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The Watcher's Keep Machine of Lum the Mad level is the 4th level of Watcher's Keep, it has two large sub-areas, Illithid Encampment and Githyanki Encampment. These areas have their own transition points and separate maps.

Note: Area 3017 is titled "Carston and the machine" in the Nearinfinity free software IE editor tool, but that title doesn't appear in any in-game maps or text strings. So, the wiki isn't using that title.

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 Teleport Maze has been previously explored by the party, and the third portal gate has been successfully opened, allowing travel to the next lower floor, the Watcher's Keep Machine of Lum the Mad.

The party was able to navigate and overcome the challenges of the previous Watcher's Keep Teleport Maze.

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 obstacles, traps, enemies and find necessary items in order to operate the Machine of Lum the Mad to unlock the Portal Gate and continue below to the next keep level.

Area description[]

This area has a uniform architectural theme, with a total of six rooms in all.

These rooms are partitioned by metal lattice and decorative bars with paneling that obscures what is beyond.

Metal double-doored gates provide access to the different areas, all are closed initially.

The flooring is consistent with square tiles, that are polished smooth and reflect the light, and there are some orange-colored storage cabinets here as well.

The central room has a tall ceiling supported by columns and arches, and a source of illumination is mounted on the ceiling above the strange machine that is placed in the room's center.

The central machine is bizarre, and has steam-punk appearance, in the general shape of a 20-sided die. Various gears, steam pipes, and other apparatus are visible on the contraption, and several cables snake along the floor connected to whirling centrifugal generators and some kind of pedestal box of an unknown purpose. The south end of the machine is fitted with a glass-like window protrusion.

To the north and south end of this room are exits to other areas indicated on the Auto map markers.

To the east and west of the main room are gates leading to other rooms.

To the north side of the room are two portal gates on small, raised planforms, that glow with their own light.

Resting on this dungeon level[]

If the player wishes to rest the party, consider just transitioning to the previous dungeon level or outside the keep and resting there.

If the party rests in this dungeon area, there is a chance of generating a hostile rest encounter.

If a random rest encounter occurs, it will generate a group of Shadow Fiend creatures - "You are awakened from your rest".

On the map[]

Walkthrough[]

Introduction to Carston[]

When the party first transitions from the Watcher's Keep Teleport Maze through the exit portal it appears on this new dungeon level nearby the Machine of Lum the Mad as part of a cut scene (Cut207b.bcs).

The party observes a confrontation between a group of Mind Flayer and Githyanki engaged in a fight.

At this time text on the player's screen shows a person inside the strange machine viewing the battle from behind a glass window extension - he shouts "Hahahaha! Absolutely marvelous!" - the scene continues as the two groups fight, and this person begins hurling spells at various creatures embroiled in the fight, such as flame arrow and flame strike, or even magic missiles.

Eventually the cruel entity shouts "Enough! I'm tired of this!". A moment later an infernal fiend, maybe a Balor appears, causing the two groups to scatter and flee, with the fiend in pursuit.

OG Carston 1

The cut scene ends, and the man in the machine is revealed to be Carston. The mage initiates dialogue with the party, saying:

Uhh—what? Where did you come from? I—I didn't conjure you up, did I? Uh, no, of course not. Only planar creatures get summoned. Must be more foolish adventurers.

The party must select a dialogue reply at this juncture. Refer to Carston's article for specific dialogue outcomes.


After the introduction and various dialogue outcomes are finished, the party should fully investigate the main room.

Explore the main room[]

OG Explore 1

As is standard procedure so far in Watcher's Keep, be mindful of potential traps, and also be aware of potential spawned enemies that could manifest, especially when a party member moves close to the northern side of this room.

There are four orange hued metal cabinets along the eastern side of the room. What might be inside these?

Two portal gates are visible on the northern side as well. Presumably the one used to enter this level, which can now be used to exit to the exterior of the keep.

The other most likely connects to the lower reaches. Examining this gate will display a text reading:

This appears to be the portal you must pass through to gain access to the lower levels of the dungeon. You shall have to find some way to activate it if you wish to proceed.
OG Random Spawn 4

Be alert for random spawned enemies near these portals, approaching from the north.

There may be a fast-moving Shadow Fiend group as well as a few Devil Shade creatures, all lusting for the party's precious life force.

Dispatch any enemies and collect any found items desired from the cabinets.

Next, decide which way to explore.

For the purposes of presenting this dungeon, let's assume the party scouts to the east first - to find out what is behind those closed double-gates.

Explore to the east[]

OG Explore 2

Open the double metal gates and peer inside.

No enemies are initially seen and the chamber beyond is a bit dimmer, with no light sources illuminated within.

Scout ahead looking to the left and right and the party may trigger one or two enemy group spawns.

There might be some Yuan-ti, and a few Troll enemies to the north, and a larger group of mixed troll types to the south.

OG Explore 3

A Spirit Troll could be here as well, invisible at the outset.

The creatures will race toward any detected party member and attack. Destroy these monsters and examine the containers - more orange metal cabinets - checking for traps first is a good precaution. Collect any found items desired.

Of note in this room are three unusual triangular stone shapes with raised edges placed on the floor. They are colored blue, purple, and a faded red. What these objects are for, or mean is unknown at this time.

Another closed double metal gate leads to the east.

Explore further to the east[]

OG Explore 4

Having opened the double metal gates, the party explorer will observe a room that is even less illuminated than the previous one.

A circular pool in a raised font or cistern of sorts is seen ahead, situated between a pair of massive columns supporting arches stretching to the ceiling.

To either side of the pool are two humanoid shaped Magic Golem creatures, wreathed in a nebulous energy of some type.

If the creatures are able to detect a party member, they fire an unknown missile projectile from their forms, that is visually reminiscent of a beholder's eye blast.

The party may find that any missiles directed at the creature, or weapon strikes, are listed as "weapon ineffective". Similarly, spells cast at the creatures may also be ineffective.

See the link above if the player is having trouble figuring out what to do here.

The pool of liquid is actually a container, and if examined, will provide the Blue Oil bottle.

If necessary, the party can just grab the Blue Oil, and then close the gates and never return to this room, although there are some more of those orange-tinged cabinets in here as well.

Explore west of the main room[]

OG Explore 5

Open the closed double gates and most likely will spot a hostile group of armed Orogs, and they'll move to attack if any in the party are detected.

Similar to the room nearby the Magic Golems, three more of those colored triangular shapes are positioned on the floor, but they aren't the same as the first group. No explanation is given about them.

A number of those orange hued cabinets are in this chamber as well. Particularly on the northern side.

Examine these and take precautions in case of traps.

OG Explore 6

It's likely that a party member that isn't hidden/invisible will alert some kind Killer Mimic creatures camouflaged within several of those containers.

These nasty monsters have some dangerous attacks, especially if they cause a party member to become Helpless.

Destroy these creatures and then search the containers for found items of use.


Explore further to the west[]

OG Explore 7

Open the gate to the west and venture inside the next area.

This dimly lit chamber has no visible occupants, nor any containers.

However, as the party moves about within, there is a chancce of triggering a spawned pack of those Shadow Fiend and Devil Shade undead.

Six bowl shaped braziers/torches are mounted on metal legs in two rows. They are unlit and lack any combustible fuel oil.

A closed double door is seen on the north wall, and it is locked. The door is resistant to any lock picking attempts, as there isn't a visible keyhole at all, nor can strength force it open, and a Knock spell is ineffective.

Nothing else can be found or learned here at the moment.

Return to the main room[]

Having explored this dungeon area to the extent possible so far, the party must make a decision as where to go next.

As of yet, the party doesn't know how to open the portal gate to the lower reaches, and Carston isn't cooperative.

The party can explore to the north, marked on the player's map as the "Illithid Encampment", or to the south labelled as the "Githyanki Encampment".

For the purpose of continuing exploration, the player can go either direction, and it doesn't matter which one is first.

To see what's north, see the Watcher's Keep Illithid Encampment article.

To explore south, see the Watcher's Keep Githyanki Encampment page.

Continue the walkthrough on this page after both areas are explored, in the sections below.

Continuation of the walkthrough after exploration of the two encampments[]

Assuming the party has finished up with the Illithid and Githyanki encampments, they now should have in their possession the Blue Oil, Purple Oil, Red Oil, and the Flint and Tinder.

Additionally, they will have obtained the Diary of Carston's Apprentice.

The party can now address the six cold torches/braziers discovered earlier and that locked door, so go and visit these features again.

The six torches[]

OG MOL Shadow Fiends

When reentering the room with the torches there is a possibility of a random spawn attack - more Shadow Fiend and Devil Shade creatures.

Take down these horrid undead if they appear, and then inspect the torches.

Using the cursor click on one of these torches. A dialogue box will present that reads:

This torch is not lit. If you had some oil and a flint and tinder, you could ignite it.

The party member can then select to light the torch with red, blue, or purple oil, or leave the torch for now.

OG MOL Torches

After a selection the torch will burst into flame, and the flame's color matches that of the oil used.

If the player wants to try a different colored oil, then click on the lit torch again and a dialogue box appears that says:

The torch burns with a <Oil Color> flame. If you wish, you could extinguish the flame.

Select either "Extinguish the flame", or "Leave the torch for now". Extinguishing the flame allows igniting another or the same oil color to try on the torch.

OG MOL Torches Lit

Continue lighting the torches and use the appropriate oil color on each torch.

If the six torches are all ignited, and they are done so in the correct pattern, then this action results in a brief screen shake and a text display reading:

The torches have been lit correctly, and the door opens with a boom.

At this time the oils and flint and tinder are removed from the party's inventory.

If the player isn't having any luck or doesn't know which colored oil is needed in a specific torch to open the locked door, then a clickable "Spoiler" is provided below - don't click on it if you want to keep trying to figure it out on your own, as the game intended for a first-time player.

Click the "Solve" button for the correct oil color and torch pattern:

You may have not really noticed that this dungeon level has two locations where there are three triangular shaped formations with raised edges set into the floor.

Torches

There is a set of these on the eastern side of the dungeon, and a second set in the adjacent room to the east of the torches.

These shapes are colored. Take note of the colors, and match the Blue Oil, Purple Oil, and Red Oil to each floor pattern with the two rows of torches.

Ignite the torches using the same color pattern as is seen on the floor formations. Doing so will unlock the door on the north side of this room.

Explore the final room[]

After the torches were lit in the correct fashion, the double gated door opens on the north end of the torch chamber.

After opening, no creatures or other signs of life are noticed stemming from the area. If there is anything beyond, the sheer magnitude of the sound created would have awakened the dead anyhow.

OG MOL Rock Garock

When ready, enter to find out what waits beyond.

Ahead can be observed two hulking Minotaur creatures, adorned with skulls, ears, and various scalps of their victims.

These are Rock and Garock. They wield impressive, razor-sharp enchanted axes.

Behind these two are a pair of sturdy reinforced strongboxes/safes, secured to the stone floor.

OG Garock

If either of these brutes detects a party member one or both of them will roar out a remark, and then rush forward and attack the nearest enemy.

Seconds later, animations of summoned creatures will form in the chamber, eventually manifesting as four Ice Salamander foes with icy spears.

The two minotaur will most likely have enabled their warrior High-level class ability powers as well.

Assuming the party is victorious, collect any valuables from the fallen and then inspect the strongboxes - expect that they'll be locked, and possibly rigged with a trap.

If the party is able to open them, several treasures are found, and something unusual, identified as the Crystal Mallet.

Break into Carston's Bell jar[]

With both the Crystal Mallet and the information gleaned from the Diary of Carston's Apprentice, the party can now get to Carston inside the invulnerable Bell Jar with the Machine of Lum the Mad.

When ready to do so, proceed to Carston and hover the cursor over the Carston/Bell Jar and click on it.

OG Belljar Mallet

As long as the party has possession of the Crystal Mallet, then a dialogue box will present and allow the party to proceed with the process of using the Crystal mallet.

Make a selection from the choices offered in the dialogue box.

If for some reason the party doesn't have the Diary of Carston's Apprentice to refer to, then the player will have to guess how many times the Crystal mallet will be struck against the Bell Jar.

An incorrect response will allow Carston to retaliate against the party, and an offensive spell will be directed at the character who used the mallet.

OG Break Bell Jar

On the other hand, if the party did read the diary, then they'll know exactly how many times the mallet should strike the Bell Jar.

Carston will cry out during a short cut scene and then plead for mercy and blame his actions on the machine.

The party can let Carston go or they let him know that he'll have to pay for his evil deeds.

See Carston's article page for more details about this.

Regardless which approach the party takes with Carston, the party will end up with Carston's Journal, and that contains the information needed to manipulate the controls on the machine and open the portal to the lower reaches.

The party also has an opportunity to refer to the various Handwritten Note papers collected in Watcher's Keep, and if desired, see if the machine can provide some benefits to various party characters that the notes hint at. See the Machine of Lum the Mad for further information about that.

When the party is finished here, they can exit and reenter this dungeon from the exterior of the keep from one of the portals or proceed to the lower reaches and the unknown with the other portal.

So ends the exploration of this dungeon level.

When ready to do so, take the portal to the next dungeon level, marked on the map as "To the Lower Reaches" and linked Here.

Creatures[]

Enemies for Machine of Lum the Mad area only (not Githyanki or Illithid encampment areas)[]

Random enemies, alphabetical order (from hidden spawn points)[]

Treasure[]

Note: The "T" (for Treasure) numbers correspond to the InfoBox "Map Notes" graphic selection

T1[]

T2[]

T3[]

T4[]

T5[]

T6[]

T7[]

Rock and Garock[]

T8[]

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Mod gallery[]

Portraits from Portraits Portraits Everywhere

Mod screenshot gallery[]

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