This is the Watcher's Keep - Batezu area of the Watcher's Keep Teleport Maze. This area is available during Baldur's Gate II: Enhanced Edition saga, as early as Chapter 2. It is also available as part of the Baldur's Gate II: Throne of Bhaal campaign if playing the original or Enhanced Edition game.
“ | Hsss! If we baatezu are to be trapped forever in this maze, than we shall feast on the hearts of mortals! | ” |
— Pit Fiend |
Area description[]
This room is a square chamber that rises above four connecting staircases positioned at the N,S, E and W bearings. Each stairwell has a portal gate as well.
On the flat but elevated main floor are four large archways, each with hanging vertical banners. The fabric of the banners has magically illuminated symbols upon them. This appears to be the source of lighting in here. The floor is composed of thousands of individual flat stones of irregular angular shape.
Resting on this dungeon level[]
There is a random probability of being disturbed by infernal fiends if resting here. "You are awakened from your rest" will be shown on the combat log, and the enemies can include a Maurezhi, Cornugon,Succubus and Glabrezu group.
On the map[]
- There are no Automap note markers for this area.
Gameplay[]
The party arrives at the northern portal of this room, with an ascending staircase ahead.
Upon entry a text is displayed on the game screen reading:
- The air feels unusually stale and heavy here. It's as if all of the energy and power has been sucked out of the room.
Also at this time, the player may notice that each party member has a "Spell Failure" icon on their portrait, and any dispellable magic, such as protective buffs, are now removed. It's another one of those dead magic zones.
Advancing up the stairs will eventually put the party into detection range of some trapped Baatezu, led by a Pit Fiend who roars out a threat, and the party seems to be on the menu for these fiend's next meal.
These hostile fiends will move to attack, and expect various melee strikes.
Towards the rear of the bunch are two never seen before demons, with a look of a Frost Salamander, but they are firing electrified missiles from bows - these are the Velithuu.
Pay attention to hidden potential traps in this area. Search for and disarm them if found. This keep is known for being heavily trapped.
When the fiends are defeated, double-check the Madman's Journal to refresh the memory of the next portal/direction to take.