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Deep Halls 1
Descending into the Deep Halls from the Main Halls above, you arrive in a small room with a single exit to the south. Take the exit and head SW until you arrive at a large open area. From there head north, holding close to the wall. The dungeon will soon open out to your east, where you will encounter a group of 4 ghouls and 2 ancient zombies. This group drops a small amount of gold when defeated. Travel east along the short passage where the undead were, turning north again at the next opening. You will find yourself in a narrow passagewith doors to either side. The door to the east opens into an empty library, whilst those to the west also open onto small empty rooms. Continue along the narrow passage, turning west when it comes to an end, then take the northern route at the junction just ahead.

You will soon come to some double doors that are trapped. Open the doors into another open area and again head north. You will soon arrive at the glyph of echoing. Having already learnt the word for this glyph, it will speak itself as you approach. However, your party is not yet ready to travel through, so mark this spot on your map for later.

Just a few paces north of this door you will come across a group of lizardfolk. This group consists of 2 taskmasters, a healer and a faith healer. Once you have taken care of this group follow the northern wall in a westerly direction to a door. This door is trapped, but hides nothing more sinister than an empty room. Back into the corridor and west a few paces is the door to the adjoining room. Waiting insisde are a lizardfolk healer, a taskmaster and 2 scavengers. The room this group were in is also empty.

Back into the corridor again and travel west until you reach a ruined room full of barrals. From here turn your party north to a large area filled with beds. To the west of the point where the passage joins the open area, a lizardfolk healer and 3 injured lizard folk are gathered around a well of lava. Return to the eastern wall and travel north once more, following the wall when it turns to the east. In the north of this small alcove is a door that requires a soot coated key. Mark this on your map for later.

Continue following the wall, past the second door that requires a soot coated key, and around the corner so you are now moving westwards. You will soon encounter another group of liazrdfolk, this one made up of 2 healers, 2 taskmasters and 2 scavengers. This group drops a small amount of gold.

Once you are finished with them, continue west until you reach the ruins then turn your party north. Just as you are reaching the northern wall you will be attacked by 4 lizardfolk healers and a single faith healer. This group are in possesion of Luther's protecter, which becomes yours when you defeat them.

Another short trip north takes you to an area with a door and a chest. The chest contains a ring of cloudy mind, whilst the door leads up to the cave in Stillwater.

From here travel west as far as you can, then turn south. You will have to fight 3 more scavengers along with a healer and a taskmaster. This group will drop some more gold

Deep Halls 2