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Hall of the Watchers

The Hall of the Watchers is an area in Deeptower.

Overview

Hall of the Watchers Map

Hall of the Watchers Map

Perhaps the most interesting area of the game, the Hall of the Watchers is where the Watchers and members of the Stone Circle congregated. Watchers were clay golems built to improve productivity amongst the peasants and to make sure the Society of Crossed Beams did not overexert their irresponsible power. They were stout, powerful in case they needed to enforce discipline, and had one large purple eye. They were stationed at work sites through Deeptower's history.1

The Keeper's Chamber contains a boss fight with a reanimated Watcher. Defeating it will give you Watcher's Armor. Probably the worst “combat” in the game, as it requires no sword-swinging and just requires you to look at it for a prolonged period of time while dodging attacks.

Sub-Areas

Watcher Secret

Breakable Wall in Inner Corridor
  • Archive Hall
  • The Burrow2
  • The Deep Passage
  • Digger's Refuge
  • Divination Chamber
  • Guard's Room
  • The Inner Corridor
  • The Keeper's Chamber
  • The Low Chamber
  • The Outer Corridor3
  • Watcher's Landing
  • Wizard's Archive
  • The Wizard's Armory4
  • The Wizard's Mess Hall

Enemies

  • Reanimated Watcher

  1. No Watchers made it into the final game, making this area rather boring. The clay constructs would have roamed the halls, imposing a Metal Gear-esque stealth section that would have surely spiced up the gameplay. 

  2. There were scrapped plans to make this a secret passage, but Don got rather attached to the idea that it would be part of the main game. 

  3. The Dragon was supposed to fly by the windows here, spewing fire through the openings. Narratively, it would have served to set up the final boss and introduced a fun timing puzzle for players to walk through. This was cut by EXPERITEC management who could not see that details like these make or break a game. 

  4. Quite innovative for its time, the Wizard's Armory would have featured a robust enchantment system for your weapon. By placing your sword in the carved groove and a Magick Stone in the inset, you could imbue your sword with various magical abilities such as Fireball, Second Wind, Grow, Enhanced Swing, Flicker, Sharpen Edge, Ice Blast, Poison Spray, Holy Blade, Glowing Metal, Extend, Summon Rat, Lightness, Detect Creature, Detect Magick, and many more. Despite various Mipsco developers being supportive of the idea, this was ruthlessly excised from development for complaints that it would be "out of scope" or too difficult to implement, nevermind the fact that several programmers were willing to do it. I just don't understand their thought process here. It's so incredibly short-sighted and illogical.