Great, stuck in Durlag's Tower 2 :(
Widu
Member Posts: 5
Just to be sure it's not me doing something wrong, here's the walkthrough:
2- STATUE ROOM:
Now head southwest into a room with a number of statues and two secret doors. Two of the statues can be rotated. Activate the lower statue by rotating it to open the door to a bedroom that leads off the round room where you entered. You will get a message that says: The halls resonate with the sound of grinding stone. A door has opened somewhere nearby". While here also check out the pedestal at the far end of the room for loot, be careful its trapped and locked but contains a pearl, 346 gold pieces, four potions of healing, an antidote potion, a scroll of Greater Malison and five scrolls of Haste. Now head back to the NE and find the bedroom you just opened (we'll activate the other statue to open the Practice Chamber room later).
So far so good.
3- BEDROOM:
Colored Rune Stones: In this room you will find three colored rune stones. As you enter the room two more secret doors should be outlined in red. Neither will open at this juncture. In the center of the room there is a seating area with a chest. Open it and retrieve the red rune stone. As soon as you do this a secret door opens to the SW that leads back to the statue room. A figure appears in the corridor behind the secret door, now open, who is identified as Durlag Trollkiller. Don't be fooled. Durlag is long dead, so this must be a doppelganger. Get ready for a fight because as soon as the figure finishes his dialog he transforms into a greater doppelganger and launches a fireball into the room. Pummel this cretin and retrieve a diamond off its corpse. Be prepared for more doppelgangers in disguise on this level. Now you can enter the secret passage and pick up another book off the floor that reads:
�Foul mimic of the mortal man; �T was in my shape they killed Islanne'.
Now on either side of the bed you will find chests each containing another colored rune stone, one orange and one green. When you pick up the orange rune stone you should hear the Practice Chamber Room door open. If not, we can open it with the other gargoyle.
Also in the room is a locked closet containing an Adventurer's Robe, scrolls of Domination, Spirit Armor, Remove Curse and Monster Summoning II, Darts of Wounding, Darts +1 and Bullets +2.
Yep, door to the opposite room opens upon taking the stone.
4- SPARRING CHAMBER ROOM:
Getting In and Disarming the Traps: The doors to this chamber are opposite those of the bedroom leading off the round entry room. Do not enter at this time as the floor has seven closely packed traps and another doppelganger is waiting to ambush you. Rather, take your party back to the gargoyle room where the secret passage door should now be open as well. If not, you can open the main door by rotating the upper gargoyle, but notice when you do this that the doors to the bedroom simultaneously close.
No, it isn't open, neither does using the statue work. Nothing happens, and there's no doppleganger in the room either. No way to open any stupid door except for those already used.
...now I remember why I didn't like TOSC in the first place.
Any thoughts?
2- STATUE ROOM:
Now head southwest into a room with a number of statues and two secret doors. Two of the statues can be rotated. Activate the lower statue by rotating it to open the door to a bedroom that leads off the round room where you entered. You will get a message that says: The halls resonate with the sound of grinding stone. A door has opened somewhere nearby". While here also check out the pedestal at the far end of the room for loot, be careful its trapped and locked but contains a pearl, 346 gold pieces, four potions of healing, an antidote potion, a scroll of Greater Malison and five scrolls of Haste. Now head back to the NE and find the bedroom you just opened (we'll activate the other statue to open the Practice Chamber room later).
So far so good.
3- BEDROOM:
Colored Rune Stones: In this room you will find three colored rune stones. As you enter the room two more secret doors should be outlined in red. Neither will open at this juncture. In the center of the room there is a seating area with a chest. Open it and retrieve the red rune stone. As soon as you do this a secret door opens to the SW that leads back to the statue room. A figure appears in the corridor behind the secret door, now open, who is identified as Durlag Trollkiller. Don't be fooled. Durlag is long dead, so this must be a doppelganger. Get ready for a fight because as soon as the figure finishes his dialog he transforms into a greater doppelganger and launches a fireball into the room. Pummel this cretin and retrieve a diamond off its corpse. Be prepared for more doppelgangers in disguise on this level. Now you can enter the secret passage and pick up another book off the floor that reads:
�Foul mimic of the mortal man; �T was in my shape they killed Islanne'.
Now on either side of the bed you will find chests each containing another colored rune stone, one orange and one green. When you pick up the orange rune stone you should hear the Practice Chamber Room door open. If not, we can open it with the other gargoyle.
Also in the room is a locked closet containing an Adventurer's Robe, scrolls of Domination, Spirit Armor, Remove Curse and Monster Summoning II, Darts of Wounding, Darts +1 and Bullets +2.
Yep, door to the opposite room opens upon taking the stone.
4- SPARRING CHAMBER ROOM:
Getting In and Disarming the Traps: The doors to this chamber are opposite those of the bedroom leading off the round entry room. Do not enter at this time as the floor has seven closely packed traps and another doppelganger is waiting to ambush you. Rather, take your party back to the gargoyle room where the secret passage door should now be open as well. If not, you can open the main door by rotating the upper gargoyle, but notice when you do this that the doors to the bedroom simultaneously close.
No, it isn't open, neither does using the statue work. Nothing happens, and there's no doppleganger in the room either. No way to open any stupid door except for those already used.
...now I remember why I didn't like TOSC in the first place.
Any thoughts?
Post edited by Tresset on
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Comments
Remember that there are 2 statues to turn, and at this point we're talking about the other one, not the one you used first. And to turn a statue, your character must be already standing right next to the statue - it'll ignore you if you're too far away. Otherwise, you can also manipulate some of the doors by placing the coloured wardstones in the practice dummies of matching colour to each wardstone (i.e. red wardstone in red dummy, etc.), which might (or might not, but worth trying) get you out of a stuck situation.
If none of that helps, then ... it might be time to cast "Power Word: Reload" and re-enter the level.
Re-entering the level makes no difference either
I suggest sending a savegame which exhibits this problem to support@beamdog.com.
I would recommend to you to look up/find an online walkthrough for the level. This is one of the trickier levels in the entire game, and you may be missing a step. I can tell you that I got through this on the iPad version without a hitch a few weeks ago (pre 1.2 patch) but it was NOT trivial. There's A LOT you can miss.
For right now I'm just skipping Durlag's tower because I can't wait to get to BG2EE.
For some reason doing this returned the items to my inventory (without me getting them from the furniture) and opened the next door.
I found this solution by searching these forums. It seems even at 1.2, BGEE is a bit buggier than the original. (I'm experiencing the "unkillable wolfwere bug" right now, too).
@Sivar, Seriously though, thanks for the tip.
My solution was to attack the training dummys (as per @atcDave), which worked to open the doors.
Lets start at the point at which you have taken all the wardstones from the bedroom. Once you take all three wardstones two things should happen. First the wooden door to the target practice room should open (triggered by taking the orange wardstone). Second the doppelganger will start its dialog and teleport sequence (triggered by taking the red wardstone). The doppelganger's sequence itself triggers the closing of the wooden door to the bedroom and opens the secret door from the bedrom to the statue room. IT DOES NOT OPEN THE SECRET DOOR FROM THE SPARRING ROOM TO THE STATUE ROOM!!! The two statues in the statue room will ONLY OPEN THE MAIN WOODEN DOORS TO THEIR RESPECTIVE ROOMS!!! THE ONLY WAY TO OPEN ANY FURTHER DOORS FROM THIS POINT IS TO ATTACK TARGET DUMMIES!!! The target dummies will only open doors if you have the same color wardstone obtained from the bedroom in your possession! Attacking the red target dummy opens the wooden door to the bedrom if it is not already open. Attacking the green target dummy will open the door to the throne room if it is not already open. ATTACKING THE ORANGE TARGET DUMMY WILL TRIGGER THE ENCOUNTER WITH THE SECOND DOPPELGANGER AND OPEN THE DOOR FROM THE SPARRING ROOM TO THE STATUE ROOM.
Thus everything is working as intended and this is not an issue. The walkthrough is, however, very stupid.
Let me know if you want to do an updated 100% factual walkthrough, I would be game.
Luck and loot,
Mereinid