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    FAQ/Walkthrough by ThunderZtorm

    Version: 0.35 | Updated: 06/03/04 | Search Guide | Bookmark Guide

                | .-- _  _  _  _ ______ _       _   _  _           ,-.  |
                | |_ / \|_)/ _/ \ |  | /_ |\|  |_) /_ /_\ |  |\_/| \    |
                | |  \_/| \\_/\_/ |  | \_ | |  | \ \_ | | |_ | | |  \   |
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        /______ \       /|
             ,'\ |     | |
            / _| |_____| |_    __    _______  _____      ____      __
           | /_   _____  _/  ,'__`.  \  ___ \ \  __`.   / ___\   ,'__`.
            \  | |  ,' | |  / /  \ \ | |___) )| |  \ \_/ /__    | (  \|
             `.| |-'   | | | |    | ||    ,-' | |  | |\  ___\    \ `. '
               | |     | |  \ \__/ /_| |\ \  _| |__/ / \ \____    `-.`-.
               | |     | |   `.__.' \__| \ `.\_____,'   \____//\     )  \
    __        / /      |/_   _   ___     _`. `-._            //\\   /   /
    \ \   __,','        / \ |_    | |_| /_  `-._ `-._________\\__,-'  ,'
     \ \  `--','|       \_/ |     | | | \_      `-.____,.-~'` `.__.-'` .
      | |    / /__   _ _____      ____  ______  _____       _________  \`.     /|
      | |   | | \ \ | \\  __`.   / ___\ \  __ \ \  __`.   ,'_  /\  __`. \ \  ,'/
     / /    | | |  \| || |  \ \_/ /__   | |__) )| |  \ \ / /_| || |__) )| |,','
    | |     | | | |\  || |  | |\  ___\  |  _  / | |  | ||  __  ||  _  / | '  \
    | |     / | | | \ || |__/ / \ \_____| | \ \ | |__/ /| |  | || | \ \ | ,'\ \
     \ \__,'  |__\|  \||____,'   \____/\__|  \_\|____,' /_|  /_||_|  \_\| |  \ \
      \___,-|__,-`'                                               ____  | |   \ \
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                                                                     `~-._|     \|
    Current version: 0.34 - February 11th, 2004.
    Written By: Rune Hansen - thunderztorm@hotmail.com
    If you wish to write me with corrections/additions, please write hotu wt as
    Table of Contents:
    [i]    - Version History
    [ii]   - Introduction
    [iii]  - Legal Info
    [iv]   - My Character
    [v]    - Walkthrough
    [vi]   - Henchmen List
    [vii]  - Easter Eggs
    [viii] - Wanted Information
    [ix]   - Credits
    [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.
    0.3 (feb 11th 2004)   - added 2.4 and 2.5, minor layout changes.
    0.34 (feb 24th 2004)  - ASCII logo added, few minor additions.
    0.35 (june 4th 2004)  - minor additions from other people.
    [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. Now it seems I, once again, have lost the time. I wonder if this
    will ever be finished. :(
    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. It may take time, but they will all be added :)
    [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.
    [2.4]  - Underdark - West of Lith My'Athar.
    [2.5]  - Underdark - Drearing's Deep. (The Undead army of Valsharess)
    [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 LaŽNeral 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
    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
    Rogue (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
    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
    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
    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
    [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.
    -evonne has updated me on this, it seems that you only get the xp if Nytharra
    is with you. Otherwise, zero, zip, nada.
    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
    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
    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
    After completing this part with my friend who's a wizard, I found out that
    the Maker has a key for the golem machine. It seems that, if you're a mage,
    you'll locate golem parts on the 2 above levels - these parts can be made into
    a shield golem down here - if any wizard can go into further detail, feel free
    to mail me. I did notice that he needed to cast certain spells for certain
    effects on the golem (magic resistance, str increase and so forth). That part
    is described in a book you find down there.
    Tempest Stormwind took my plea for a details litteraly, prolly best to quote:
    Playing any character with a fair bit of spellcasting ability (I've heard it
    done with pure wizards/sorcs, but I've done it with a fighter/wizard/pale
    master -- and only 6 levels in Wizard means a caster level of 6. I don't know
    precisely what makes a character eligable, but if the monster manual is any
    help, I guess you need the spellcasting ability of a 15th level wizard to pull
    this off), one will find a variety of golem parts on the first two levels.
    They're in the chests that are scattered about, so if you're looking for
    goodies (such as the parts needed to make the anti-golem weapons on the first
    floor), you can't miss them if your character's eligable. There's six in all --
    a head, a torso, two hands, and two legs.
    Placing all of these in the box with the controlling amulet will lock it and
    activate four pillars. These pillars will prompt you to cast spells on them; if
    you don't have the spells prepared the game checks to see if you've got the
    spells on scrolls (this is in part the reason behind the buttload of scrolls
    you'll find in the Maker's sanctum). If you don't have the spells, feel free to
    use the Relic and return to the Seer and purchase the ones you need.
    As to which ones you need, there's two books in the bookshelves that only show
    up if you're eligable as well. One details the construction process as I've
    been doing thus far. The other lists spells, and here's my quick summary:
    Greater Spell Mantle: bonus to Spell Resistance
    Bigby's Crushing Hand: bonus to Strength
    Greater Sanctuary: bonus to AC
    Time Stop: grants the golem Regeneration
    Premonition: bonus to damage reduction (not sure which part just yet)
    Mass Haste: permanant haste effect
    True Seeing: permanant true seeing effect
    Chain Lightning: When attacked, the golem will freely and automatically shoot a
    Lightning Bolt at the attacker (like that Searing Armor that you can find on
    level 1 does with Searing Light).
    Mordenkainen's Disjunction: much like the Blackstaff spell, the golem's attacks
    now dispel magic.
    You can choose only four, and once chosen none can be changed. You also can't
    pick the same spell more than once.
    Anyway, casting these on the pillars will cause a shield guardian golem to
    appear and you'll get the Controlling Amulet. The amulet acts as a Natural
    Armor amulet +4, grants you +4 reflex saves, and has a unique power. The golem
    itself is (unlike the normal, 12th level ones) 20th level and very cool. Using
    the amulet's power will call the golem to your side, but it's not a summoning
    effect (so it won't unsummon your minions nor will summoning minions unsummon
    it). Speaking to the golem also opens a prompt -- the golem itself behaves as
    one of Isaac's Sequencer Robes, only you store spells in it via conversation
    rather than by raw casting. The golem will open with these spells and then
    proceed to reap the battlefield with his 26 strength, Improved Power Attack,
    Improved Knockdown and absolutely amazing Discipline score (he's gotta have a
    racial bonus on that sucker...)
    To date mine (with autodispel, regeneration, haste and boosted DR to compensate
    for the relatively low 160 HP) has never died, so I can't tell you what would
    happen if it did (my guess is since Bioware doesn't like to piss off their
    customers, you'll probably have to rest before summoning it again). The other
    key thing about it is that if it's within reach of you (and it's got a big
    reach), you're treated effectively as being in parry mode (although you can
    still attack). I haven't yet figured out what the parry score is for these
    checks, but it's very hard to be hit physically if you're close to it. This
    goes without saying as a huge boon to casters of all sorts.
    Quote End. Amazing info Tempest, sorry it took so long before it got online :)
    Adam Feldman has given this tactic to killing the Maker with a rogue:
    The way I defeated it (with my Rogue) was to cast Greater Sanctuary, which I
    just happened to have on me (remember to put points in Use Magic Device).  Now
    that the lich couldn't attack me at all, I explored the bookcases.  I found a
    Black Blade of Disaster scroll (I don't know if it's always there or if it's
    random), which I cast.  The blade's first hit killed the lich when it failed
    to make a save.  I realize I was lucky, but the moral of the story is that at
    least Rogues (and Bards) can simulate being high level magic users with
    Quote End.
    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.
    Let's start by leaving the town through the gate area. Nothing to do here (yet)
    but don't worry, you haven't seen the last of that gate. From the gate, move
    further west into:
    [2.4] - Underdark - West of Lith My'Athar.
    This area connects the three armies. In the northwest we have the entrance to
    the Ilithid, in the west we have the Beholder entrance and to the south, the
    undead are hiding.
    In the eastern part the mobs are mainly Umber Hulks, Harpies and a single drow.
    Also, in the southeast, there's a little cave with a corpse in it. You'll find
    Nasher's Cloak of Protection (+3 AC deflection) on it.
    Strangely enough, the western part of the map is empty - when you talk about
    enemies that is.
    Yet again, you're free to choose when you take which areas from here, my order,
    however, is south - west - northwest. So, let's go south, and get rid of some
    [2.5] - Underdark - Drearing's Deep. (The Undead army of Valsharess)
    This seems like a friendly city of former slaves - at least in the beginning it
    does. You'll soon find out that the city hides something darker. Make a tour of
    the city, and locate the big temple and the gong.
    There are a few ways into the temple. The simplest is to just smash the door
    and kill the two guards. You can also ring the gong and claim that you want to
    be sacrified. Anyway, you'll end up on the first level, where you'll have to
    fight off a group of cult knights and some skeletal devourers.
    Since the door down is locked, let's go upwards.
    On level 2, you'll encounter cult knights, skeletal devourers and some shadow
    fiends. Also, you'll soon notice a large altar, surrounded by dragon statues.
    Loot the two small rooms for some nice stuff (including 2 black pearls and a
    studded leather armor +6).
    Click the altar and place one of the black pearls you just found on it to gain
    an on hit: ability drain DC-24 strength enchantment to your main weapon. This
    can be done once per weapon, and it requires a black pearl each time.
    Anyways, let's proceed to level 3.
    There are quite a few traps on this level, so watch your step. Kill the Cult
    Elite Guard here, loot the room to the left and prepare for a battle versus a
    mage called Sodalis, the head priest of the cult. Loot his corpse for the key
    to the lower levels. Remember to loot the little room to the south as well,
    there's a lot of nice mage loot here, gloves of spellcraft +30 and amulet of
    power as the coolest, together with a LOT of spells like horrid wilting, time
    stop and meteor swarm.
    Now, let's move down. The entrance downwards from here is guarded by three
    bone golems. Kill all three of 'em, take the rope from the chest, attach it
    and proceed down to the Inner Sanctum.
    You'll encounter a monk and two bone golems. Kill all three and follow the
    strange misty shape to a sarcophagus. Aha, it's vampires we're up against. Go
    to the room across the sarcophagus and bash the chest. Pick up the splinter and
    click the sarcophagus to drive it through the corpse. This is how you kill a
    vampire, and don't worry, you'll get plenty of training in it. When you kill
    this first one, you'll also get an Energy Orb - you'll need this in a matter of
    Go north, and proceed to the left side of the room. Click the single pillar and
    put the energy orb in it. When the door's smashed, take the energy orb again.
    Enter, and kill the four vampires. Remember to find their sarcophaguses, if you
    don't want to kill them several times that is. At the altar in the centre,
    there's a negative energy trap that heals the vamps, so try to kill them before
    they get there.
    Oh, there are four sarcophaguses to each side, but only two are used. Proceed
    south from here and loot the library. If you haven't already, then whack some
    furniture to get a got reserve of splintered wood. No need to rush around after
    it when you can have a few ready. Return to the north part and move forward to
    meet a Cult Elder Monk. Kill it, disable the trap on the door, unlock it, and
    drive a pole through that monster's heart. Loot the remains to get another
    energy orb. Loot the chests for a Warlord's Plate (+5, +6 cha) and some other
    Return to the central room, go straight over eastern side and place one energy
    orb in each of the two pillars to open the next door. Remember to take both
    orbs again - and if you need to rest, I suggest you return south and go up the
    rope, you won't get disturbed up there.
    Now, let's enter the eastern part. Go round the corner, kill the golems and
    hunt down the Shadow Master. He'll run constantly, but just run after him. The
    first time I played, he went invisible all the time, but second time I could
    see him all along. Maybe a bug. Remember to go all the way north through the
    trapped door and put a stake in his heart, no need to kill him twice.
    Loot the sarcophagus room to get a Nullifier Rod + some nice gear. Return back.
    The first room got four bone golems, but the next has a group of drow, two of
    which has some nice equipment (the elite warrior and the handmaiden). Now, go
    back to the room where you first met the Shadow Master, and check out that
    device thingie with the trapped Astral Deva, Lavoera. You already have her
    weapon, but how to get her out of there. There's two ways to this. Either use
    the device to create three bone golems that'll follow you - and kill her in the
    progress (which will spawn a Planetar to revenge her death). Or you can use the
    Nullifier Rod to disable the device and free her. If you free her, you can
    either get her to help you against Vix'thra, or to help the rebels defend Lith
    My'Athar - on top of that, she will give you a very special amulet.
    Anyhow, it's time to open the last door - the door that will lead you to
    Vix'thra itself.
    First, however, you need to kill Sodalis again - this time for good. Remember
    to whack the corpse in the sarcophagus, no need to kill him three times ;)
    Now, prepare for a hard, hard battle. Go down, and find out that Vix'thra is a
    Dracolich - just as humans become liches, dragons become dracoliches. Do NOT
    attack at first, go around it, all the way to the back (either through the
    traps, or through the hidden door just to the right of the corridor), and bash
    the phylactery. If you don't do this, you'll have to kill that bastard four
    times. With the phylactery destroyed, one time will do.
    Once you've killed Vix'thra and his four bone golems, loot the place and return
    to the Seer to tell the good news (as usual). Remember to restock, buy all you
    need and so forth, since you'll be in the middle of a siege if you do so after
    you stop the next army.
    [2.6] - Underdark
    [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
    Rogue (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] - Easter Eggs
    Bridge Control at Beholder Caves (sent in by Felipe Barbirato):
    Found some weird stuff on Hordes Of The Underdark that wasn't mentioned in any
    of your faqs it's about the bridge control at the entrace of the beholder caves
    If you character has the pearl of tongues or the pearl of bashing you'll get
    other choices and some weird easter bunnies.
    here's what the items do:
    when you insert the pearl of bashing a strange message will appear
    root@faerun.prime.com:/games/nwn#  its like an email or something tell me if
    you find out anything about it.
    when you insert the pearl of tongues (can be purchased with the djinny) you
    will be able to choose the language of the panel (in case you dont have a high
    Addition by Dolch:
    Well, the message you recieve looks like a Linux command line telling you that
    you have recieved administrative rights inside a Perl comment.
    To get the message you have to insert the Pearl of Bashing, BASH being a shell
    for Linux.
    [viii] - 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
    [ix] - Credits
    Michael Skrubel
    Adam Feldman
    Tempest Stormwind
    ASCII Logo:
    Osrevad (AIM: nahuwe - e-mail: omohasiosrevad@hotmail.com)
    If you would like a logo like the one I have, just contact this man :)
    Easter Eggs:
    Felipe Barbirato
    The End?

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