Neverwinter Nights: Hordes of the Underdark - Walkthrough (English)

Current version: 0.25 - February 7th, 2004.



Written By: Rune Hansen - thunderztorm@hotmail.com

If you wish to write me with corrections/additions, please write hotu wt as

topic.









Table of Contents:



[i] - Version History

[ii] - Introduction

[iii] - Legal Info

[iv] - My Character

[v] - Walkthrough

[vi] - Henchmen List

[vii] - Wanted Information











[i] - Version History



0.1 (feb 6th 2004) - Started working on it.

0.2 (feb 8th 2004) - Chapter One written and completed.

0.25 (feb 9th 2004) - added first four parts of chapter 2.

0.26 (feb 10th 2004) - Minor corrections and additions.





[ii] - Introduction



Oi, my first real attempt at making a genuine walkthrough for a game.

Allthough I've spent a lot of time playing, I've never really had the time

to write one.

Either way, you are right now reading my very first walkthrough,

feel free to mail any additions, forgotten things, mistakes and suggestions

to the mail mentioned above.









[iii] - Legal Info



This document was written by Rune Hansen. Please do not post it, copy it

or any other of all those copyright thingies (bear with me here, you all

know what it's supposed to say, but legal english and me is not a good match).

Either way, if you really, really want to post this somewhere then just mail

me (thunderztorm@hotmail.com) and ask - as long as you don't change the

document, I'm fine with it. Really. I am. Latest version of this walkthrough

is available at www.gamefaqs.com.







[iv] - My character



Since my SoU-char got pretty boring already through SoU, I've decided to

start with a new char. I'll make a few pros/cons to both ways:



SoU-char: You keep all cash, allthough your equipment is lost.

You are however, or at least I was, "only" level 12.

New char: No cash, no gear - but you're level 15, even before you see an

enemy. I highly suggest you pick a class you've played before, since knowing

your char's strenghts and weaknesses is imperative for success in this game.



Since I don't follow my own advice, my character was a pure paladin, a class

I admire, but rarely play (due to my desire to pick locks, remove traps and

the likes). Either way, my char was pretty simple:



Female Human Paladin (level 15) - str: 16 dex: 10, con: 14, int: 10,

wis: 14, cha: 15. Pretty basic layout for a pally I believe. Oh well,

let's get started on this, shall we?







[v] Walkthrough:





Chapter 1:

[1.1] - The Yawning Portal - Top Floor.

[1.2] - The Yawning Portal - Primary Floor.

[1.3] - Waterdeep.

[1.4] - Undermountain - Entry Chamber

[1.5] - Undermountain, Level 1 - Central.

[1.6] - Undermountain, Level 1 - North.

[1.7] - Undermountain, Level 1 - South.

[1.8] - Undermountain, Level 2 - Central.

[1.9] - Undermountain, Level 2 - South.

[1.10] - Undermountain, Level 2 - East.

[1.11] - Undermountain, Level 2 - North.

[1.12] - Undermountain, Level 3 - Central.

[1.13] - Undermountain, Level 3 - North.

[1.14] - Undermountain, Level 3 - West.



Chapter 2:

[2.1] - Lith My'Athar

[2.2] - Shaori's Fell

[2.3] - The Isle of the Maker - Island + Level 1

[2.3] - The Isle of the Maker - Level 2 + 3



[1.1] - The Yawning Portal - Top Floor.



If you, like me, created a character from scratch, you'll start out by

levelling up to 15. How you do that is your choice, there is no Best Way to do

this, we all know that. When you're done, rest, and watch a sweet cutscene of

an angry drow matron and her loyal followers telling about how you're the

Chosen One. Like in all other games, you are no mere adventurer. You are ALWAYS

the CHOSEN ONE. When you wake up, a drow assassin is stealing your stuff. Kill

the culprit. If you loaded your SoU char, that would actually be all the cool

gear you had with you from SoU in that chest. Don't worry though, you will have

a chance of getting it later, after you found better gear of course.



Now, another female joins the party. This turns out to be the innkeeper's

daughter, Tamsil. She's of course sad that you lost your gear, and tells you

to go to the armory to get some replacement stuff.

Ask her everything to get a bit of basic knowledge about the situation in

Waterdeep. Remember to loot the drow for a blue ioun stone, a drow dagger and

a trap kit.



Let's have a look at your remaining gear. A wee dagger, a Relic of the Reaper,

a rogue stone (for use by the relic of course) and a worn book.

The book is the story of Undrentide, written by a certain little kobold who

used to be the servant of a white dragon. The Relic is this game's version of

the Stone of Recall or Town Portal - whatever you wish to call it. Either way,

you can find out about it by reading the description, or taking a trip to your

little pocket plane and talking to the Reaper himself. You even have a journal

entry about it, try checking your completed quests.



Go out of your room, and to the right to get to the armory. It even has a

convenient sign. Check everything, take everything, the stuff you can't use

will do nicely for giving you a little starting cash. Don't sell the rogue

stones however, you'll need those for your relic. you can go talk to the

fellows in the common room. If you're really polite with Tanarell and asks

him for all advice about Undermountain, it gives you 200xp.



If you don't care about loosing alignmentr, you can break into the empty rooms

and loot the stuff located there. There's no special equipment or anything tho,

so you won't loose much if you don't do it.





[1.2] - The Yawning Portal - Primary Floor.



In the first room, you'll meet a few familiar names (If you played the original

NWN campaign that is): Daelan Red Tiger, Tomi Undergallows, Linu La´Neral and

Sharwyn. These four are right now a group of adventurers seeking glory, fame

and the 100.000 gp award for rescuing Waterdeep. You can talk a bit to them to

get some information. No big details, but don't worry, you haven't seen the

last of these four buggers.



Talk to Parley and listen to her story. Be polite and friendly,

and she'll cast Bull's Strenght on you. At least, that's what she does

if you are a melee class - any info about spellcasters would be appreciated.

Talk to Drezzy for a funny story about his heroic deeds - no reward this time,

except for the little laugh.



Enter the door to the main room. You'll be teleported into a scene

with all the heroes who have come to assist Waterdeep and the man

himself, Durnan.

After a little chitchat you'll get interrupted by a group of drow.

Whack 'em one way or the other, and follow the others into the well room

where another drow party is attacking. Whack 'em like the rest,

watch the cutscene, and talk to Durnan again.



Now it's time to take it easy for a second, just like Durnan tells you to.

First, let's get rid of all that gear we took at the armory. Talk to White

Thesta, she's the very first merchant you'll meet. She'll also give you a Rod

of Resurrection in case the four fools get killed in their assault. Keep that

one, you'll need it later.



NOTE: This place would be a GREAT idea to make your first bind spot. It's close

to healer, Durnan and a merchant as well. Besides, you need to learn the system

of the Reaper anyways, so here's a good place to start.

Don't worry too much about the rogue stones, there are quite a few in

undermountain.



There's also a possible henchman here, the ever-funny kobold Deekin.

Wether you want him or not, you should at least take him into your party

and take all his stuff, he does have some decent gear actually.



Deekin: Reptilian, True Neutral

Bard (14)

Red Dragon Disciple (1)

STR: 8

DEX: 12

CON: 15

INT: 10

WIS: 10

CHA: 18

He's a pretty good bard, and, in due time, he'll be a decent

Red Dragon Disciple - if you let him, that is.

Either way, he does have a lot of funny comments throughout the game,

and you really should take him with you at least on one runthrough,

just for the comments. If you lack lore or general buffs, Deekin's your man.

Besides, he's a decent shot with his crossbow as well.



That's pretty much it here. There are two possibilities now. Either proceed

down, or go to Waterdeep.





[1.3] - Waterdeep.



You'll be confronted by a guard, but nevermind him, he'll back off once he

finds out who you are. There are two shops here, one armor/weapon and, of

course, a magic shoppe. Both of which have some neat items, at least for the

first part of the game. Both has some pretty funny dialogue by the way.

At the magic shop you can also watch a cutscene of the drow attack on

Waterdeep's Academy. Buy what you need (or can afford), and go to the

northeastern part of the area to battle some duergar. When you're all done,

re-enter the Yawning Portal, and proceed downwards into Undermountain.





[1.4] - Undermountain, Entry Chamber.



A goblin will speak to you on the double. You can talk to him and get a lot of

basic info on what's going on in Undermountain. In the end, if you send him up

as well as return up yourself, you'll be able to get Durnan to hire the little

bugger as a cleaner. You can also tell the new information to Durnan, and, with

good enough persuade, convince him to give you 18000gp. Nice little reward for

that tidbit of info, and your alignment doesn't change at all. If you need more

shopping, do it while you're here, because next stop is Undermountain. Oh btw,

whack the skelly that spawn when you get close to the entrance.

By the way, each time you get new info about Halaster, you can go see Durnan

and get a similar reward. It's around 20.000 gp everytime, so it's worth the

trip, that's for sure.





[1.5] - Undermountain, Level 1 - Central.



In general, if you're not a trap-finder, beware of traps down here. Also, there

are many portals, I wouldn't use them though, since they teleport you around

seemingly random. I prefer to just walk around and explore, but of course,

it's a matter of preference. The enemy here consists mainly of Ogres, Trolls,

Harpies and a single group of Drow and Duergar like the ones at the inn in the

beginning. There's loads of secret doors by the way, so a good search skill is

of major use. Some of the doors lead to nothing, others to treasure. Oh by the

way. All over the level you'll find locked chests. If you're not a thief

yourself, the only option is to bash them. A few of these might take quite a

while to bash, but every single chest is possible to break - at least Daelan

can do it ;)



One of the first things you'll encounter is the body of Sharwyn. Resurrect her

and let her join you if you so wish. If you don't want her to join up, she'll

return to Durnan:



Sharwyn: Human, True Neutral

Bard (7)

Fighter (6)

STR: 14

DEX: 18

CON: 12

INT: 13

WIS: 10

CHA: 20

I haven't got any real experience with Sharwyn, so I will be honest and tell

you that I have no idea wether or not she's a cool companion.

You will need to get her some equipment before she's worth anything though

- she has no equipment at all.



Let's explore further. You'll soon notice a group of colored pillars.

You can't do anything with them yet, but once you've located enough colored

rods, you can open the entrance to level 2 there. It's rather simple,

you start with the lever all to the right, pick one of the colums all in

the back, and insert a rod of the same color. Repeat that until you get a path

through the cube-like thing. Let's wait with that, however, and explore the

entire level 1 - there's a lot of things to do here, so let's get on with it.



The Central part, which is the one we start in, has several places of interest:



To the west, the mirror hall. This place is sorta creepy. Behind every mirror

except one, there is treasure. Don't destroy the mirrors, look into them, and

choose one item to take. After that, the mirror dissapears, so choose wisely.

(read: choose the thing you think is the most valuable). Not the biggest loot,

but hey, it's something. One of the middle mirrors on the east side creates a

copy of you. Hostile as it is, you'll kill copy-you of course. This is also

where the corpse of Daelan Red Tiger is located, let's have a closer look on

this brute as well, shall we:



Daelan Red Tiger: Half-Orc, Chaotic Good

Barbarian (13)

STR: 23

DEX: 14

CON: 14

INT: 10

WIS: 10

CHA: 7

He's a straight-forward melee assault machine, so I assume he's an ideal

partner if you're a mage, and even if you're not, he's still a pretty good

add-on if you lack some punch. He already has a double axe +1 and a pair of

unique gloves, so just put him in an armor (of which there are several in this

area alone) and he's good to go.



To the north we have the Hall of Kings. A lot of skellies are located in

chairs, and in the eastern part you get to talk to Enserric. He's a long sword

(+4 with a little extra as well), so he's a pretty badass sword to be honest.

The catch is, you have to kill all the kings to get it. It shouldn't prove too

hard a fight, but it's still the hardest in this area imo. The loot is worth it

though. Enserric, full plate +4, Staff of Defense to mention some of it. (What

is it with Forgotten Realms and talking swords by the way? It seems there's one

in every game...)



In the southeast part of the map, we have a Grim Statue - which is actually an

Old Blue Dragon. For some reason (prolly something to do with the traps on the

floor - there are loads, but if you don't touch them before you attack the

dragon, it seems it won't attack you), it didn't attack me, so I can't really

say if the fight's hard or not, allthough I assume the bugger is a pretty tough

one. Remember to loot the treasure room after you nail it.



Now, with the central area cleared, we have two choices: North to the ogre lair,

or south to the fairy queen.





[1.6] - Undermountain, Level 1 - North.



This area's enemies are primarily Orcs, Ogres and Trolls. Lots of traps again,

and of course secret doors. Five rooms require specific interest:



All the way in the southwest part, there is a room called The Maze. It's full

of traps, and each traps sets off a series of magic missiles. There are two

ways to this. Either smash the columns that fire the spells, or reach the

northern part and pull the two levers to make it all go away. Of course, with

the two drow marksmen, this is easier said than done, especially for a mage.



In the opposite corner, we got a room with a sarcophagus. Your henchman will

claim it's evil, but go click it anyway (who listens to henchmen anyway?). A

Mummy Lord approaches, so kill it, and loot the sarcophagus afterwards for a

greater amulet of health. Those things are always handy ;)



In the middle room to the north we have a pretty big bunch of ogres, trolls

and orcs. Kill 'em all. The room right west of that is the room of the Ogre

Mage. It is possible to come to an agreement with the ogre mage, and if you

let him run, you get 500xp. If you have Daelean however, be advised that it's

very likely that Daelean, due to his sheer power, just kills the ogre before

you get a chance to talk. Either way, you should kill the bugger, he has some

pretty good loot.

In this room, there is also a way down to level 2 - if it wasn't blocked by

rocks that is. If we could just find some explosives (hint: south part ;p).



Right south of the Ogre Mage's room, there is another Drow/Duergar group.

These ones are different from the other groups in one point, however. They have

GOOD loot. They're still as easy as the others though, so just slaughter your

way through 'em, and enjoy the free equipment.





[1.7] - Undermountain, Level 1 - South.



There are two ways into this area, one at the left part and one on the right

part of the map. Both of course from the Central area. If you take the left

part down, you'll start out in a room with three little Grigs who each summons

a Zombie Protector (notice the three sarcophaguses). There's a little loot in

one of the sarcophaguses.

Proceed southwards through a room with ogres and fairies, and into a room with

cocoons and spiderwebs. In the middle of the room (sort of), you'll get a

web dangling down message. If you fail the reflex save, you'll have to fight

all in all 4 spiders, with the last one being the Queen. None of them are too

tough tho, so it's fairly easy XP. I'd suggest you keep walking over that spot

until you fail it, and whack the spideys. ;)

Proceed south, and go west from that room. In here you'll meet the Fairy Queen.

She'll summon all sorts of animals to protect her while she is invisible

herself, but nothing too hard, especially not if you got Daelan with you.

Like the Ogre Mage, she too will surrender when she reaches near death, and she

will talk with you. If you let her go, you get 500xp. In her treasury, you'll

also find an Alchemist's Keg. This can be used to blow away the rocks blocking

the door down at the Ogre Mage.



On the other side (the right side) of the level, there are four rooms.

The first room you'll enter is a measly short battle with some fairies, the

second is another battle, this time with Duergar. The third room is special

though. There are three gargoyle statues and a lever at each.

Each minute or so, a "skeleton bomb" spawns, when it blows, the gargoyles turn

around randomly. The point is to turn the statues so they point at the door.

It's easy to see, there's a beam toward the door when they point the right way,

pull the lever so they are protected by a force field, thus not turning when

the skelly bomb explodes. Do this to all three and the door blows open,

revealing another treasure room.



The last room, The Bombmaker's Sanctum is pretty hard to get into. As far as

I've understood, there are two ways to get in there. Either bet on the

teleporters to land you in there, or locate the secret doors leading inside the

room. Either way, the room itself isn't THAT interesting. A little fairy

spawning Skeleton Bombs all the time. I assume that those bombs are the same

ones spawning at the before mentioned room, so you could go in there, kill the

maker, and have all the time in the world to solve the puzzle at the gargoyles.

It doesn't really matter much though. The Bombmaker fairy got a Rogue Stone, so

that should be enough of an excuse to kill it ;)



Now, when all this is done, we have two ways of moving downstairs to level 2.

Either we use all the weird colored rods we've found scattered about on this

level or we use the alchemist's keg on the door in the northern part. Whatever

road you choose, clearing a way down gives you 2000xp.





[1.8] - Undermountain, Level 2 - Central.



Either way you choose to go down, you start out at the same place, and only the

door to the east to go through. You start with watching a cutscene of a golem

running through a door, and some drow trying to open it afterwards. The point

is that you need to put n four chains at each of the colored pillars. Seems the

chains teleport randomly around after the door is closed.

Enter the door, and watch a fleeing goblin get killed by two drow. Kill the

drow and loot the goblin for the yellow chain, and a small key.

Now you only miss three chains, and funnily enough, there's three doors from

the central part. North, South and East. What a coincidence, right? ;)

Right when you enter the "main room", which actually is more of one giant cave

thingie, you'll see some piles of treasure just to the north. One of those

piles spawn a mummy lord and two mummies. The rest is genuine free treasure,

among other things a ring of free thought +3 (mages, rejoice).

Between the east and north door, there's a trap btw. In the middle of it all,

at the door down, the two drow are still trying to bash down the door. Kill em.

While you're here, try checking out the text to the statues, seems the devs

have a sense of humor ;)

Anyway, let's head south first - things will happen there that'll help you a

LOT in the eastern part.





[1.9] - Undermountain, Level 2 - South.



This area consists of five rooms all in all, and each room is following the

other directly. All but the last room consists of a group of drow/duergar

trying to kill you. The last one has a Drow sub-commander (who is a mage,

and a decent one indeed) - and the body of little Tomi Undergallows.

Kill the drow bastard, and resurrect Tomi (500xp, just like the others). The

drow has some very nice equipment, and of course he has the second chain.

Two down, two to go. But, let's have a closer look at Tomi:



Tomi Undergallows, Halfling, Chaotic Neutral

Thief (11)

Shadowdancer (3)

STR: 10

DEX: 23

CON: 16

INT: 12

WIS: 10

CHA: 10

Tomi is the only real thief you can get, and thus an obvious choice as a

henchman if you have problems with traps and the likes.

Tomi starts out with a Kukri +3, Tomi's Armor and a pair of Elvenkind Boots.

His shadowdancer abilities makes him pretty damaging with sneak attacks,

so in general he's a decent killer to have around.



Also on this level, in the trapped drow chest, you'll find a Djinni Bottle.

Rub it, and talk to the Djinni for an "Activation Stone" and the possibility of

shopping at the Djinni. Now you got your own portable loot-selling place,

he doesn't pay as much as White Thesta though. (She'll pay 7500 as maximum for

an item, while the Djinni will only pay 5000). In the description it tells you

that he'll add new gear when he gets a Soul Gem from you. I'm not too sure I

ever found one of these, but I'll make sure to let you know if I come across

one. I AM sure that there is none in the abovementioned areas though.





[1.10] - Undermountain, Level 2 - East.



Now, remember the Djinni told about a portal in the eastern part? Well, let's

go in, walk through the first door, kill the Rakshaka buggers and loot their

corpses for some fine stuff. A nymph cloak +5 among other things. Well, one of

the corpses has a key, so let's use it and open the next door. Hmm, a group of

slaves and a portal. How interesting. Talk to Shareesh and agree to find the

activation stone. Remember the stone we got from the Djinni? Tell him you have

it, and the Djinni shows up, telling you that Shareesh isn't exactly a human

slave. Shareesh goes mad, and demasks himself. Turns out him and the other

slaves are Rakshaka. Kill them all, and loot Shareesh's corpse for the third

chain.



We aren't completely done here yet though, so rest up if needed, and proceed

to the next room. Here we have another group of Rakshaka mages. Kill 'em all,

and loot the chests. In the sarcophagus in the middle you'll find Linu, the

last of the four fools rushing down the well. Resurrect her, and bring her

along if you feel you lack a healer:



Linu La'Neral, Elf, Neutral Good.

Cleric (15)

STR: 16

DEX: 12

CON: 12

INT: 10

WIS: 23

CHA: 12

Linu is the only cleric in the game, so if you feel the need for healing during

combat, she's the obvious choice. She also has a mace +3 and a unique robe. I

haven't got much experience with her though, so I can't say if she's a good

choice.



Oh, if you, after you clear the area of course, use the activation stone on

that portal thing, you'll get a portal that sends you right outside the Yawning

Portal. Pretty handy I'd say, allthough it's a bit useless since we're pretty

close to level 3 :)





[1.11] - Undermountain, Level 2 - North.



This whole area is Goblin-land. Full of traps and some archers that use paint

arrows on you. That paint makes you easier to hit, but it can't really be

avoided, so just kill 'em as fast as you can. If the paint doesn't dissapear,

save and reload. It's a bug in the game, it's supposed to dissapear but it

doesn't always.



Behind the first eastbound door, you'll find Stoney, a big bugger with nice

loot. I dunno why he's named though, he's hostile right away, and there's no

way to avoid killing him. Either way, he does give a white dragon armor and a

nice club. Nothing more here, so move on westwards and kill some more

goblin archers, goblin elites and goblin shamans (hey, I told you it was

Goblin land, didn't I?).



Eventually, you'll come across a bridge, and, if you're not either a thief or

an archer of some sort, you'll be insanely mad. Those goblins will fire away at

you while you try to make Tomi understand that he needs to remove the traps and

pick the locks. I found the best way (as a melee char) was to just bash one of

the doors, run away, heal up, bash the next and go on a killing spree, Tomi is

simply way too confused to be any good here.



After the bridge, you get into a room with a named goblin who's pulling some

levers. Kill him, loot everything including the last chain, and - if you can -

try working out what those levers are for. I have no idea personally, after

spending something around an hour or so just toying around with 'em, I thought

to myself: they do nothing, move on you fool. Any info otherwise would be very

appreciated.



Now let's move down to level 3. Go back to the chains, attach them all in the

right colors, and watch the pool turn active. Click the pool and watch the

colors. You have to pull the right chains in the right order afterwards, so

remember them. The colors change each time, but it's always six colors though,

and the same color can come more times in a row.

My last one was green, red, green, green, green, yellow for example.



When you're past that, talk to Halaster's son - a flesh golem. He tells you

that the drow has captured Halaster, allthough it seems rather odd that such a

powerful wizard as him could be captured by normal drow, it is what has

happened. So, after you promise the poor little golem that you'll free his

father, you're ready to move down and enter the third level of Undermountain.





[1.12] - Undermountain, Level 3 - Central.



The first thing you'll notice is the change of scenery, now it looks natural

caves instead of a built dungeon. Seems you've gone pretty deep. The second

thing you'll notice is the group of drow attacking you. Kill 'em, and move

forward through the west door. A drow female will approach you, and tell you

that she's a member of a rebel force whose intention is to stop the Valsharess

(ooh, our enemy has a name now. You've seen that Valsharess girl, it's the evil

drow from the intro cutscene.) Anyway, this Nathyrra broad tells you that the

drow has captured some formians to do slave labour for them. She suggests you

free them to gain some allies down here. That seems to be a good idea, so go

straight south from where you start, and kill all the drow guarding the

formians. Pull the lever at the queen. She'll thank you and promise to repay

the debt. Some say that you can use Halaster's magnifying glass (found earlier)

to kill the formians. I haven't tried that, since I always help them - any info

about how and why would be nice.



So, after you IDed all the magical stuff those drow dropped, return to the

westbound entrance, and move forward. In the room just before the drow camp,

the formians return to you.

They give you two options: Either they'll make a tunnel so you can sneak around

the drow or they'll help you fight them. Even though they don't give any

important items I'd still say you should kill them. I don't like the feeling of

having a large group of drow behind me when I move forward. It's your choice

though, it shouldn't matter much wether you kill them or not, but hey, the only

good drow is a dead drow, right? Except Drizzt and Nathyrra's rebels of course.



Either way, that's it for this part, we'll move on to the North part of this

level.





[1.13] - Undermountain, Level 3 - North.



Nothing special here. You move a few steps and Nathyrra returns, telling you

that a large camp of drow is very close. She also tells you that you can sneak

up behind them, take control of their catapults, and whack 'em that way. I

always do this, as there are a LOT of drow in that camp so sneak up north, use

the hidden entrance, kill the controller and fire the catapult some times, and

*poof* no more drow camp. One thing though, you won't get any XP of those

kills, so if you're an XP-hunter, just whack the two controllers so they at

least won't fire at you while you clear out the camp.



You'll find all your old gear (if you loaded) in one of the chests down there

by the way. By now, the gear should be fairly useless though - but at least you

now know that you won't meet a drow dressed in your stuff ;)



When you're ready, move on to the western part.



[1.14] - Undermountain, Level 3 - West.



Right when you move forward, you'll once again meet up with Nathyrra. She'll

tell you that Halaster is being held just behind the gate, and that she'll help

you free him. Very well, get ready, open the gate, watch a cutscene and go to

battle. This battle is pretty tough, archers on hills to both sides, two mages

and a handmaiden combined with a group of soldiers. This is a badass group of

drow. Once most are dead, smash the three stones around Halaster, and he'll

finish the remaining drow off. Now, BEFORE you talk to Halaster, there are a

few things to do. Firstly, if you have some of the four resurrected people as

henchmen, take their equipment. Trust me, they won't need it anymore. None of

them will follow you to chapter 2. Deekin doesn't matter though, he'll follow

along anyways. Make sure you also loot everything, you won't get the chance

after speaking to Halaster.



When you're ready, talk to that insane wizard. He is not too pleased to be

saved. It seems his capture was a plan to lure the Valsharess herself to him,

where his copy would then teleport in and kill her. He then puts a geas on you,

thereby forcing you to kill Valsharess. Thereafter, he sends you to the

Underdark, and to my knowledge, only Deekin and Nathyrra will follow you down.

Thus ends chapter one of Hordes of the Underdark.







Chapter 2:





[2.1] - Lith My'Athar



You have been sent to the drow city of Lith My'Athar. Talk to the seer, and

after that to Nathyrra and Valen Shadowbreath. Both of these will give you some

advice about how to defeat the Valsharess. Both will also join forces with you

if you so wish:



Nathyrra: Elf, Lawful Evil

Wizard (9)

Rogue (3)

Assassin (6)

STR: 12

DEX: 20

CON: 16

INT: 14

WIS: 10

CHA: 10

Nathyrra is, to me at least, an obvious choice as replacement for Tomi. Alltho

she can't do traps and locks as well as him, she still has a highly dangerous

sneak attack - and to top it off, she's a pretty decent wizard as well.



Valen Shadowbreath: Tiefling, Chaotic Good

Fighter (13)

Weapon Master (5)

STR: 19

DEX: 15

CON: 19

INT: 15

WIS: 12

CHA: 10

Valen is this chapter's Daelan, easy as that.



Now, when you're all set, you should have some new entries in your journal:

The ilithid, the undead and the beholder - all armies of Valsharess, and two

about the islands where you should be able to get some needed help for your

quest to stop the Valsharess army. This little temple building here would be

the perfect spot to make your first bind spot in this chapter btw, especially

since you by binding inside, can avoid the outside of the city. This matters,

because once you've completed four of the five missions, Valsharess will launch

an attack. This attack, however, will not happen before you enter the city

after completing four missions. So, with a bind inside the temple, you can

complete all five missions. Anyways, let's go outside.



Let's start out with checking out the city first though, there's a few things

to do here.

First of all, there's two new merchants to trade with: High Wizard Gulhrys and

the smith, Rizolvir. The wizard is an ordinary merchant, but Rizolvir can

upgrade your weapon. He can add all sorts of enchantments to weapons. It does

cost quite an amount of cash, but I find it to be of very good use. Doing the

right things can create you a highly dangerous weapon - and upgrade your

henchmen's as well. For dualwielders, it's only the right-hand weapon he talks

about, so if you want to upgrade the off-hand weapon, switch 'em around ;)



While moving from Gulhrys to Rizolvir, you'll encounter a group of Maeviir drow

harassing some of the Eilistraee followers. If you have Nytharra with you, she

will take care of it and that little matter gives you 500xp. Info about if she

isn't with you would be nice.



The last place of interest in the city is the Maeviir house to the southwest.

Talk to Zesyyr, located inside, and accept her proposal. Now, you must choose.

Either kill the Matron Mother or betray Zesyyr - I am not yet certain of the

consequences, but it seems that one of these two will betray you later. Which

one, however, I am not sure. The reward for killing the mother is 20.000 gp and

5000xp. To top it off, with a high persuade, you can also get a magic scythe

which used to belong to the mother's personal bodyguard.



Now with the city all done it is, yet again, time to choose where to go. You

don't have to follow my path at all, feel free to jump around and choose your

own order of the following five quests - and remember that Valsharess will

attack after you've completed four of them.



Head north to the weird thing called Cavallas. It seems this Cavallas is the

only creature able to sail on the rivers in the Underdark, which is good, since

you need to get to those two islands. Talk to him, and end up by choosing the

strange island.





[2.2] - Shaori's Fell



Enter, and be attacked by a group of Drow led by Sabal. She'll run away when

she gets too low on health, but you'll meet her a few times here. Proceed, and

meet the most unlikely creature to meet in the Underdark, the winged elves,

Avariel. Now this is odd, but don't worry, you'll find out what is going on.

Let's proceed to the castle, do it with caution tho, since right before the

castle, Sabal and another group of drow will ambush you. Sabal runs away yet

again.

Enter the castle, kill all the Driders and go to the throne room. Talk to the

fool to find out what is going on in this city - and find out that you need

five mirror parts to create a very powerful magic mirror. You'll find out that

Sabal and her drow minions are also hunting these mirror parts. Let's make sure

she at least won't get all of them, and head for the temple.



Kill the driders outside, and go inside. There are two ways to do this. Either

we do as the cleric tells us and complete the five battles, or we do it the

easy way and whack the cleric. He carries an antidote for your poisoning, so

don't worry too much about that. No matter how you do it, you'll get the first

part of the mirror here.



Now for the merchant and the library. First talk to the merchant. Since

everything is the opposite of what it used to be, the merchant wants something

of less value than a broken mirror. Very well, into the library and find out

that the librarian is a medusa. Go to the south room, take the potion of sight

warding, use it, and talk to her. Answer her riddle with Mud - whatever your

henchmen say. Remember, it is the opposite of what it should be in this place.

Before you leave, take a burnt book from the pile the medusa is burning.



Return to the merchant and trade the burnt book. He'll give you a compass which

will show you where he hid the mirror. Back to the library, go round the back

and start the compass. Locate the hidden pile, and grab the mirror shard. Three

down, two to go.

Head for the cave. Right before you enter, some drow will come out. Say hello

to your old friend, Sabal. Kill 'em, and watch Sabal port away again. Talk to

the former Queen inside the cave, and find out that she gave the mirror shard

to Sabal. Oh well, you still have three of 'em, so it's bound to end in combat

anyways, isn't it?



The last piece unaccounted for is in the wizard's tower so let's head there.

The former archmage is standing outside, ask him everything, and enter the

tower.

NOTE: The tower is a WILD MAGIC ZONE, so spellcasters, beware!



On the first level, you'll jump straight into battle with some vrock and a

balor on the one side, and - of course - drow on the other. Kill em all. Valen

is really in his ace here, considering his weapon has large bonuses against

outsiders like the vrock and balors. Next level is also infested with Drow,

Vrocks and a Balor. In the southwestern room, there's even a Balor Lord. Kill

everything, and move upwards.

On level three, the first you'll meet is a group of Slaads. The southwestern

room is full of zombies, so this is a good place to check out the feat greater

cleave ;)

In the northeastern room, you'll find Jansil, smack him down to near death, and

he'll surrender. He'll give you the mirror piece freely as a reward for letting

him live. If you kill him anyways, you will loose alignment, and his loot isn't

really worth it imo.

Remember to check out the treasury on your way out (this can be tricky if you

aren't a thief, but with enough beatings you'll eventually bash the door).



Head back to the castle for a final showdown between you and Sabal. Kill her

any way you see fit, and recover the magic mirror. Remember, you can use the

mirror shards on the pillars to unleash magic on your enemies. The mirror

itself has a lot of invisibility/seeing spells as bonuses, but nothing unique

and special.

Now it's time to return to the Seer to tell the good news and prepare for

the second island, The Isle of the Maker. When you talk to the seer, you get a

choice between giving her the mirror or keeping it yourself. Keep it, you'll

need it later on.





[2.3] - The Isle of the Maker - Island and Level 1



On the island itself, you'll run into a group of Duergar merchants. You'll meet

them again once you're done in the dungeon - they won't be too happy about you

stealing all their stuff. We'll take that in detail after we've completed this.



Now, the dungeon itself has an annoying golem. It's called a Scavenger Golem,

and the only thing it does is to rebuild the golems in the halls. Pretty damn

annoying if you ask me. However, it keeps saying the same two words (Sinth

Thesti), and in a book, you'll find out that those words mean two numbers (54).

In the control room to the north, you'll be able to type those numbers, thereby

killing it. The same move can be done against the Guardian Golem blocking the

door down to level 2. It does give around 1500 xp if you kill it by yourself

tho, so it's a matter of choice.



NOTE: Having trouble hurting golems? - go to the right in the hallway at the

beginning and find the short sword Unmaking - it has powerful bonuses vs

constructs like golems and minogons.



There's also two rooms, besides the control room, that require special

attention. The first is a room with a golden armor in the centre. A whole

square around it is a trap, and it cannot be disarmed. Go around the trap

and behind the throne. With a good enough search skill (Nathyrra will do fine)

you'll find a lever. Pull it, and the trap dissapears. Now go click on the

armor, and it will be transferred to your inventory. Enjoy.

The second room is the only room where the door is already open. When you enter

your weapon will become haunted, and attack you (just like a Mordenkainen's

Sword, except that it's YOUR weapon). So, without a backup weapon, you're

screwed. Either way, there's good loot to be had in there, especially if you're

a halfling.



For the rest of the rooms this counts: Kill all golems and loot everything,

especially the items you haven't seen before, like colored powder and so forth.

Those things will be used in the alchemist's lab to the northeast, where you

can make three golem items (The instructions are in one of the books you find

on this level - common for all three is two powders and an item).



Once everything is vacuumed for loot and enemies, proceed downwards to level 2

where you'll meet intelligent golems.





[2.4] - The Isle of the Maker - Level 2 + 3



The first thing you'll see is a cutscene showing how flesh golems and bronze

golems fight each other. The fleshies are sided with Aghaaz, the bronzies with

Ferron. Even golems wage war it seems. Either way, kill em all, head north

until you meet a flesh golem that wants to talk. He leads you to Aghaaz, who is

a demonflesh golem. After a little discussion, he agrees to help you if you

kill Ferron. Now, when you reach Ferron, he too agrees to help you if you get

the Power Source from Aghaaz. There's no way Aghaaz will give it up willingly

though, so you would have to fight him and his menagerie of golems to get it.



Which side you choose is entirely up to you - I usually side with Ferron, since

he seems like the most chaotic good choice ;). No matter what side you choose,

remember to loot both areas, there's some seriously nice equipment around.



Either way, when you've chosen side and done your job, there's a little more to

do on this level. In the neutral area, there's a door that just won't open

unless you're a thief (pick/disable) or a ranger (get a rat to open it). Behind

it, we have a ghostly man and a pillar. The ghost will, in exchange for the gem

on the pillar (is it a soul gem, I can't remember?) tell you a password to pass

the defenders in the hall downstairs where the Maker is located. Without this,

you'll have a tough fight on your hands.



Anyways, proceed down. First you get trapped behind four mirror-like things.

destroy the mirrors with a ranged weapon (there's a sling and bullets in the

bones) before they fire on you, and move forward. Battle what must be battled,

(if you didn't get the pass from level 2, you'll have to fight two mithral

golems, they aren't invinvible, but they hit hard as hell) and meet the Maker.

A good old Demilich, how wonderful. Kill him. Succeed where I cannot. I know

from a friend that mages can kill him in a matter of seconds, but fighters are

a whole different ballgame. Enjoy the battle - and do mail me if you find out

what loot he has, if it's worth the effort for us non-magic users.



So, with or without the Maker killed, we now have golems in our army, and the

mission is complete. Return to the island and behold: The Duergar are mad.

You can persuade them to give it up, since you DID get farther in the dungeon

than they ever could, but hey, it's XP and they WANTED to fight! Besides, they

have some very nice loot, so they really should be killed.



Return to the Seer to tell her the good news about the golems. Now that the two

islands are done with, it's time to explore the area around Lith My'Athar and

wreck havoc on the Valsharess' allies.









[vi] - Henchman List



I know they're listed in the walkthrough, but I enjoyed the seperate listing of

these in a bg2 walkthrough, so I'll do the same:



Deekin: Reptilian, True Neutral

Bard (14)

Red Dragon Disciple (1)

STR: 8

DEX: 12

CON: 15

INT: 10

WIS: 10

CHA: 18

Located: The Yawning Portal, Well Room (chap 1)



Sharwyn: Human, True Neutral

Bard (7)

Fighter (6)

STR: 14

DEX: 18

CON: 12

INT: 13

WIS: 10

CHA: 20

Located: Undermountain, Level 1 - Central. (chap 1)



Daelan Red Tiger: Half-Orc, Chaotic Good

Barbarian (13)

STR: 23

DEX: 14

CON: 14

INT: 10

WIS: 10

CHA: 7

Located: Undermountain, Level 1 - Central. (chap 1)



Tomi Undergallows, Halfling, Chaotic Neutral

Thief (11)

Shadowdancer (3)

STR: 10

DEX: 23

CON: 16

INT: 12

WIS: 10

CHA: 10

Located: Undermountain, Level 2 - South. (chap 1)



Linu La'Neral, Elf, Neutral Good.

Cleric (15)

STR: 16

DEX: 12

CON: 12

INT: 10

WIS: 23

CHA: 12

Located: Undermountain, Level 2 - East. (chap 1)



Nathyrra: Elf, Lawful Evil

Wizard (9)

Rogue (3)

Assassin (6)

STR: 12

DEX: 20

CON: 16

INT: 14

WIS: 10

CHA: 10

Located: Temple of Lloth, Lith My'Athar (chap 2)



Valen Shadowbreath: Tiefling, Chaotic Good

Fighter (13)

Weapon Master (5)

STR: 19

DEX: 15

CON: 19

INT: 15

WIS: 12

CHA: 10

Located: Temple of Lloth, Lith My'Athar (chap 2)







[vii] - Wanted Information



Any and all information about rangers and what the animals say will be

wonderful news for me as I doubt I will have the patience to play through with

a ranger as well :)



Info about Sharwyn and Linu as henchmen - are they worth anything?



General info I've missed, items worth mentioning, anything you can think of

actually.
Rune Hansen
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