The Final Seal Level is the 5th level of Watcher's Keep.
Plot recap[]
The party has accepted Odren and the Knights of the Vigil request for help in reinforcing the seals to keep the Imprisoned One confined in perpetuity by reading the Ritual Scroll on the lowest level of the keep's reaches. The party has possession of the Vigil Stone which is needed to enter the keep, and to leave and return again later.
The Watcher's Keep Machine of Lum the Mad has been previously explored by the party, and the fourth portal gate has been successfully opened, allowing travel to the next lower floor, the Watcher's Keep Final Seal.
The party was able to navigate and overcome the challenges of the previous Watcher's Keep Machine of Lum.
To continue the quest of assisting the Helmites to renew the seals and keep the "imprisoned one" under control - the party will need to be able to find the means to open the portal on this new level of the keep. That is the overarching mission. Find the clues and method to open the portal to allow progress into the "Lower Reaches" of the keep.
Player's goal[]
Explore the maps, overcome challenges, and collect the necessary keys in order to unlock the pedestals, which allows movement of the Final Seal Wheel, which opens the portal to the next level.
Area description[]
This dungeon level is a large stone floored chamber with high celling supported by various buttresses and arches.
The illumination in this place seems provided by only the two portal gates. The further one travels from each lighting source the dimmer it gets.
The chamber is fitted with three double metal gates, all closed, positioned on the east, west and southern ends of the main chamber. Above each gate is a plaque with a symbol of helm.
In the center of the chamber is a round seal on the floor, with a symbol of helm emblazoned upon it. Three metallic pedestals and a wheel apparatus are placed just outside the seal.
Examining any of the pedestals will prompt a text message reading "There is a large keyhole in the pedestal next to the seal".
Checking out the wheel will display a text message reading "This wheel opens the final seal but cannot be turned until all three keys are found and used to unlock the seal".
Resting on this dungeon level[]
This dungeon level has a random probability of spawning a rest encounter.
The party may be disturbed by a Mutated Spider group or a pair of Spellhaunt creatures.
On the map[]
- Automap Marker "To the Machine of Lum the Mad" (to AR3018 Watcher's Keep Machine of Lum the Mad) (
2623.2108
) - A portal exit. - Automap Marker "Exit" (to exterior of Watcher's Keep) (
1851.1540
) - A portal exit. - Automap Marker "The Spirit Altar" (
3290.1057
) - Automap Marker "The Challenge Rooms" (
2644.3055
) - Automap Marker "The Globe Machine" (
646.1521
)
Walkthrough[]
When the party arrives from the Watcher's Keep Machine of Lum the Mad dungeon level, there is a brief dark interlude, and then the party is rendered on the map.
The game doesn't provide any information about what to do, or any narration or text displays. The party may now be controlled by the player as normal.
This walkthrough seeks to present the exploration on this dungeon level in the optimal order to complete it.
One area cannot be accessed until a previous one is completed, although a new player wouldn't know this from the outset.
However, there is no need to follow this walkthrough whatsoever. Feel free to just explore as desired and do things in any order that the game allows.
Open the southern gates and find the Helmite Ghost[]
Open the double gates on the southern side the main chamber.
This will trigger a greeting from the Helmite Ghost who waits beyond in an alcove with three more double doored gateways behind him - the Automap notes marker here indicates this location is labelled as "The Challenge Rooms".
Interacting with the Helmite ghost will introduce the Unlocking the Final Seal questline into the player's journal.
The party learns that in order to obtain one of the required keys to open the final seal, three challenges must be successfully overcome first.
For a walkthrough about the Helmite Ghost's actions and the challenges before the party, refer to this Link.
When all three challenges have been solved, return to the ghost and it will deliver the Heart Key, and a final farewell.
The ghost departs the area map for good.
The party is also now in possession of the Warrior's Skull as well, allowing access to the next challenge.
Open the eastern gates and find the Spirit Altar[]
When ready to do so, with the Warrior's Skull in the party's inventory, open the double gates on the eastern side of the main chamber.
The chamber beyond is a rather small alcove, and within is seen a hostile group of golems standing ready adjacent to The Spirit Altar.
If any of the golems observe the party, they will rush forward and attack mindlessly as golems are often instructed to do - the double gates can be closed if needed.
These golems must be destroyed before investigating and successfully engaging The Spirit Altar, even if the party has the Warrior's Skull, so one way or another, take down the constructs.
After the golems are finished off, the party can get ready to interact with the spirit altar. If the Warrior's skull has been obtained, then clicking on the altar initiates a sequence of events.
By way of a cut scene, the party is transported to the Watcher's Keep – Adventure Level (Spirit Warrior) area, and Gorion's Ward has been replaced by an avatar of some kind.
A dialogue box is displayed indicating a description of what has occurred.
For details about what can transpire next, as well as a walkthrough, see the Spirit Warrior article.
Assuming the main character is able to successfully complete the challenge, then the Spirit Key will be obtained, and the party returned adjacent to the spirit altar.
With two keys now in the party's possession, there remains only the final Mind Key to get their hands on.
When ready to do so, make way to the double gates on the western side of the central chamber.
Open the western gates and find the Globe Machine[]
Open up the double gates on the western side of the central room - and observe a relatively large alcove beyond.
Within will initially be seen a Mutated Spider group, that will race towards the closest detected party member and attack.
Note that once opened, the double gates can't be closed again - rid yourself of the threat from these arachnids, and then explore the chamber.
Within is a curious assembly, labelled on the player's world map as "The Globe Machine".
For details of this apparatus and associated objects, as well as a walkthrough, see the Globe Machine article.
Assuming the party is able to work through the various challenges involved with interacting with the machine, then the Mind Key will eventually be in their possession.
With all three required keys on hand, the party can prepare to attempt to unlock the pedestals on the Final Seal in the central chamber.
Unlock the pedestals surrounding the final seal[]
Whenever the party has obtained one of the three required keys, including the Heart Key, Spirit Key or Mind Key, then it is possible to use a key to unlock the corresponding pedestal adjacent to the Final Seal.
A key can be used whenever desired, one by one, or later on after all the keys are obtained.
To use a key, approach the Final Seal with a party member, and get close enough to a particular pedestal so that the golden colored cursor allows clicking on it.
A text will display reading - "There is a large keyhole in the pedestal next to the seal".
If the correct key is possessed by the party, then the screen will display a text reading - "You place the key into the lock. Click again to turn the key and unleash whatever guardians await you."
Click on cursor again, and a message displays - "The key turns easily. This lock is now open."
If the lock has already been opened, a message display reads - "There is nothing more that you can do with this."
Once a key is successfully used and the pedestal lock is opened, then the key is removed from the player's inventory and guardians are spawned into various locations about the Final Seal.
Note that it is possible to open all the pedestals (can be done in various ways) at one go - releasing all the guardians at once. There are many disadvantages to doing this, but if the player seeks some stimulating and challenging gameplay, or has a particular strategy that is planned, it can be performed in this manner.
Another factor that exists in the game, especially for a first-time player, is that the text warns of "whatever guardians await you" - but it doesn't describe any details, so they'll be unknown, and an exciting surprise.
Each pedestal is unlabeled, and there isn't a particular means to figure out which pedestal needs which key, until trying them out.
Below is a list with a linked article about the guardians, which is going to be a "Spoiler", so don't read ahead unless you desire to find out before regular gameplay:
- Heart key pedestal (western pedestal)
- Spirit key pedestal (southern pedestal)
- Mind key pedestal (eastern pedestal)
When the final pedestal is unlocked, a text is displayed - "The final guardians of the seal are awakened, and you know that you must defeat them with ease if you are ever to face the Imprisoned One and survive. The final lock has been opened. The wheel can now be turned to open the seal."
Turn the wheel and open the final seal[]
When all three Pedestal locks are opened, then the last step can be taken to open the Final Seal.
Click on the wheel apparatus.
A brief cutscene will play, and then each party member will receive 20,000 XP as the Final Seal opens up.
The player's Journal updates and resolves the Unlocking the Final Seal questline.
So ends the adventure on this dungeon level.
The party may transition below to the Watcher's Keep Imprisoned One dungeon level by entering the new portal when ready to do so.
Creatures[]
Neutral characters[]
Random spawns[]
- Near Globe Machine: Mutated Spider, Sword Spider, Vortex Spider, Phase Spider
- Near Spirit Altar: Iron Golem, Sand Golem, Ice Golem, Fire Giant, Shadow Fiend, Devil Shade
Enemy links[]
Enemies introduced by the Helmite Ghost[]
Enemies introduced by the Globe Machine[]
- See this Challenge Link
Enemies/Guardians introduced by unlocking the Pedestals[]
- Heart key pedestal (western pedestal)
- Spirit key pedestal (southern pedestal)
- Mind key pedestal (eastern pedestal)
Treasure/rewards[]
The Colored Globes Puzzle[]
- Red Globe (×4)
- Blue Globe (×4)
- Green Globe (×4)
- Purple Globe (×4)
- Mind Key
Helmite Ghost Heart key challenge room - Orcs[]
- Random treasure (×2)
- Potion of Extra Healing (×5)
- Arrow +3 (×40)
- Bolt +3 (×40)
- Bullet +3 (×40)
- Ixil's Nail
Helmite Ghost Heart key challenge room - Dragon[]
Helmite Ghost Heart key challenge Room - Imp[]
- Random treasure (×4)
- Acid Arrow (×20)
- Bolt of Lightning (×20)
- Sunstone Bullet (×20)
- Bullet +4 (×10)
- Potion of Superior Healing (×4)
Helmite Ghost[]
Spirit Altar[]
Mind Key pedestal guardians[]
Heart Key pedestal guardians[]
Spirit Key pedestal guardians[]
Gallery[]
Mod gallery[]
- Portraits from Portraits Portraits Everywhere
Mod screenshot gallery[]
Watcher's Keep |
Watcher's Keep • 1st Level: Altar • 2nd Level: Elemental • 3rd Level: Teleport Maze • 4th Level: Machine of Lum the Mad • 5th Level: Final Seal • 6th Level: Imprisoned One |