Baldur's Gate 2 Online Walkthrough by Montresor

Watcher's Keep: Outside  |  Ritual Level  |  Elemental Level  |  Maze Level  |  The Machine of Lum the Mad  |  The Final Seal  |  The Imprisoned One
Shadows of Amn  |  Throne of Bhaal  
About the Walkthrough  |  Organization of the Walkthrough  |  About the Maps  |  About the Author  |  Where to Begin
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This is the second level of Watcher's Keep. It once belonged to four mages, each specializing in their particular element. Now only their libraries and laboratories remain. And, of course, some of their more dangerous creatures.

And one thing more remains. A Chromatic Demon, which you must free in order to get to the next level.

The numbers here more or less reflect the order in which you should do the level.

  1. This is where you arrive on the level. The Chromatic Demon in its cage immediately speaks to you.

    To make a long story short, the only way to get to the next level is to free the Chromatic Demon. To do so, you must collect the scepters of the four mages who once ruled this level.

  2. This portal leads to the Outside Area.

  3. This portal leads to the Maze Level. It will only be active after you have freed the Chromatic Demon.

  4. This is the Fire Mage's library. Kill the two Fire Giants who guard it, then make sure to search for traps!

    The table at (x=1410, y=1050) contains 6 Potions of Superior Healing, an Agni Mani Necklace, a few books, and a lot of throwing axes.

    The bookshelf at (x=1210, y=1220) contains only minor treasure.

    The bookshelf at (x=1020, y=1070) contains minor treasure and 20 Darts of Wounding, 40 Arrows of Fire, 40 Arrows of Ice, 40 Acid Arrows, and 40 Bolts of Lightning.

    The bookshelf at (x=1030, y=930) contains mundane Throwing Daggers.

    The table at (x=1140, y=870) contains 4 Antidotes, a Handwritten Note, and a copy of Elminster's Ecologies.

    On top of the trapped pillar at (x=1260, y=965) you can find a Potion of Cloud Giant Strength, 5 Potions of Superior Healing, 40 Arrows +3, 40 Bolts +3, 20 Bullets +4, and a Wand of Cursing.

    The small desk at (x=1370, y=860) is also trapped and can be looted for the Fire Library Note, 20 Darts of Wounding, 20 Darts of Stunning, and 20 Darts +1.

  5. Here you will meet an Imp who tells you that the mages of the level have probably killed each other long ago, and that you should start up the magical fan again. It then leaves.

  6. Here is the Air Mage's laboratory. Click the contact in the middle to start up the giant fan. You can then click the contact repeatedly to set the fan on HIGH or LOW.

    Once you start the fan, you will be attacked by a couple of Greater Air Elementals, a couple of Lesser Air Elementals, and the Guardian of Air who drops the Air Scepter.

    Since the room will be buzzing with electricity once you start the fan, you will want to send in someone who is protected from electricity; for example Jaheira if she has the Harper Pin.

  7. Here is the Air Mage's library. It is protected by a few Iron Golems, Sand Golems, and Ice Golems. And of course there are a couple of floor traps.

    Loot the bookshelf at (x=2600, y=1000) for 40 Bullets +2, 20 Bullets +3, and 40 Bolts of Lightning.

    The bookshelf at (x=3000, y=860) contains the Air Library Note.

    The table at (x=3100, y=940) contains 40 Darts +1, 40 Bolts of Lightning, 40 Bullets +1, 20 Sunstone Bullets +1, 3 Antidotes, and minor treasure.

    The bookshelf at (x=3210, y=1000) contains a Handwritten Note and a copy of Elminster's Ecologies.

  8. Here is the Slime Mage's Library. It is protected by Spiders, including Mutated Spiders that cause severe poisoning. So try to have characters who are immune to poison on the front line.

    You probably also guessed that the area is heavily trapped.

    The bookshelf at (x=2560, y=2100) contains 40 Arrows of Piercing and a copy of Elminster's Ecologies.

    The bookshelf at (x=2880, y=1880) contains the Key to the Slime Laboratory, five Antidotes, and random treasure.

    The bookshelf at (x=3000, y=2220) contains 40 Bolts of Biting, 80 Acid Arrows, and minor treasure.

    The bookshelf at (x=3220, y=2120) contains 5 Potions of Extra Healing and the Slime Library Note.

  9. Here is the Slime Mage's Laboratory. It is guarded by variety of poisonous creatures: Poison Mists, Green Slimes, and a Giant Snake. So long as the poisonous fog remains in the room, the snake cannot be harmed. So ...

    1. Open the door from the Slime Mage's Library.

    2. Everyone then goes back to the Air Mage's Library at 7.

    3. Make sure all doors between the Air Mage's Laboratory at 6 and the Slime Mage's Library at 8 are open.

    4. One of your characters goes to the Air Mage's Laboratory at 6 and sets the fan on HIGH.

    5. Attack the Slime Mage's Laboratory from the Air Mage's Library. The fan will blow the noxious gas out of the Laboratory and you can kill the creatures in there. The Giant Snake drops the Slime Scepter.

      Loot the central pool for the Flail Head (Poison) and 5 Antidotes.

    6. Go back to the Air Mage's Laboratory at 6 and set the fan back to LOW.

  10. Here is the Ice Mage's Library. It is protected by an assortment of Mists and Wraiths. Watch out for level drains, and as usual you should check the room carefully for traps!

    The trapped bookshelf at (x=1330, y=1940) contains a Wand of Spell Striking and a Star Sapphire.

    The desk at (x=1280, y=2060) contains 40 Bolts +2 and 40 Bolts of Lightning, plus a copy of Elminster's Ecologies.

    The little table at (x=990, y=2110) contains 40 Arrows +2, 5 Arrows of Dispelling, the Ice Library Note, a Horn, a Scroll of Identify, and minor treasure.

    The bookshelf at (x=1300, y=2350) contains 40 Arrows of Fire and 40 Arrows of Ice.

    The bookshelf at (x=1600, y=2140) contains a Handwritten Note.

  11. Here is the Ice Mage's Laboratory. It is protected by Ice Mists and Ice Golems. To make them vulnerable:

    1. Open all doors between the Air Mage's Laboratory at 6 and the Ice Mage's Laboratory. Make sure the door between the Ice Mage's Laboratory and the Ice Mage's Library is closed.

    2. Set the fan in the Air Mage's Laboratory at 6 to HIGH. The Slime Mage's poison is blown into the Ice Mage's Laboratory, weakening his creatures.

    3. Now attack the laboratory and kill the creatures. The Ice Golem drops the Ice Scepter and a Horn.

    4. Now close at least one of the doors between the Air Mage's Laboratory and the Ice Mage's Laboratory, or go back and set the fan on LOW. You'll need the room free of poison in a moment.

  12. Here is finally the Fire Mage's Laboratory. It is protected by a Fire Giant who can't be hurt. Moreover, the central pool of fire will summon Greater Fire Elementals.

    The trick is to lure the Fire Elementals down into the Ice Mage's Laboratory at 11 where they will freeze to death. Once you have lured four elementals down there, the Fire Giant will be vulnerable. Kill him for the Fire Scepter, the Helm of the Rock, and minor treasure.

  13. Which all brings us back to the Chromatic Demon. Time to set him free. But as you just might have guessed, he will not be very peaceful once he gets out.

    From the four Library Notes you can learn that:

    - Ice is vulnerable to Fire.
    - Fire is vulnerable to Ice.
    - Slime is vulnerable to Electricity.
    - Air is vulnerable to Acid and Poison.
    - And also quite important: The Chromatic Demon is next to invulnerable to physical attacks and he regenerates quickly.

    So, just wait until he appears in the form you prefer to fight and then free him. When he is free and attacks, pelt him with spells he is vulnerable to. This is most likely to be the Ice Golem form, since you will probably have access to plenty of Fire magic like Flamestrike, Melf's Minute Meteors, Comet, etc.

    For freeing the Chromatic Demon, each party member gets 20,000 XP.

    For killing it, the party gets 55,000 XP, and the demon drops the portal key, Ixil's Spike, and the Circlet of Netheril.

    Now just grab the portal key and jump through the portal at 3 to find yourself on the Maze Level.
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