankheg pets. Dispatch him for some scrolls and continue your quest.

Enemy tactics: When you meet Garan, he will have Mirrored Image already cast on him and possibly some other minor protection spells(such as Armor). As soon as the dialog is over he will cast Dimension Doors and let his pets play with you. He will reappear after a short while, however, and cast such things as Horror and Confusion. During that time, his Ankhegs try to chop you to pieces.

Suggested tactics: Once more, you have to be well prepared for this fight, as it is non-trivial at all! Having such things as Resist Fear and Chaotic Commands cast on your party usually helps. You can also Haste your party for this fight(recommended). As soon as the dialog is over, target Garan alone with your archers, so as to take many of his HPs away. While he's invisible, try to kill at least one of the 2 Ankhegs which initially attacked you, but don't advance into the room, else the other 2 Ankhegs will see and attack you. As soon as Garan reappears, just target him and kill him as soon as possible. Once this is done, the rest of the Ankhegs should be an easy pick. Note that Protection from Acid also helps during this fight.

Loot: Know Alignment, Fireball, Protection from Normal Missiles and Dimension Door.


4- CUCHOL (1800 Exp./** Difficulty):

Cuchol is one of the mages who went completely crazy while waiting in this labyrinth for a possible release. He attacks after a short dialog but shouldn't be too hard to kill.

Enemy tactics: Mainly invocation spells (Magic Missiles, Fireball, etc.) so don't wait too long before killing him. He has no protection spells on him when you meet, though.

Suggested tactics: First, you should be careful with the trap at the entrance of the room. I suggest using an invisible thief to remove it before the fight. This will make the encounter quite trivial. Just use missile weapons and the battle should be won. Watch-out for the Winter Wolf at the other end of the room, though!

Loot: Wand of Paralyzation.


5- TELLAN (3000 Exp./** Difficulty):

Yet another insane mage who has spent too much time in this maze. He vaguely remembers his old days in Tethtyr and wishes to relive them. No matter what you say, he will attack you, so be prepared.

Enemy tactics: Tellan is protected by a Protection from Normal Missiles spell when you first meet him and possibly by the Shield spell. He casts some annoying spells such as Confusion, Horror and Lightning Bolt, so you should deal with him quickly. He has no summoned pets, though.

Suggested tactics: Since Tellan is alone against your whole party, rushing into him with everyone is not a bad idea. He has a fair armor class but not too many HPs so he should not be too difficult to deal with. Archers cut him to pieces with a lot of ease and Arrows of Biting usually help.

Loot: 40 Darts +1.


6- DEZKIEL (1800 Exp./** Difficulty):

It is finally here that you'll meet the mage responsible for your arrival at this accursed island. He has kept a good part of his mind, but will not give up Shandalar's cloak without a fight, however, so be prepared before you meet him.

Enemy tactics: Just as the mages you've met before him, spells such as Dimension Door, Confusion and Horror are commonly cast by Dezkiel. He also casts a good amount of invocation spells in the later parts of the fight. He is alone, however, so he won't stand long before your whole party.

Suggested tactics: Casting some protection spells on your party, such as Protection from Evil, Resist Fear and Chant is usually useful in this fight. You can also use Dispel Magic to render Dezkiel really vulnerable to your attacks, even though it is not required to win. All you have to do, really, is to target him with missile weapons and the fight should be won. In case you're having trouble, summon some monsters or undead (immune to mind controlling spells!) before the fight and send them first.

Loot: Grab Shandalar's Cloak on your way out. You won't be able to wear it, though (which is probably as well since you don't want to anger Shandalar even more!).


7- LABYRINTH EXIT


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M. Mountain Bear (900 Exp./* Difficulty)
W. Winter Wolves (975 Exp./* Difficulty)
*. Traps

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