But when I returned to the 2nd level, all the doors that I had
carefully left open were shut. Including the ones which were supposed to
open when I picked up the relevant wardstones. I'm stuck, in an area
that consists of the following:
- the entry chamber
- the chamber to the southwest (with the two statues that can be
activated to trigger opening two doorways from the entry chamber)
- the chamber to the northwest (accessed by activating one of the two
statues in the southwest room), the one with the practice dummies.
- the chamber to the southeast of the entry chamber (accessed by
activating the other statue): the one with the three wardstones in, and
the hidden stash in what looks like a grandfather clock. The opposite
door in this room was once open, but seems to have shut itself when I
left the level.
- the bedroom to the northeast of the entry chamber. Both the northwest
and southeast doors from this room were open when I left the level: they
are shut and locked now. The southeast door is particularly annoying, as
it provided access to the room with the levers that control eleven
doors.
However, I'm blocked off by the following three doors:
- the southeastern door out of the southeastern chamber (where the
three wardstones of Fuernebol, Islanne and Kiel were found)
- the southeastern door out of the bedroom chamber (leading to the room
with the levers)
(These two doors block off my access to the room with the levers,
the heavily trapped (and now disarmed) room south of that, and the room
with two other doppelgangers south of *that* which appears to have a
lava river running through.)
- the northwestern door out of the bedroom chamber (which blocks off my
access in all other directions, including potentially to the lava-river
room from the south.
None of these three locks can be picked. None of them can be forced
open. None of them answer to dropping any of the wardstones and picking
them up again. And there appear not to be any other triggers *this side*
of them, to open them. Attempting to cast Knock on one of the doors (the
northwestern one) crashed the game.
Furthermore: Bashing two of the practice dummies appears to open
two doors, but none of them are the doors that *I* need to be opened.
Bashing the third practice dummy (the one on the left) appears to do
absolutely nothing.
What gives? Have I locked myself completely out of the rest of
Durlag's Tower? How in hell's name did I open the southeastern or
northwestern doors out of the bedroom in the first place? (I suspect it
was getting a wardstone, in each case, as it certainly wasn't a statue
trigger. I'm still carrying all my wardstones.)
HELP!!!
Jonathan.
the problem was, I was locked *out* of the room with the levers.
:-( Couldn't get into it from the left (out of the right-hand entrance
of the "bedroom" where you face three greater doppelgangers at once and
get Kiel's Helmet, or the right-hand entrance of the room with the three
wardstones), or from the right (out of the left-hand entrance of the
"bedroom", then follow all the way right around the edge of the level
killing off everything and disarming the traps as I go), because all the
three doors I could have gone through to get into the lever room were
*locked*.
In any case, quitting and restoring from a slightly older save
worked - in that, this time, the western door from the bedroom was open
when I returned to the level. Given that it was the same autosave as had
presented the problem of the door being *shut* the previous time, this
was something of a surprise... But I survived and made it to level 3 of
the dungeon. Where I am finding so many arrows that I really have no
clue what to do with them, even considering that they can be shot at
monsters...
Jonathan.
It's a "normal" (as defined by some sadist programmer?) behavior
of that level, not a bug. Anyway, you can re-open the door by
the same way as before (sometimes, not necessarily always). Or
use the switches.
Hint: The (same?) sadist made it possible to manipulate the
switches without actually entering that room.
--J
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