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Spoiler - SoU Help in the Kel-Geras Tomb
Posted: Wed Sep 14, 2005 10:10 pm
by btyfiles
I can't seem to open the secret door to the "treasure room" on the first floor of the Kel-Geras Tomb. I know it's there but I can't seem to figure out the secret. Does it have something to do with my characters abilities or skills? Please help.
Posted: Wed Sep 14, 2005 10:19 pm
by Faust
[QUOTE=btyfiles]I can't seem to open the secret door to the "treasure room" on the first floor of the Kel-Geras Tomb. I know it's there but I can't seem to figure out the secret. Does it have something to do with my characters abilities or skills? Please help.[/QUOTE]
There are a number of secret rooms or passage in the Tomb. Can you be more specific? One path, is only available to paladins (it contains the Holy Avenger).
Posted: Thu Sep 15, 2005 3:24 pm
by btyfiles
According to the walkthrough on the GameBanshee website there is a secret door on the north wall in the room where you fight the Blackgaurd. There even appears to be some smoke coming out from under the wall/door.
Thanks.
Posted: Fri Sep 16, 2005 5:55 am
by ladyblack
But your character has to have a high enough "Spot" skill to find the door. My Wizard can't, so she's now completely stuck.
Posted: Fri Sep 16, 2005 6:07 am
by Xandax
There isn't any secret doors in Kel-Geras Tomb which you *have* to go through as I remember it.
Posted: Mon Sep 19, 2005 5:14 am
by ladyblack
It's the one where you can go one way if you're a Paladin, or through the secret door, or through the fireballs. I'll have a look at the map, but I was following the official walkthrough and it seemed to think this was the route I *had* to take. I've tried gettting her through the fireballs, and whilst I sometimes make that, my henchman doesn't. And then my wizard gets fried whilst she's wondering what to do next.
Posted: Thu Sep 22, 2005 12:43 am
by Jinjer
Tell your henchman to "Stand your ground" and he/she will stay where he/she is. Then go through and pull the levers to deactivate the fireballs

Posted: Thu Sep 22, 2005 1:38 am
by Xandax
As far as I recall from my poking around back when I played, the levers on the floor infront of each intersection slow down the fireballs a little per pull up to 10 which then resets the "speed". But I can't remember for sure - it is quite some time ago.
But I never tried it, I just ran through

Posted: Thu Sep 22, 2005 5:50 am
by Jinjer
I think I remember that if you get through the fireballs they automatically deactivate. But it was long ago and I don't remember correctly...

Posted: Fri Sep 23, 2005 5:16 am
by ladyblack
I tried pulling the levers, and didn't see much of a dfifference, however, I got through the fireballs the third time through and for some reason, Deekin was completely undamaged. Still not sure how I did it!

The fire balls did indeed stop after that.
I tried doing this bit with my Paladin, and managed to get her through to the room with the Holy Avenger. The only problem was she couldn't cope with the monk's reflexes, even using her HA, and Hasted by Deekin.
Oh well, I moved on, I might go back when she's a much higher level, just so she can have the satisfaction of killing him, heh heh.
Posted: Fri Sep 23, 2005 5:54 am
by Xandax
[QUOTE=ladyblack]I tried pulling the levers, and didn't see much of a dfifference<snip>[/QUOTE]
As I recall - it was also about 0.1 sec. per pull up to a max of 10 pulls (1 sec delay). Not something you'd notice per se.