--Stillwater-- Upon starting the game you are thrust directly into your first battle against two orcs. You should use these initial battles to become comfortable with your team and the combat system. When defeated the orcs drop some pages from Athan's diary (read by the DM) a common battleaxe and a salve of light healing. In this area you will also find some gold and an empty chest. At the point of battle is a spinning spire. The DM informs you that you cannot use it yet, so mark it with a flag on your map for later. Now that you are familiar with your immediate surroundings it is time to discover your first quest. You will find it in your journal on the bottom left of the screen. --Quest received-- The Pool Awakened Our quest is simply to explore for now. If you head SE you will come across a sign post. Read this to receive more details about the area you are in. We are given two choices, across the bridge or east. For now, let's head east. It's not long before we come to our second battle, this time with three zombies. At the end of the battle investigate what the zombies were guarding. You will find a fountain and locked chest. The fountain has healing properties so take the opportunity to heal your party. You will find the chest is locked and requires a hardwood key. Head back down to find three barrels. 2 of these barrels are the breakable type, but the third is open. Take the contents to discover the hardwood key. Open the chest to reveal a light healing salve and two remove paralysis scrolls. By this time you will have heard a man screaming for help. If not, head east again until you do. Slightly to the SE you will find an enclosure containing two zombies and a wagon. Aid the calling man by defeating the two zombies and he will speak to you. You will discover he is Nottle, a trader. For rescuing him he rewards you with the knocking word. --Accomplishment-- Nottle Found --Quest Updated-- The Pool Awakened --Quest Received-- Knock Knock The latest quests both point to us locating the tree. If you asked Nottle for directions he will have told you it was to the west, across the bridge. Head back where you first started and cross the bridge. Half-way across you will encounter two orcs. These orcs drop a Dwarven Steel-Inlaid Hide. Once across the bridge, turn directly south, following the tree until you find the glyph of knocking. Approach it and the word will speak itself. You will then enter the tree where you will speak to Beriand and Faeril. --Accomplishment-- Healing --Quest Updated-- The Pool Awakened --Quests Received-- Death Bane Bone Whispers Our next task, then, is to read the Word of Mystra from the book. Having done so speak to Beriand again and ask him to tell you tales. Continue to do so until he has no more left. All this talking will result in a large update in your quests journal. --Quests Updated-- The Pool Awakened Death's Bane Bone Whispers --Quests Received-- Undead Awakened Sharpest Tooth Nightmare Walking Heart of Stone Alone in Darkness Persistence of Shadows Fist of Zud Bedlam Haunts Earthborn Wind Waters of Life Tombs of Evil Borea's Blood The Stars Below With so many quests now in the journal I would recommend putting them in some sort of order to make choosing your next move easier. I suggest using the location of the quest to order things. With that in mind we get: --Outside-- The Pool Awakened --Main Halls-- Undead Awakened Sharpest Tooth Heart of Stone Fist of Zud Bedlam Haunts --Dungeons: Other-- Deathbane Bone Whispers Nightmare Walking Alone in Darkness Persistence of Shadows Earthborn Wind Waters of Life Tombs of Evil Borea's Blood The Stars Below Our quests now in order, it is possible to see that our main priority is to find the door to the dungeons. Doing so, however means leaving our current area. Before we do, let’s take a little time to explore our remaining surroundings. WARNING: If you are exploring outside at night beware of random undead encounters. Start by heading around to the west of the tree and heading north. You should find a blocked cave in the western cliff, but apart from that the area is empty. Cross the bridge and head north until you reach the edge of the area and follow the wall east. You will soon come across a zombie and a skeleton. Once the battle is over continue following the wall until you reach three more skeletons. Just behind these skeletons is another wall blocking further travel east. Follow the building to the south until you reach the foot of the steps. Now turn your party west again and travel to the river. Just to the south you will see the top of another building. Follow the river until you reach it - battling two orcs on your way. You will find a raised platform with a tree just to the north of it. Under the tree is an empty chest and another orc. From the empty chest turn east again and you will find a tower where it is safe to rest and a chest. Inside the chest you will find a ring of protection and an amulet of constitution. Continue east until you reach a wall then turn NE and travel until you find a blocked entrance guarded by two orcs. These orcs will boast about guarding items for Zud. Kill them and destroy the blockage. Inside you will encounter another orc and an orc leader. These two orcs are guarding a trapped chest. Inside the chest you will find a ring of protection and a dwarven steel mallet. From there turn directly south until you reach a break in the wall. Head through this break in an easterly direction. Here you will encounter two more orcs, one on the wall above and one on the stairs. The orcs drop a longbow +1 and arrows +1. --Quest Updated-- The Fist of Zud There is one more thing to discover before we find the door. If you now turn south and follow the wall around to the east and north you will come to some blueglow moss. Any character that touches this moss will be healed. Head north again and you will arrive at the Glyph of Mystra, which is guarded by three orc leaders. Upon defeating these orcs the DM informs you one of them was carrying a blue stone which you should take with you. One of the orcs will also drop a common iron two-handed hammer. With the area now explored, it is time to move on. Approach the glyph and it will speak itself, allowing you entrance to: --The Main Halls-- Entering the main halls you find yourself confronting three orcs. Once you have defeated them explore the room to find a key of the dead, a door of the dead, a door of the living and a chest containing the key of the living, a dwarven steel blade and a sling +2. --Quest Updated-- The Pool Awakened Take a moment to rest or heal if you need to before heading north through the door of the dead. Coming from the corridor just beyond are 4 skeletons. Despatch these and continue down the short corridor. Emerging into the room beyond you will then have to battle 3 zombies. A quick search reveals this room to be otherwise empty so take the northern passageway west, destroy the barricade and enter the new area. If continue to move west you will find two wells containing gold. Be careful though because a group of 2 zombies and 2 skeletons will attempt to sneak up behind you. When you have dispatched this group, turn north again to find a fountain containing gold. Again, there is only one direction to head, NE through the old library. Beyond this you will come across a band of three zombies battling 1 orc leader and 2 orcs. If you want, watch them kill each other, pick off the survivors and retrieve the longspear +1. A quick look to the room to the SE reveals a wraith, 2 orcs and an orc leader. The wraith is the strongest opponent you have faced yet, and is capable of stealing a character's constitution. Entering the room the orcs will wait for you to make a move first. Attacking the wraith first will result in the orcs waiting for you to despatch it before joining the fight. HINT: If you are struggling in this battle, mark the area on your map and continue with the game, returning when your group is stronger. Your reward for winning this battle is a potion of speed and the contents of the chest: Ancient dwarven chest key, leather armour +3, chainmail and a longsword +1. There is nowhere else for us to go from there so we will need to return to the library exit. Exiting the wraith room, the DM tells you of a presence moving to the room to the NE. We cannot go there yet, so mark it on your map for later. Travel NW to a closed, barred door. Looking through it reveals 6 skeletons playing possum. Take out the skeletons and take the contents of the chest as a reward. You receive a battleaxe +1 and two potions of restoration. A quick look at the map reveals this area is explored, so head back to the entrance where we will head through the door of the living. Passing through the door, there is a group of 4 orcs you will have to take off. Having done that, continue SE until you reach a junction. Whilst making this walkthrough I took the SE passage, following it until it opened into another room. You will encounter 2 skeletons and a zombie here. In the NW of this room is a healing fountain. The room is otherwise empty so follow the new passage SE. You will have to battle 4 more zombies who are guarding an iced up door. Breaking the door, you will find the Rhonglyn and receive a message from the DM. --Quest Updated-- Borea's Blood There are also various common weapons scattered around the room, so take any you want. Leave the room again and turn to the west. Follow the wall you come to south to the first door. The DM will inform you that the building used to be an inn. Inside the first room you will encounter an orc, with 2 more in the northern room. In the southern room is a tavern barrel "3". Drinking the contents gives a stamina increase - chose the PC you give this to carefully. Listen to the orcs when you approach the door in the northern room before opening it. You will overhear them speaking of a tavern of healing. Now you know there are orcs beyond the room, you should be moving your weak PCs away before opening the door. As soon as open it you are confronted with 7 orcs, all with bows. The orcs will use ranged weapons unless you are too close, so get your melee characters forward quickly. The battle is tough, but can be won with a group of level 2 PCs. With the orcs out of the way, investigate the blocked off area to the SW. If you knock down the barrier you will find 4 chests. 1 is locked and requires a wrought iron key. The other 3 contain common weapons and a warhammer +1. Now follow the northern wall around until you come to two pillars on either side of a blanked out door. When you approach you should find a secret door. if not have one of your characters search the space to find it. Entering the through the door, you are informed by the DM that you are in the Tavern of Health. There are several important items to find here -The Tavern Barrels. These barrels are in the SE corner of the room, and provide the following attribute boosts: 1 - Strength 2 - Dexterity 3 - Stamina 4 - Intelligence 5 - Wisdom 6 - Charisma -2 kegs. These are located against the northern wall and contain 2 salves of serious healing and 2 potions of power. -A word of warning. When you first reach into a keg you are attacked by a zombie and a shadow, which can drain strength. -Wrought Iron Key. This lies on a table by the western wall, along with two small shields +1. If you need to, this is a good place to take a rest before moving on. Back in the room where we found our gathering of orcs, you will find two fountains in the northern section of the room, one of which is a fountain of restoration. Make use of this to restore any strength the shadow may have stolen. Finally, before we move on, don't forget to go and open the wrought iron chest to get a warhammer +2. Return now to the door leading into the chamber around the Rhonglyn, again follow the wall until you come to a circle of spikes. Here you will encounter another shadow, that drops a wand of restoration. Continue to hug the wall around until you have completed a circuit of the chamber. On your way you will pass one opening to the south and a door to the east. Let's enter the door first. The first room presents us with a chest, a door to the south and one to the north. The chest holds 2 moderate healing salves. Take the southern door first, where you will engage 3 zombies. Now, for the northern door, and a very tough battle involving 2 skeletons, two skeleton knights, and a scarred mage. As this is a tough battle, I have opted to return here later, rather than attempt it with a group of lv 2s. Leave this set of rooms and take the southern passage we found earlier. You will quickly encounter a band of three skeletons. Not far past them is a door to the west. head through this to find another 5 skeletons. Weave your way through the barriers to another door. Wait here and 2 more skeletons approach. When killed these skeleons drop dagger +2 and a scimitar +1. Further into the room you will encounter a group of 2 skeletons and 1 skeleton elder. This group drops a longsword +1 and a shortsword +1. Map out the remainder of the southern section of the room then turn north. 3 more skeletons need dealing with for another longsword +1 and shortsword +1. In the northern half of the room turn your attention to the western wall. You should spot two rows of spikes. If you investigate the wall in-between you will find a secret door. You cannot enter it yet, however as you need the black skeleton key. Instead, investigate the east wall to find a second door and enter to face 4 skeletons and a skeleton elder. Inside this room you will also find 3 chests holding gold. There is a door to the east, bringing you to a room with 3 skeleton knights. These knights drop 2 common battleaxes and a battleaxe +2. Also inside the room is a trapped chest. Inside you will find a note, the black skeleton key and a wand of magic missiles. Take your key back to the secret door to reveal a room with two stairs leading down. It is time for us to descend. Take the northern most stairs first. You will find yourself in a single, completely enclosed room. Investigate the barrel to receive the blood moon key and the winter blade. There's nothing else here, so head back upstairs and take the second flight in the room above. You will emerge into a room filled with caskets. Take the northern door and destroy the wraith and 2 skeletons waiting beyond. Travel through the remaining door (uses the blood moon key) and collect you reward for this little stint. In the solo casket you will find the scarab necklace. There's nothing else to be done down here, so hop back up the stairs and turn yourself back east until you arrive at the junction in the southern passage. Start south again and despatch a pair of zombies, followed slightly further along by 2 skeletons and a skeleton knight. There should be a door over to your east. Go through it to take out 3 more skeletons and another knight. Journey through the northern door and dispatch two zombies. Collect the 2 scrolls of remove paralysis. Go north again for a battle with a ghoul, a ghast and a zombie. Ghouls and ghasts have the ability to stun, so use the doorway to limit their contact with your characters. In the room they were guarding is a chest containing reptilian scale mail +3. Return to the southern passage and follow it to a junction. Take the SW turn and head through the door, beyond which are two empty rooms (one to the south of the first). Pass through the SW door to a large space containing a keg of shielding. Follow the northern wall westward until it turns a corner. Here you will find a door that leads you into the first of 3 increasingly colder rooms. In this first room you will encounter 2 zombies, with another 2 to the north. In the final room you will come across three wells whose contents are frozen. You will need to break all three wells to release the cold. When broken, the wells emit cones of cold, so have your group huddle against the wall whilst the wells are smashed. Travel back out the rooms and head west again. You will come to a door in the very NW of the area. Beyond this door is a shadow guarding a scroll of Melf's acid arrow, a scroll of protection from evil and a wand of chain lightning inside two trapped chests. We now have no choice but to head back past the keg, through the empty room to the junction. This time we will travel east. Following the eastern passage, you will come to a large room with odd tracks on the floor. Hug the southern wall until you come to a door. Inside you will meet an Ormyrr. Offer to help him and in return he will give you a wand of cone of cold. --Quest Updated-- Alone in Darkness Return to the large room and continue hugging the wall in a westerly direction. When you can see the yellow signpost on the other side of the wall, search for a secret door. In the SW alcove there are two chests containing a ring of constitution, a ring of protection +1, a great warhammer +1, a wand of restoration and a salve of moderate healing. Head for the second room and descend the stairs to the area the signpost calls Bedlam Prison. When you arrive go through the more easterly door first to collect the Blade of Larceny and a quiver of arrows of speed. Now take the more northerly door out and circle the stair building eastwards, following it around to the south and then west. That done, return to the NE corner where the junction leads N and follow this path until it turns east. Along the eastern passage you will find a door to the north and one to the south. Through the southern door is a place to rest. Through the northern door you will find a spectre. The spectre has the ability to drain levels. This is an extremely tough opponent for a low level group to take on, so I have opted to leave it until later. Exploring the rest of the area reveals another room for resting and nothing else, so it's time to return upstairs. Once back upstairs go back into the large room and explore it thoroughly. In the NE corner you will find a prison containing 6 orcs. When you enter 5 of these orcs are injured and flea, leaving only one for you to fight. With the prison cleared out you can use it as a resting place if needed. Now return to the southern wall and follow it NE until you have the opportunity to turn SE. Stick to this route through a turn NE and then take the SE passage. You will come across a chest containing 2 potions of restoration. A little way past the chest you will come to another junction. take the southern route first and battle with the 2 skeletons, 2 zombies and the ghoul that are waiting there. Take the western door first. In the room beyond are a keg of transparency (NW wall), a keg of blinking (NW wall) and an empty fountain. There is another door to the NW where 4 orc ghouls are waiting. As with ghouls, orc ghouls can stun so try and catch them in the doorway as they can be nasty if they surround you. In the room they were in you find a healing keg. Go back to the point where we encountered the group of undead and take the eastern door this time. In here you will find a poison fountain. There are also two feasting ghouls in the room beyond. Search the bookcases to find 2 scrolls of slow poison and a wand of restoration. Return to the nearest junction and this time take the NE passage to the dwarven tombs. Go first to the centre of the main room there is an altar you can touch to get an impression of past ceremonies that were held there. From this altar head directly south to find a door. Inside you will find 2 ghouls in open cages. Shut the doors on them and open the two trapped chests. These chests trigger fire beneath the ghouls that kills them. Each chest holds a scroll of harm, a scroll of heal and a stone idolon. Leave the room and start hugging the wall eastwards. The wall you are following will lead you to a door in the north. You enter what, at first glance, seems to be an empty room. Examining the pikes, however, reveals that you can manipulate them. Select the central spike and it will lower. However, it also spawns a master shadow. Once you have taken care of the shadow, examine the wall where the spike stood and it will reveal a secret door. Passing through this door we find a second door that requires an ancient rusted iron key. Mark this on your map for later. Unable to continue further, return to the entryway and hug the wall northwards. Where the wall opens to a passage you will encounter 3 skeletons and a skeleton knight. On the floor nearby is a common poleaxe. With the skeletons taken care of, head north until you reach a new door. Behind this are three zombies barricaded behind some tables. At this point you are also attacked by 3 more zombies from the NW door and 2 ghouls from the NE door. Search the bookcase in the first room for scroll of stinking cloud and a scroll of web. In the NE room the bookcase holds gold whilst the well contains ringmail +2, a longspear +1 and ring of intelligence. Back outside, hug the wall NW and you'll come across a barrel holding a potion of restoration, with a fountain of restoration at the corner a little further on. Turn with the wall to travel SW and you will come across a ghoul and a ghast. Not far beyond them is a dead end with two open chests. Smash the chests to find a common shield and a Greataxe -1. Follow the eastern wall north again, round it at the top and start south once more. Not far along you will spot a gate on the eastern side of the passage. Open the gate and go inside to find a safe place to rest. On the table you will find a blunted dagger of armour. There is also some gold in the well. Leave the room again and head NW to find a gate. Open it to trigger 3 zombies and a master shadow. In the room beyond there are two chests holding boots of high wisdom, 2 scrolls of cure critical wounds and some gold. Leaving the room with the chests, follow the passage around to the SE and you will find a shield of protection +1. continuing south, you should find yourself back in the main hall of the dwarven tombs. Cross it to the SW until you return to the junction beyond and take the NW path to a "T" junction. Here head NE. The passage will turn southwards, where you will find two doors. The NE door leads through a passage up to the blocked cave we found earlier in Stillwater. The westerly door opens into a room with coffins. Breaking one of these coffins spawns a shadow and two zombies. It also contains plate mail +1, a wand of resurrection and two potions of neutralise poison. Return to the junction and travel SW, following the path to the large room with strange tracks. Cross this room westwards and take the passage heading NW. When you reach a corner take the door to the north. Pass through the old library room and take care of the 4 zombies just beyond it. Search this new area then take the north passage. There is another door to the NW, behind which 4 more zombies lurk in wait in a room of stone columns. Exit the room and head NE, following the route through a NW turn, past an empty well to another door. Here you will face 2 skeletons, 2 zombies and a ghoul. They drop some gold when killed. Take the NW path from here, and then the SW at the next junction. This path leads to what appears to be a dead end, but is in fact a secret door. This door leads to an area of the halls we have already explored, so there is no need to travel further. Head back to the last junction and turn north towards the well on the reddish floor. As you pass between the pillars you will be attacked by 4 orcs. Defeat them and move further into the room. When you reach the well Elena will speak to you. --Quest received-- Turgild Lifespring Circle the Turgild square to reveal all four dry wells before taking the NE easterly passage in the NE corner of the square. Take the door north first and deal with the 2 zombies and 2 skeletons therein. You then need to destroy the barricade and press the pike in the room they were guarding. All these measures and protecting a trapped chest holding a dagger +3, an ancient rusted iron key and a note. Go back out and take the south door. Inside are a fountain holding gold and two barrels. The northernmost barrel contains gold and spawns two zombies, whilst the other contains the fists of ranman and a scroll of harm. Further exploration of the passage reveals a dead end, so return to the Turgild square and head to the SE corner, where you will find a door. Beyond is a room with two chests, each containing gold. In the next room you will find a man stuck in rock. Speaking to him, you learn that he is Jarial and that he needs help with a riddle to free himself. --Riddle clues-- A quest of love ends with me - Love often ends in marriage Yet I am made endlessly - Circles are endless If I drop I say my name - When drop this item makes a sound like its name If I touch rock, freedom gain - Touch the item to rock to release Jarial --Riddle solution-- The symbol of marriage is a ring. A ring is both circular and makes a ringing sound when dropped. Have one of your PCs wear a ring and "attack" the rock around Jarial to free him. Once you have solved the riddle and freed Jarial he asks to join your group. If you agree you gain a level 3 sorcerer. Before you leave the room where you found Jarial check the bookcase for a wand of restoration and a potion of neutralise poison. Now the party is grown, it's time to go and mop up the odd areas before moving on. Head back to the secret door you just found and got to the northernmost room. Here, if you remember, are the group of skeleton knights and mage we left earlier. Your group should now be strong enough to take them on. When defeated they drop a common dagger, a scroll of lightning bolt and a wand of resurrection. We also picked up the ancient rusted iron key, the door for which was in the dwarven tombs. Head back there and open that door. When you do so you'll be attacked by a ghast. On the floor behind him you'll find a note and a dwarven ceremonial staff. To your NE there is a barricade that can be broken and a fountain behind it. "Drinking" from the fountain gains you a necklace of the dead. Now take the stairs in the SW down. You will arrive in a room full of coffins. The door is to your west. 3 ghouls wait beyond it, with 2 skeletons and 2 zombies in the room after that. There are 3 rooms joined to the main room. The southern and NW rooms are empty, but the NE door, protected by 2 zombies and a ghoul, contains a chest. Before retrieving the chest, however you'll need to fight off 2 more skeletons and a wraith. Your reward for all this? A scroll of chill touch, and a scroll of spiritual weapon dropped by the undead and a serpent's ring in the chest. There is one final thing to be taken care of - the spectre we left behind in Bedlam Prison. The prison was near the Ormyrr, down the stairs by the yellow signpost. The spectre is still tough, but with a group of mostly lv 3's he can be defeated. When he dies he drops dymon's dutiful gloves. --Quest Accomplished-- Bedlam Haunts With the loose ends taken care off, return to Turgild square, where this walkthrough will continue. Back at Turgild Square, locate the Well of Rest in the SW. From there travel through the south opening, then SE until a passage branches off tot he east. Follow the passage around and you'll come to a door that open onto a room full of dead bodies. There is also a note on the floor. There are two doors leading from this room. The NE one will take you back to Turgild square. The south door, which we'll take now, reveals a near empty room. Break down the barricade and you gain access to the east door. Outside you'll have to fight four orcs before you can follow the passage SE. You will pass a door to the west, which opens onto yet another empty room, before coming to two bookcases. One bookcase holds two common shortbows, whilst the other holds some arrows +1. Turn south once past the bookcases and you will come to a rogue's fountain, which casts cat's grace on whoever drinks from it. Moving further south you arrive at a door behind which wait 2 orcs and an orc leader. From there travel west and you will find another group of orcs. This time there are two orc leaders, the orc called Mol and his shaman. When defeated Mol drops his orcish lead mace, whilst the reast of the group drop a longbow +2, arrows +2, 2 chain shirts +1, a ring of cold and the undead cell key. With that group out of the way, head south again to arrive at a room full of barricades. Here you are attacked by an orc, 2 orc leaders and an orc witch doctor. Collect the massive club +3 and the hidden chest key that they drop before working through the barricades to find a route north. Follow this passage until you reach a door. here you will use the undead cell key and enounter 3 zombies in the room beyond. The zombies drop 2 common baldes and a pair of magician's boots. Exit the room and turn east. You will have to break a table to progress beyond the corner, where you will encounter 6 more orcs. From there head north and you will arrive back in Turgild square. Head now for the NW well, labelled the well of beauty. From there take the door to the west, to find a small room containing two orcs and two chests. The northern chest is trapped. Both chests hold longbows +1. The door to the south hides another 3 orcs, but no items. Return to the well of beauty and this time head north. As you follow this passage round you will have to fight 3 more zombies. Not much further on, the passage splits. To the SE is the Turgild square, whilst travelling NE takes you to a green signpost. From here you can travel east along the Main Hall's main walkway to return to the dungeon's entrance. West and north, new areas await exploration. Whether you choose the eastern or western of the two north doors, you will have to fight 3 orcs in the room beyond. You may as well clean out both rooms to gain the extra experience. With the orcs gone, travel north into the space I will call the crossroads for the purposes of this walkthrough. Take the west route first, and enter the first door you come to. There are 3 orcs in here to take care off and another three in the room to the south. Both groups drop a little gold. Bak out into the passage and through the next door along to find another group of 3 orcs. You will also be informed by the DM of a ghost passing through. Go to the SW end of the room to discover a secret door. Travel NE from there to find another secret door. Behind it there waits a lone ghast, guarding a chest that holds a plae blue key, 2 potions of restoration and a warhammer of death. In the nearby coffin there are 2 ceremonial daggers. Exit back through the two secrets doors, retunring to the passage beyond the room. Hug the wall and travel NE. You will come across an orc shaman, an orc witch doctor and Zud. This battle is made easier if you concentrate on taking out the two spell casters first. When defeated they drop a crude pot metal key, a wand of cold, a wand of healing and 2 potions of neutralize poison. There are also five chests along the wall, each one holding gold. Follow the wall again, this time SE and you will find a secret door. A word of caution - this door is trapped. In the area beyond are 2 chests, each containing a large shield +1. Not far to the SE you should find an opening. Follow it to a door, beyond which is a well containing gold. There is another door here that leads SW. You will need to fight off 2 orc leaders, who drop a scimitar +1. Finally head through the SE door to find two chests. One holds 2 potions of serious healing, a scroll of bull's strength and gauntlets of dexterity. The other chest, opened with the pot metal key, holds deathbane. This is the staff Beriand had stolen from him. We will return it once this segment of the halls is fully explored. Return to the large area where you fought Zud and explore it thoroughly, until you end up back at the crossroads. We have one direction left and that is SE. Follow the path around until you come to the ruins. Here you will have to fight two orcs and an orc leader. They drop a great warhammer +1. From there travel NE to the wall and follow it west. You will arrive t a door that requires the Iron Key. Luckily, this key has been left lying on the floor to the NW. Collect it and open the door to find Onglore and Inglore. When you have defeated them, explore the room to find gold in the wall fountain, Onglore's amulet of war in one of the coffins and an amulet of strength in the other. Finish exploring any of the map in this area that is still black, then return to the green signpost. From there head west to the surface and on to Beriand to return his staff. --Accomplishment-- Deathbane returned Once back at the green signpost, take the main road east. You will have to take care of two zombies before travelling on to a junction. Take the more easterly route, then head north when the passage splits. There you will find a water of the shield keg and a water of the axe keg. Through the door to the west is a room housing a warrior's fountain. Return to the passage split and this time continue east. In the wall to the south you will find a door, behind which lurk 5 orcs. These orcs are protecting a chest that contains a common two-handed axe and a common 2-handed hammer. Back to the passage and travel east again. When you reach the room the DM tells you is a library 5 more orcs attack. The bookcase in the south of the library holds a potion of neutralize poison and a wand of resurrection. Exit the library through the passage in the NE and follow it until you come to a partial barrier of pillars. Take care of the 2 skeleton knights and the skeleton that linger in this area, then turn south and head through the door. The door to your east leads to an area with a bookcase holding 2 shortbows, 2 shortswords, 2 quivers of arrows +1. The door south leads into a large, relatively open area. Follow the wall that leads south west. 4 skeletons will emerge from the ruins to the south. Despatch them and continue following the wall. You will soon come to another ruined building, this one occupied by a skeleton knight and a zombie. There is a small amount of gold on the floor here. Past the ruins, you will return to the main road. Heading to the north will return you to the junction we passed through earlier. Heading south takes you past the ruins that held the 4 skeletons to 2 zombies. Travelling south west from here, you will encounter a ghoul in some more ruins and two broken wells. Having arrived at the southwest corner of this area, turn east again, hugging the south wall. Bypass the door to the south for now and go instead to the room with the smoking fountain. Initially you will be attacked by two zombies, with another 3 attacking when you enter the room. Once they are killed a further 2 zombies attack from the south. Head east through the room with the burning bookcase then turn north until you hit the main road again. There are 2 skeleton knights and 3 skeletons lurking over the east. Take care of them and then turn your party north and map out the last of this large area. That done, head back to the smoking fountain, and from there west to the door we bypassed earlier. Take care of the two zombies here and then head south until you reach a door. Beyond this door 3 skeletons and 2 zombies await your company. There is also a keg just to the east of the door which will heal anyone who drinks from it. Explore this room and you will find a row of three chests to the south. Unfortunately they are all empty. Just to the west of here is a skinny passage. This opens into a small area with several rooms branching off it. Take the northern door first. There is a chest holding studded leather +2 and boots of health. Also in the room is a bookcase containing a scroll of bull's strength. The room to the east is empty, whilst the room to the west holds another healing keg. Leave the group of rooms and head south to the wall. Now travel west, to what appears to be a dead end. You can knock down the wall here. Just past this wall you will encounter 2 lizardfolk. In the room just beyond is a bookcase holding a potion of neutralize poison and a salve of remove paralysis. Take the door north and take out 2 more lizardfolk. Through the next door are two slightly tougher lizardfolk leaders. In the final room a lizardfolk shaman and a lizardfolk chief await your company. When you have polished off the last of the lizards an L shaped key will be dropped on the floor. Use it to open the more southerly of the two chests to receive and R shaped key, a large shield +2, and a greatsword +2. The R shaped key opens the second chest (trapped), which contains a greataxe +2 and a phial of neutralize poison. This area has now been thoroughly explored, so it's back to the skinny passage, past the three empty chests to an opening in the east of the room. Take the door to the north to find the first of a serious of rooms strewn with bodies. Search this complex of rooms to find gold and two common bows, working your way east until you find the room housing the dead undead. From there go through the door to the north and take the slave of remove paralysis and the potion of full healing from the bookcase. Squeeze past the barrier to the east and you will encounter a wounded lizardfolk. Listen to him and he will mutter about undead, then die. At the same time two ghouls will attack from an adjoining room. Kill them and they will drop a handful of gold. In the room they emerged for you will find a handaxe +3, a large shield +1 and a Ghoul Stopper amulet on the floor. There is also a barrel holding a wand of resurrection and a phial of neutralize poison in the same room. Weave your way back through the rooms filled with dead. To your south is a barrier, that stops you from entering an area explored earlier. To the north is a door back to the large area of ruins. If you head east from this door you arrive at a yellow signpost. Take the south route first, following the passage around until you come to a room with a burning chast and a zombie lord. Be careful not to burn your party members on the flames during the fight. Behind the zombie lord is a trapped chest, containing a greatsword of fire and a bladed quarterstaff. There's nothing else in this area, so it's back to the yellow signpost. From the signpost travel east, through the door and on to the end of the room. Here, take the door to the south and keep moving in that direction. Go past the passage east, to the next doorway and watch the undead battle between 2 ghouls, 2 orc ghouls and 2 lizardfolk ghouls, finishing off any survivors. That done, return tot he corridor you just passed and follow it east. You will encounter a skeleton lord and 3 skeleton knights in this reaching. Also in this passage are two chests - one of which releases a shadow when opened. The chests hold a ring of brute strength and a pair of boots of withering beauty. The room now takes a turn south, where doors lead off both east and west. In the western room you'll find a handful of gold and a good place to rest. In the room to the east, a skeleton lord, a zombie, a skeleton elder and an ancient zombie lie in wait. Return to the passage and follow it round to the west. Not far past the corner is a barrier, behind which a mini undead army awaits you. It consists of 1 skeleton elder, 1 skeleton, 2 skeleton lords and 2 skeleton knights. Combat tip: Make this group come to you to avoid being totally surrounded. With those critters out the way, take the door to the NW and prepare for another battle, this time with 2 ancient zombies, 2 zombies and a scarred mage. When you defeat them you discover that the scarred mages belong to the cult of the dragon. You also get 3 potions of critical healing, a note, a dagger and a scroll of invisibility. for your troubles. --Accomplishment-- Cult of Dragon If you then travel south then east you will find a room with stairs leading both up and down. This is the main stairway for this level on the dungeon. Mark it on the map so you can return later. For now we have a little more exploring to do. Head back in the general direction of the yellow signpost until you reach a room with a well in it. From there go east again and continue that way until you reach a room with two other exits. Take the NW door first. Take care of the 4 zombies, before moving NE. You'll soon come across 2 ghouls and 2 skeletons, who are barring a door in the NE. Take them out and travel through the door to fight another 3 skeletons and a skeleton knight. Still travelling NE, you'll have to deal with a zombie lord and a zombie, before you can turn NW through another door. The first thing you will see when you open that door is 3 zombies for you to kill. There's also some gold scattered about on the floor. From there turn NE through another door and take out the Ghoul and zombie waiting there. This group drops a ring of protection from paralysis. Also, on the floor of the room they were guarding there's a potion of speed and a wand of neutralize poison. Turn your attention to the more northerly door in the room, which opens to reveal another skeleton and 2 zombies. Kill them and grab the gold, before going through the door to the east. Follow the path to a door that opens onto a small weapons cache. Unfortunately all the goods are common weapons. Turn back and return to the room you just collected the gold from. Take the north door this time (you'll need to smash the bed). Explore the room to find two barrels in the NE corner. These barrels hold 2 potions of restoration and a remove paralysis scroll. In the east of the room there is a door warded by the Glyph of venom. If you approach it you will get to speak to Preybelish. Speak to him about a necklace you posses and he will ask you to return later. In the north wall of this room is another door. Pass through the empty to room it leads to, heading east, where you will find a fountain of worship. Using the fountain will spawn a master shadow, so make sure your group is healthy first. Also in the room is a well of worship. Using the well grants experience in exchange for a -1 change in wisdom (permanent). It also spawns a master shadow. The other door in this room requires a lockpick to open it. Mark this on the map for later. Return to the glyph of venom and speak again to Preybelish. If you refuse to give him the amulet he asks for or request a trade, he will attack you. Combat hints: Keep your group to either side of the door to force him out of his dark spell. Don't bunch up. He has magic that can wipe out a whole group if they're bunched. When he dies, Preybelish drops part of the wizard's torc. --Accomplishment-- Preybelish --Quest Updated-- The Stars Below As well as the torc, there are some other things to be retrieved from Preybelish's room. There is a necklace of protection +3, an amulet of protection +2, an amulet of protection from paralysis and a medallion of defence. Leave Preybelishe's room and turn SE to find a corpse, on which you find snakeskin boots. Return now to room with a well and take the east door. Lurking behind the door are a skeleton, a skeleton knight, a zombie and a shadow. Just to the south of them is another group of undead consisting of 2 skeleton knights, 1 skeleton and a shadow. Once you have defeated all of them, take the north-easterly door to discover a chest holding ringmail of protection +4, a potion of bull's strength and a carved emerald key. Lying on the bed nearby is a silver key and orckiller. The door to the south is opened by the silver key you just picked up. Inside the room are two barrels containing ring of strength and a ring of wisdom. Move back out into the corridor and head south until you reach another door. This door is opened by the emerald key to reveal two wells with gold in and a barrel holding a ring of charisma. To the east is a door that needs the pale blue key that was obtained whilst we were in the west of the dungeon. Beyond this door is a fountain of the earth, which exchanges strength for dexterity. There is also a mud clogged keg, whose contents you cannot take. Hiding in the bookcase is a lonely wand of fireball. It is time to return once again to the room with the well. This time exit through the SE door and turn north. Go through the door and you will find a trail of gold coins. Follow them through the barriers to find 3 orogs. These orogs were protecting a chest that can be found at the far east of the room. The chest holds a longbow, a longsword, some chainmail and a club +4. Return to the passage and travel north until you reach a junction. Take the NE route and move behind the building. Search here for a secret door. Beyond the door 2 ancient zombies, a zombie and a skeleton lord award wait for the unwary traveller to approach. Your reward for despatching them is access to a healing fountain and some gold. There are also two chests here. They are trapped so be careful. Open them up to obtain an light plate of protection, a miners' ward of invulnerability and a greater warhammer. Return to the junction and turn NW, heading past a well holding gold, to an encounter with a skeleton knight and 2 skeletons. Just past them is a partial barrier of pillars, which leads to an area of the map already explored. Return from here to the yellow signpost and east, then north, to fill in the final black area on your map. Congratulations! You have finished exploring the main halls. Time to go back to those stairs and head down into the deep. --Deep Halls-- 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 passage with 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 inside 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 barrels. 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 lizardfolk, 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 possession of Luther's protector, 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 Follow the wall south, then around to the east, when you draw level with the end of the ruined buildings you will be approached by a group of 2 healers, a warrior, a faith healer and a taskmaster. Lying on the floor where this group came from are the soot-coated key and a potion of critical healing. Slightly to the north and west of there you will find the entrance to a small room housing a lava well. You can rest here if you need to. From the doorway follow the wall south west to discover the glyph of water on the floor. Mark this on your map then head SE until you reach a door, beyond which are some stairs leading down. The stairs lead you down into the area known as the lizardfolk tunnel. It is dark down here, so I recommend casting a light spell or two. You have a choice of two doors, south and west, but both these doors lead to short passages which converge on an opening to the south. At this opening a fresh group of lizardfolk attack. This group consists of 3 scavengers, a warrior and a healer. This group were protecting a door that will lead your party back up to Stillwater. Follow the passage west, passed the door, to a junction. The route south leads to a dead end, so turn SW, and then SE when the passage turns. This time you have to take out 2 warriors, 2 scavengers and 2 healers. This group drop the silverleaf rod and the silverleaf hatchet. Behind them is a small room housing a barred door. You cannot proceed any further for now so it's time to return upstairs. Once up stairs, go back out into the open and hug the south wall east, passing the opening to your south and passing through the ruins. You will soon encounter 4 healers and a taskmaster. They will drop a salve of serious healing and a scroll of shield. Before you move on, take a moment to search over the two blacked out areas of your map to the north and south. Once that is done return to the passage where you passed the glyph of echoing. (You will return here later to use the soot coated key). From the glyph of echoing travel south, back through the door, then turn SW and follow the passage round to the south. When you reach the more open area, hug the wall westwards, turning north at the corner. Here you will find a second glyph of water. Mark the glyph on your map before following the wall north once more before turning west again. Here you will take on 4 orogs and an orog guardsman. They drop a potion of serious healing when killed. Just to the north of the orogs is a trapped door, behind which you will find the pyre of silence. You will be returning here later, so mark this on your map before moving back into the corridor. Again, hug the wall in a westerly direction, turning north at the corner to arrive at a room full of barrels. Here you will have to fight 3 more orogs and 2 orog guardsmen. With them out of the way, head due north until you reach a door. Inside you will find a coffin containing Elena's remains. If you put her remains back in order she will appear and offer her aid when you take on the lifespring guardian. Leave the room and turn SW, then south at the juntion, following the passage as it turns SW once more. You will arrive at a door. Waiting behind the door are a group consisting of 2 orogs, a guardsman and 2 orog healers are waiting. Despatch them to get some gold. then head through the rooms to the north. In the northmost wall you will find a secret door that leads back into the lizardfolk dominated area of the halls. Leave the rooms again via the south door and turn west until you reach a junction. Lying in wait are 3 orogs, and orog healer and a guardsman. When dead they leave behind some gold and three empty chests. As the north route is a dead end, you will have to head south, then west along a narrow passage. The doors you pass to the north and south all lead into empty rooms. At the end of this passage 3 orogs and 2 orog hunters are waiting. They drop more gold. Just to the west is a well, where you will find a note from Athan, read to you by the DM. From now on this well will be referred to as "Athan's Well" in the walkthrough to help with directions. Take the NE passage from Athan's Well, passing doors to the east and west that lead to empty rooms. When you reach the end of the passage, follow the wall around to the west, to a door in the northern wall. Take out the 3 orogs and healer waiting on the other side, as well as the 2 guardsmen that join them during the fight. When they are all dead, head through the door to the north and follow the passage beyond to the NE. At the end of the passage is another door, behind which lurk 2 skelton lords and 2 shadows. In the center of the room is a chest. Opening this chests spawns 3 more shadows. When all 3 shadows are killed you will find the Mountain Fist. --Accomplishment-- Mountain Fist Return to Athan’s Well, filling in any black areas on your map as you go. From the well travel south, then west, before turning down a skinny passage to the SW. In this passage you will encounter a face-off between 3 ancient zombies and a group of orogs (2 orogs, 2 guardsmen, 1 healer and 1 hunter). Watch the battle progress then take out the survivors yourself. The doors to the south of the passage both lead to empty rooms, whilst the door to the north, opens into a room with a coffin that holds a crimson brooch. Leave the passage and head first south, then south east. To your west is a door, behind which an orog, a guardsman and 2 hunters can be found. Despatch them for a little gold and travel west again through another door and into the area beyond. Take the first turning north and you will soon come to a red signpost marking the Well of the Earthborn Wind. The well itself is in the room beyond the door next to the signpost. Mark this on your map for later. Continue north along the passage to find 3 orog healers and 2 guardsmen, which you will need to kill. Collect their gold and head first north, turning west when the area opens out. You should soon see a frozen door, which you will need to smash to gain access to the frozen Rhonglyn. Enter the room and smash the ice to free the Rhonglyn and retrieve Borea's Blood. --Quest Updates-- Earthborn Wind Borea's Blood Before moving on, here's a brief guide to the Rhonglyn. To transport between levels, simple left-click one of the crystals. The colour of the crystals relate to the colour of the names on the map. So, for example, if you wanted to go to the main halls, you would use the yellow crystal. For now, however, this walkthrough will continue working through the deep halls. Exit the room the Rhonglyn is in and move around to the west, then north. Here you will have to fight 5 orogs and a guardsman, who drop a little gold. Travel east and pass through the door, continuing east until you reach the cruel glyph. To the south of you is an empty cage and, beyond that, a room of chests. To the north of the glyph are two doors, one with a lock too complex to pick, and one that needs picked, but is too complex for my rouge barbarian. Therefore, I exited this room using the same door I entered through and travelled slightly north to a trapped door. This door opens into another room of chests. The middle four chests all hold gold (smash the open ones) whilst the closed chest to the north holds Milla's Blessing. Take the door to the north to enter a more open area. There's a in the north of this area that leads to a room with a set a stairs. A quick run up them shows them to lead to the hall of stones. You're not ready to explore up here yet, so back down to the Deep Halls you go. The rooms to the north and south are both empty, so it's time to head back to the red signpost, filling in any black areas on your map as you go. Continue moving south from the signpost, crossing the open area after you exit the passage. There's an empty room over to the east if you need to rest. If not, carry on moving south until you reach a wall with a trapped door set in it. Move through the door and continue south until the junction. Here, turn east along the passage. The rooms to the south are both empty. The room to the north, however, is home to 3 orogs, 2 guardsmen and a healer. Collect the scroll of shield and salve of serious healing they drop, then open up the bookcase. Inside you'll find an Idolon. Exit the room again and got to the end of the passage. Slightly to the south of here is another door. (If you were continue south you would end up going in a circle back to the passage.) Work your way south through the rooms, to the door east. Here you'll be attacked by 4 ancient zombies who drop a little gold. With the zombies dead, head south through the ruins they emerged from, turning east when you reach the wall. Not far from here is a door that leads into a room containing Faldis's coffin. The coffin is empty, but if you look to the north you'll find a secret door. Behind this door lies Faldis's diary, with Faldis's Defender in a chest nearby. Exit these rooms again and return tot he wall to the south. Continue travelling east and you will encounter 3 ghasts and a ghoul. Defeat them to receive a scroll of bull's strength, a salve of moderate healing and a potion of serious healing. You should be able to see a door to your north. Go through it and take care of the 6 skeleton elders and the skelton lord waiting there. Move through to room to the east. Inside the coffin you'll find the Ruby of Earthborn Wind. --Quest Update-- Earthborn Wind Return again to the southern wall and continue the journey east. Another undead encounter will pit you against 3 ghouls and 3 ancient zombies, who drop some gold. A quick scout of the ruins they emerged from reveals nothing but empty coffins. Back to the south wall then, and east again. At the point where the wall turns south you'll find 3 ghouls and 2 ghast waiting. Pick up the potion of serious healing they drop then go south to find a room with a blocked door. Exit this room again and follow the wall first east, then north into the ruins. Take care of the 3 ancient zombies, ghoul and ghast that linger here and collect their gold. Continue moving north and you will arrive at a door, behind which are 3 more ghouls and a ghast. The nearby coffin belongs to Garras. If you reorder his remains, he pledges his aid to you in taking on the lifespring guardian. --Quest Update-- Turgild Lifespring Take the north door out the room and travel NE, then NW along the skinny passage you come to. The door to the east leads to a room housing 2 wraiths and 2 zombies. When they die they drop an idolon and some low quality gems. The nearby chest holds the runic shield. The door to the west of the passage hides only an empty room. Return to the passage and follow it to a set of doors, turning west once through them. Here you'll encounter 2 ghouls and 3 ancient zombies. Kill them and take their gold. Back outside and to the north is another door leading to an empty room. To the south the area will open up. When it does wind your back east and south until you reach the area of the map you've already explored. Once there start travelling west (you should be in the SE corner of the dark area of your map). As you draw level with some ruins you will encounter 4 ancient zombies, who are soon joined by 2 Ghasts from the north. When defeated they drop some gold. A quick exploration of the ruins shows them to be empty, so continue on your way west. You will soon pass a door to the south that leads back to the coffin that held the ruby of earthborn wind, whilst there are more empty ruins to the north. A little further west and there is a door in the wall to the north. Behind this are a group of 4 orogs, an orog hunter and 2 zombies. When they are defeated, smash the chest inside the room to obtain a pair of dusty boots. To the north of this room there is a door that leads you back up to Stillwater. Heading west once more, you will find the door to the sharpstick room. Take care when you enter the room as 2 orogs, 2 orog healers and an orog hunter will follow you through the door in an attempted ambush. When you have taken care of them, take their gold and open the door to the north (trapped). Only a few steps beyond the door you should spot 2 orcs and 2 orc leaders gathered around a well. Do not disturb them yet, or you will bring a large host of orcs down on your group. Instead, hug the wall to your west, working your way northwards around the room. You will eventually come to a door approximately due north of the group of orcs. Behind this door and orc chief and orc shaman wait to do battle. Once you engage them, another shaman, and chief will join them from the east along with a witch doctor. Take the shortbow +3 from the chest. Leave the first room and go east to the room where the second group of orcs were hiding. Close the door behind you when you enter of you will be ambushed. There are two chests in here holding the Emerald of Clover and a small shield +2. Exit the room again and turn east to take on an orc shaman, an orc witch doctor and 3 orc leaders. Behind them is a trapped door, hiding a room holding a chest containing some gold. It is now safe to take out the group around the fountain and retrieve the gold from the floor. --Accomplishment-- Sharpstick Room Exit the sharpstick room again through the south door and turn to the west. The first door to the north you pass leads to another empty room. Slightly further west are more empty ruins. With this area of the map now explored, return eastwards, past the door to the surface to some ruins. Turn north as soon as you reach these ruins. In the area beyond you will face a tough battle with 4 Arraccats. To the north of the Arraccats is an alcove with a few skeletons scattered about. To the east of the Arraccats is a room full of chests. One of these chests holds the Gauntlets of Ogre Power. There is also a note and some gold here. --Accomplishment-- Gauntlets of Ogre Power With the majority of the Deep Halls now explored, you can turn your attention back to an area bypassed earlier. Take your party back NE to the Echoing Glyph. Travel east through the door the Glyph locked. Cross the room beyond and turn north once through the next door. It is time to do battle with The Lifespring Guardian. This battle is tricky because the Guardian is immune to magic. However, Elena and Garras are also here to aid in the battle. Victory against the guardian results in the two ghosts being reunited and the lifespring waters being freed. --Quest Update-- Turgild Lifesprings Your time in the Deep Halls is nearly over for now. Head to NE corner of the halls and use the soot-coated key in the door there. The stairs beyond lead up to halls of light. Take care if you go up as there are 2 injured lizard folk and a faith-healer in the room above. There are also two scrolls of neutralize poison and two salves of serious healing in a chest, plus a second soot-coated key. The final task is a simple one. Return to the well of the earthborn wind in the east (near red signpost) and place the Ruby of Earthborn wind in it. The Earthborn Wind is then freed. --Quest Update-- Turgild Lifesprings With the Deep Halls now explored as well as can be at, it's time to return to the Rhonglyn, where we will travel briefly to the Main Halls to drink from the lifespring wells, before moving up to the Halls of Stone. --Halls of Stone-- After using the yellow crystal of the Rhonglyn to get to the Main Halls, head over to Turgild Square and the lifespring wells. Drink from each of the wells to obtain the following attribute boosts. Well of Rest: Rests and heals the whole party Well of Beauty: Increases the drinkers charisma Well of Wisdom: Increases the drinkers wisdom Well of Endurance: Increases drinkers constitution Once you have used the wells return to the Rhonglyn and active the green crystal to ascend to the Halls of Stone. --Accomplishment-- Turgild Lifesprings Exit the Rhonglyn and search the area around it. There are two possible routes. For now, take the northerly one. Only a few steps into this opening you should spot a door to your south. Open it to find a cult mage questioning a prisoner. When you enter the prisoner will attack the mage. Help him to kill the mage, 2 skeletons elders and 2 skeleton knights. When you speak to him, mention Athan's quest and Emeric will join your party. There are two chests in this room. One contains gold whilst the other holds chainmail +2 and two salves of serious healing. Exit the room and explore the open area beyond. There are doors in the NE and SE. Be cautious when you pass by the SE doors as a party of undead will come through them after you. This group consists of 2 skeleton elders, a skeleton lord and a skeleton knight. When you have defeated them, grab their gold then move up to the NE gates. Go into the room beyond and read the note on the right and the note on the left as well as taking the gold from the chest. Exit that room and return to the doors in the SE. Head south once through them, then go through the double doors to the east. You will find yourself in a room full of dead clerics and common weapons. There's nothing to do here, so go back out and follow the outer wall around to the back of the room. When you reach the area opposite the double doors you will be attacked by 2 Skeleton Lords, who are soon joined by 2 skeleton elders and 2 ancient zombies. When defeated this group drops a potion of serious healing. Continue moving north, passing some empty rooms to the west. Go east when the passage turns and you will emerge in another open area. At the centre of this area there is a spinning spire. From the spire, move travel N through the gates just behind it. You have arrived in another large open area, at the centre of which is a round building. Enter the building (doors are in the SE) to find the Nightmare Gate. The gate is guarded by 3 skeleton knights, 2 ancient zombies and a skeleton lord. As you battle them, the gate will also spawn more undead. When you have cleared the room you can take the Locket of Justice from the chest. You cannot do anything with the gate just now, so mark it on your map for later. --Quest Update-- Nightmare Walking Leave the circular room and head for the doors in the east wall. Open them and follow the path round to the north and west. There's not far to go before you encounter 3 ancient zombies in the company of a ghast. Go into the small room they were blocking, then north to the room beyond. here 2 orogs and an Orog Veteran await your pleasure. When you have killed them go east across the skinny passage to another room and take the Hammer of Martel and the salve of critical healing from the chest there. Return to the passage and follow it north into a more open area. Here you'll encounter 3 orogs, 2 orog hunters, and orog healer and an orog veteran. During the fight 2 Lizard Taskmasters and a lizard warrior will also become involved. When they die they drop a longsword +2 and 2 salves of moderate healing. Explore the open area before moving through the door in the west. Beyond is a series of empty rooms. Take one of the west doors out, into more open space and head for the north wall. Moving west, you will pass two doors to the north. Beyond the first is an empty room. Beyond the second is a group of Lizardfolk. This group is made up of 3 scavengers and 2 healers. When defeated they drop a scroll of shield and a salve of serious healing. Exit by the same door as you entered and head for the passage to the south. The room to the east of the passage hides a Lizardfolk Taskmaster, a lizard healer and 3 lizard scavengers. In the nearby bookcase there' a scroll of chill touch and a scroll of spiritual weapon, with a second pair of the same scrolls in the chest. The door on the west side of the passage leads to a empty library. Continue south down the passage, at the end of which you will have to fight 5 lizard scavengers and a lizard healer. This group drops the Twilight Guardian. Hug the north wall east then south until you come to a junction. If you were to take the route south you would end up back at the spinning spiral. Just to the west is a door. Go through it to battle 2 ghasts and 3 ghouls. Take their gold, and return to the passage outside. Continue moving west, turning southwards with the passage to reach another junction. Again, take the west route into a skinny passage. The first door to the south opens onto an empty room, whilst the second holds a Scroll of Dispel Magic. The room to the north of the passage is home to 4 ancient zombies and 3 skeleton knights. This group drops a potion of serious healing. Back to the passage and west once more. Explore the area to the west and south, following the southern passage east to a room housing 3 skeleton knights, 2 ancient zombies and a skeleton lord. This group drop nothing more useful than a handful of gold. Also in the room is a chest holding Boghurt's Putrefication. Return again to the more northerly passage, and this time head north at its exit. You will enter some ruins where you will be attacked by 4 shadows. Explore the area of the ruins they were in before heading north once more. When you get to the northern point of the ruins, hug the wall eastward. It won't be long before you are ambushed by another group of 4 shadows. As you battle them, 4 more shadows join from the south. This a very tough battle, so if your group is struggling, mark this point on your map for later. When defeated this group drop a potion of moderate healing and a salve of moderate healing. In a nearby chest you will find your first Vial of Naga Blood. Just to the south is a second chest holding Chainmail +3. At this point my party was in need of healing so I returned to the Rhonglyn, to the Main Halls and back to Stillwater to visit Beriand. When I got there I discovered that Nottle was missing and was known to have been in the Deep Halls recently. Make note of this information for the our return visit to the Deep Halls, then return back to the Rhonglyn in the Halls of Stone. When you leave the Rhonglyn this time, take the more southerly of the two passages. There are three rooms lining the passage on the west. The first holds a trapped chest containing a little gold, whilst the third contains a note. The central room holds a stairs down to the Deep Halls, so head downstairs and we'll see what we can about Nottle. These stairs come out very close to where you want to be. Head south from here towards the room housing the Cruel Glyph (near the Rhonglyn). When you get there, you'll find Nottle in the cage, being questioned by a cult mage. When you get close enough, Nottle will ask for help and you will end up fighting the mage along with his cult soldier friend and 3 orog guardsmen. When the battle is over Nottle will inform you that you need to find the key of Dumathoin, which a scarred mage was taking with him up to the room of words. --Quest Recieved-- Dragon Bound There's nothing else to do for Nottle at the moment so its back up the stairs to the Halls of Stone. Once back upstairs, return to the passage and follow it south to some open gates. There are 2 zombies, 2 ancient zombies and 2 skeleton lords here that you'll need to deal with. Contiune to the end of the passage and you'll find a chest against the east wall. Inside the chest is a scroll of shield and a potion of serious healing. Next to the chest is a door leading to a serious of empty rooms. Move through these rooms first east, then north until you arrive at a flight of stairs. Hop up them for a brief look at the Halls of Light. There's only one thing you're interested in up here at the moment, and that's the Mashbane Dagger in the nearby bookcase. There's a chest in this room as well that holds a little gold. Once you've collected the goodies go back down to the Halls of Stone. There's nothing else in this region, so head back to the Rhonglyn and take the northern passage once more. Head through the door to the east, then follow the passage as it travels SE until you reach a junction. Travel south from here, turning SW when the DM informs you of the red glow. Not far away you'll find the source of that glow, along with 3 skeleton knights, 3 skeleton elders and a skeleton lord. After you've dealt with the undead, approach the fountain and the DM will tell you it is the Fountain Macabre. This is the place you want to bring all your Vials of Naga blood to. Empty the one collected earlier into it now. A quick look around shows the rest of the ruins here to be empty. Return to the point where the DM informed you of the glow and this time travel east. When you reach the next junction, turn south, going through the doors (trapped), to arrive in an empty room. A second pair of doors lead south from here, where 4 skeleton knights, 2 ancient zombies and a skeleton lord are wandering about. This little group are kind enough to leave you some gold when they die. Once they're out the way continue south until you reach the end of the passage, then go through the doors to the east (trapped). From there, turn SE and work your way around the building. When you get to the NE corner, you'll encounter a scattering of bodies and some common weapons. Turn along the passage that goes west and you'll arrive at the glyph of song. Mark it on the map, then go through the door opposite it. You'll find yourself in a room with three unpickable chest. Mark these on the map as well and return to the dead bodies. Head north and you'll find a second Glyph of song. Again, go through the door opposite this glyph. This time you'll be in a room with a single chest. When you open this chest a trap is sprung, spawning 5 shadows and casting a darkness spell over most of the room. Keep your group in the light (or use a counter spell) and you should be able to handle the shadows. When the shadows are killed you'll find the bat-winged hammer and an idolon on the floor. At this point I returned my party to the surface for some quick healing. On the way back, just outside the empty room in the screenshot above, my ranger found tracks of orc thieves heading south. I returned to the room with the 3 locked chests to find 3 orc rogues. When these rogues are killed they drop their spoils: Hextor's Cruelty Hextor's Might Hextor's Vengeance Return to the north/south passage and go north, through the empty room. Once through the door turn east. It won't be long before you find 5 ancient zombies lurking in some ruins. Defeating this group gets you your second vial of Naga Blood. Head due north through the ruins and you'll find more undead in the form of 2 skeleton knights, 2 ancient zombies and a skeleton lord. Your reward for killing this group is a potion of serious healing. Make your way through the complex of rooms this group was in. In the SW room you'll find three barrels, each holding some gold. There's nothing else in here, so return south to the wall beyond the ruins. Hug the south wall to the east and you'll be attacked by 3 ancient zombies and 4 skeleton knights. When you've defeated them, you'll be able to approach the channel of earthborn wind they were guarding. Drinking from the channel grants your party experience. A quick exploration of this area shows the two new exits. The door to the east leads to stairs heading to down to the main halls. The doors to the south (trapped) lead to some ruins. Explore these to find a dagger of defence in the bookcase. There's a small alcove like space in the NW of this room where a door leads west. In the room beyond there are five fountains, the central one of which is a foutain of purity (protects against poison). West of that room is a second filled with poison. Unfortunately there isn't enough in the fountain for a full group (only protects 3 PCs), so you'll need to choose a single character to use the fountain to investigate the room beyond. This can be a bit tricky because you have to get your group close enough without getting them all poisoned. (there's a small space in the SE corner that's poison free). There are two chests in this room. The west one only holds gold, whilst there is a pureblade. Back to the ruins and through the SW door to find two chests, one of which is trapped and holds a handful of gold. There's nothing else here, so return to the channel of earthborn wind. From there head north, hugging the east wall. When you reach the passage follow it round until you're travelling south. Here you'll find a door to the west. Go through it to find an undead V Orog battle going on between 2 injured orogs and some undead (3 ancient zombies and skeleton lord). The injured orogs will request your aid. If you do help them, and manage to help them survive, they give you orog arrows +3. Exit the room using the south door and follow the passage around to a large empty room. To the east is a room filled with chests, where you will obtain a sling +2, a warhammer +2 and some sacred vestments. Exit these rooms and head back to the room where you met the injured orogs. On your way you will encounter 2 ghouls, a ghast and 3 ancient zombies. Also there are the Orogs you rescued earlier. These friendly orogs declare they will help you as the battle begins. Continue back to the first room you encountered these orogs, then go east into the passage and east again through the barriers beyond. Amongst the barriers are 2 skeleton knights and 3 ancient zombies. When you have defeated them work your way north through the barriers. As you exit the barriers you are attacked by 5 orogs and an orog guardsman. When you defeat this group they drop the Libertas. With the orogs dead, turn your party east, collecting the scroll of bull's strength, potion of serious healing and salve of moderate healing from the room to the north as you go. When you get to the junction, head south a few steps, then go east through the nearby door. There are 3 orogs and 2 orog healers in the room beyond. When they die they're kind enough to leave you a potion of serious healing. There's some gold in the nearby chest, with a shield +1 in the chest in the adjoining room. Exit the rooms through the same door you entered and head south until you reach a wall. Go through the door here, then turn west to find another door. When you enter the room, 4 orogs and 2 orog healers sneak up on you. They drop Plate Mail +2 when killed. Once they're dead, exit the empty room again and move south. You will pass a door to the east that leads to a room housing stairs up to the Halls of Light. Explore this room and the area around it before heading back to the last junction you passed. This time take the east passage. This passage is lined with fire spitting barrels so be careful! The door to the south leads to an empty room where you can rest. The room beyond the north door holds a route to Stillwater and a chest containing a vial of Naga Blood. Going further east leads to a dead end, so its back west to the junction, north to a second junction and then east again. You'll soon spot a door to the north. Behind this door is the 2nd channel of earthborn wind. Once you've taken a drink from the channel, exit the room and travel east, turning north when the passage ends to arrive in an open area. Turn eastwards once more, stopping when you pass another door to the north. In the room beyond are 3 orogs, an orog guardsman and an orog healer. The group drops some gold and there's more gold in the chest. There is also a pair of waterlogged boots in the well. Exit this room through the east door and head north for a few steps, turning east when you reach the next passage going that way. Once more, there is a door to the north not far away, beyond which 3 orogs and 2 orog healers. This group drops a little gold. There's also a angel-winged mace in the chest. Exit the room again and head east until you reach the double doors. Just inside them is a door to the south. When you enter the room beyond a voice says "For my chosen ones, six hairs from my beard". There doesn't seem to be anything else to this room, so exit again and continue the journey east. At the end of the passage is a room housing more stairs up to the halls of light. Turn north here, returning to the eastern heading when the area opens up. Follow the wall around as it turns north. You'll find some doors marked with the rune of the shield. Beyond this door are 5 skeleton elders. This group drops the foundry key when killed. Hanging on the wall in the room where you defeated the skeletons are 3 common shields. If you drop the shields into the forge you will receive a Large Shield +3. The forge key you picked up opens the door that leads to the room to your west. Through here you will find have to fight 5 more skeleton elders. There are two battleaxes on the wall that you can throw into the forge. However, you won't get your reward until you find a third axe. There is also a chest in this room that contains the final vial of naga blood. There's nothing else to do here for now, so exit these rooms and explore the open area beyond before taking the open route south, then west, before turning north when you arrive at the junction. Follow the wall west until you encounter 3 orogs and 2 orog hunters. A fireball or two goes a long way to ending this fight quickly. These orogs are kind enough to leave their gold behind for you when they die. Take the first of the two doors in the northern wall to find the third battleaxe for the dwarven forge. When you take this axe back to the forge you will receive a Battleaxe +3 in exchange. In the room beyond the second of the two northern doors there is nothing but an empty chest. Exit this second room and head due south from the door. You'll reach a second door, behind which is a library. On a table in the west you'll find a scroll of dispel magic. The room to the east holds a note and a delicate pewter key. The door leading south takes you to an area of the halls already explored. Take a few minutes to map out any areas that are still black on your map before taking your party back to the room surrounding the nightmare gate. From here turn your party east, going through the door, along the passage and across the room to the passage beyond. Point your party south and follow the corridor until you reach a junction. At this point turn west. You should find a door in the southern wall, behind which 2 orogs, 2 orog hunters and 2 orog healers linger. Pick up the handful of gold they leave behind, then return to the corridor and follow it north. At the end of the corridor turn your party west, travelling across the large open area, through the rooms beyond, until you reach the second door in the northern wall beyond. Cross the room to exit via the north door, turning your party east for a few steps. You will soon spot another door to the north. Open it to confront 4 lizardfolk scavengers and a lizardfolk taskmaster. This group drops some gold when defeated. On the floor is this room there is a scroll of dispel magic. Exit by the same door you entered and head east again. Again, you will reach a door to the north. Go through it to find an empty library. Just to the east of the library you will find the final channel of earthborn wind. A word of caution: when you approach the channel 2 lizardfolk scavengers, 1 lizardfolk, a lizardfolk healer and a lizardfolk warrior will attempt to ambush you. Drink from the channel to gain experience and end the earthborn wind quest. --Accomplishment-- Earthborn Wind Exit these rooms using the door to the north and you find a third glyph of water just to the NE. Head east and you will soon have to fight 4 lizardfolk, 2 lizardfolk healers, a lizardfolk scavenger and a lizardfolk taskmaster. This group is kind enough to leave you a scroll of shield and a salve of serious healing to thank you for killing them. Follow the SE passage from there and you will find a door in the north wall. In the room beyond, the door east requires the brewer's key. You won't get the brewer's key for a while yet, so it's back west, south past the channel of earthborn wind again, before turning east once you are beyond the door. You will quickly stumble across more lizardfolk, this time the group consists of 3 scavengers, 2 normal lizardfolk, a faith healer and a taskmaster. When defeated this group drops a ring with floral print. There is also some gold, an idolon and some low quality gems in the two chests. Head out through the eastern door and take the passage to the NE. There are 2 taskmasters and 2 healers who are eager to feel your blades waiting here. Pick up the gold they drop when they die, then go through the door to the north. You will find two vile, iron-bound books in this room. One of these books tells you to throw all the vile books into the pyre of silence (found earlier in the deep halls). Exit the room again and take the more southerly door. Here you will make use of the delicate pewter key to open the door to west. There is a chest in the room beyond that holds shortbow +2, arrows +1 and Elena's Pewter Locket. With this area now searched, return west across the open area, going through the room to the south when you reach the west wall. Once out the room, turn westwards again, crossing the ruins to confront 4 scavengers and a taskmaster. Pick up the gold they had, then finish exploring the ruins. With the entire map now explored, it's time to go back to the Macabre Fountain. Once there empty your vials of naga blood into it to receive the ring of naga's kiss. There is nothing more to do in the Halls of Stone for now, so it's time to return to the Rhonglyn and use the purple crystal to head up to the Halls of Light. --Halls of Light— Break the ice sealing the door to the south of the Rhonglyn and go through it. From there travel east. It won’t be long before you encounter a group of four skeleton lords. As the fight progresses you are joined by another skeleton lord and 3 skeleton elders. When defeated these undead drop some gold. There is a door just to the north of the point where you encountered the undead. Entering the room beyond triggers a trap, bringing forth 2 master wraiths and a normal wraith. When they are defeated, you can collect their salve of moderate healing and the potion of moderate healing. The wraiths were guarding a pile on the floor that is made up of a small shield +2 and a Pike +2. Exit the room again. To the east the passage leads to a dead end, so travel north, going around the Rhonglyn. At the NE corner you will encounter 3 skeleton elders and 2 skeleton lords. This group are later joined by 4 ancient zombies, who come from the west. Victory in this battle gains your group another handful of gold. Once you have circled the Rhonglyn, take your group due east of it until you find a doorway. Passing through this doorway brings you to a large open area. Cross the area to the east to find a chest against the eastern wall. When this chest is opened a voice speaks, asking you to find the Brewer’s Onyx. --Quest Received— Onyx of the Richest Wort To the south of this chest you will find a door. Beyond the door is a room littered with zombie bodies. Just to the east is a door that needs the Stronghold Key. Mark this door on your map. Travelling south you will pass through a narrow spot and into another zombie littered room. There are two chests here, seemingly unguarded. Open the more westerly chest to get a scroll of bull’s strength, a scroll of dispel magic and a salve of critical healing. When you close the chest look to the north. The 7 ancient zombies in the more northerly room are awake and preparing to ambush you. When you have dealt with the zombies you can open the second chest. Inside are a scroll of shield and a salve of critical healing. With the goodies collected, exit the area using the door to the north. Head across the open area in a NW direction until you reach the north wall. There are two doors here. The west door leads into a room that is empty except for a couple of orog bodies. Waiting for you behind the east door are 5 ancient zombies. These zombies drop there gold when killed. Exit this room using the door to the east and turn the party north. A few steps on, you will spot a door to the west. This door is locked from the other side, so make a note on your map and continue north. Soon you will spot another door, this one to the east. The room beyond is lined with wells along one wall and kegs along the other. Cross the room and exit via another door in the east wall. Turn the group south and you will soon hear a voice. If you are quick enough you will spot the source of the voice – a ghast. Follow the ghast and it will lead you into an ambush that is made up of 4 more ghasts. You may end up fighting 2 battles here, one against the four ambushing ghasts and one with the ghast that spoke. The reward for defeating this group is a scroll of shield and a salve of serious healing. When you have dealt with the ambush, turn the party north until you arrive at a junction. At this point take the SE passage. You will a pass an empty room to the east that is littered with dead orogs and common weapons. Continue following the SE passage until you reach the south wall. Here turn your party along the NE route. You will shortly reach another junction, where you can again turn SE. You will soon come to a structure made from four arches. For the purpose of this walkthrough I will name this structure “the square” to make it easier to give directions. SW of the square is a locked door that needs a Cold Brass Key. You do not have this key yet, so mark the door on your map for later. Travelling NE from the square, you will come to another junction. Here you will encounter another 5 ghasts, who drop some gold when killed. In the wall to the north of the ghasts is a door. Travel through it to find an empty room where you can rest. Passing through a second door to the north you will arrive at a well. There is a ladder inside this well which your group can use to descend into a new area of the Halls of Stone. This new area consists of just three rooms – the one you are in, an empty room to the north, and a third room north of that. It is the third room you are interested in. Be careful in this room as the pillar occasionally spits out fire. Against the north wall there is a chest, inside which is the Sword of Firebrand. When you have retrieved it, return south to the ladder and climb back up to the Halls of Light. Return to the corridor where you fought the ghast and head east again. You will soon come to a door which you will need to go through. Once through the door continue moving NE and you will soon come to a giant fountain-like structure. From there you want to take the SE passage, which will lead you to an encounter with 2 orog guardsmen, an orog and an orog veteran. This group drops the Cold Brass Key and a potion of critical healing. When I retrieved these items I was ambushed by two sets of orogs. From the north came an orog healer and an orog, with an identical pairing coming from the south. When you have taken care of this latest threat, take the eastern route from where you stand. You will come to a door to the north, behind which is a set of stairs leading back down to the Halls of Stone. In the north is the room is a door blocked by barrels. Break the barrels and open the door to find 3 wraiths. Kill these wraiths and you can take the Inferno Knife from the chest they were guarding. Exit the room with the stairs using the east door and continue moving east until you find a pair of orogs. These orog conscripts are friendly towards you and will only attack if you attack first. Pass through the door these orogs are guarding to arrive in a guard room. The door to the east is trapped. Behind it is a chest holding the Girdle of Serenity and a bookcase holding some gems. The door to the north leads into a library. Here an orog will tell you to take “the book”. The book is a tome of evil and is sitting on a table in the north of the room. Exit the library through the north door to find yourself at another junction. To the west is a large open area, which the orogs have barricaded against undead invasion. There is nothing there but a few patrolling orogs. To the east is another, smaller area, with a second door leading north. This door leads to the barracks and some more orog conscripts. This area is a “save haven” for your group, so you may want to mark it on your map. Before going further, this seems as good a time as any to go back and use the Cold Brass Key. Check the location of the door on your map, then retrace your steps exactly until you come to the door. In the area beyond the door, you will see a set of steps leading downwards in the room to the north. Enter this room to find a second door in the western wall. Go through this door and kill the 2 skeleton knights, skeleton lord and 4 ancient zombies in the room beyond. The room they were in is empty except for a door to the south. Go through this door to find another big empty room. The door to the west is the one requiring the Stronghold Key. The door to the south leads into a classroom, where 3 skeleton lords, 3 ancient zombies and a skeleton are waiting. When you have killed the undead, open the chest on the teacher’s table to find the Word of Constriction. This word causes everyone’s throats to close for a second – the clue that the Word of Constriction is to be used on the Nightmare Gate. The quickest way to the Nightmare Gate is down the stairs you just passed to get to the Halls of Stone. From there follow your map to the gate. When you enter the room holding the gate the word of constriction speaks itself and the gate is sealed. You will still have to kill the group of 3 ancient zombies, 2 skeleton knights and a skeleton lord before you can leave. --Quest Complete— Nightmare Gate Once the gate is sealed, return to the Halls of Light using the same stairs you used to come down. From the top of the stairs, exit the room through the south door and explore the open area beyond. In the SE you will find the Cruel Glyph. Mark it on your map for later. Go through the east door, then turn your party north, taking the NW route when you reach the junction. There is a door to the west along this passage. Open it to find 2 spectres. These spectres were guarding two chests. The first is empty, but the second holds the Sword of Marshbane. Leave the room and continue moving NW, turning west at the junction. Follow the passage you are in until the next junction. There go through the door to the east to find the brewery. Use the keg to find the Onyx of the Richest Wort. --Quest Complete— Onyx of the Richest Wort Before you leave the brewery you will need to take care of the 4 skeleton lords that are waiting outside to ambush you. Once you have done that, exit via the east door and turn north. You should come to a junction featuring a large arched structure. From here you want to turn NW. Following the passage to its end, you will arrive at a door in the north wall. Open it to witness 5 ancient zombies killing an orc. Kill the five zombies and return to the passage. Turn east and follow the passage for a few steps until you reach another junction. Here turn north to find another door. Go through it and cross the open area beyond to find 3 Ormyrr. Tell them that you have freed the Sharpstick room and they will offer to trade with you next time you go there. Move north, past the Ormyrr, to find a door leading east. Go through it and turn north again, following the west wall. You will soon see a door to your east. Open it to find 3 orc shamans and an orc warlock. Don’t huddle in the doorway here or you’ll get fireballed by the warlock. Collect the gold they drop, then move through the room and out the east door. Again, turn your party NW, following the western wall. You will soon come to an open doorway, beyond which 3 orc sergeants, 2 orc shaman, 2 orcs and an orc captain are attempting to break open the gate to the city heights. Kill the orcs, then mark the location of the gate on your map. This is where you will need to come once you collected the ring of calling. Collect the small platinum key, salve of critical healing and gloves of steadiness before you move on. Exit the room using the east door and travel south, hugging the east wall. Go past the room where you encountered the orc warlock, continuing to follow the wall south. When you reach the southern wall you will find a door. Open this door to find 4 orcs, 4 orc sergeants, an orc witch doctor and an orc shaman. (small platinum key used) Kill them to receive a little gold, then exit the room using the east door. Travel north until you see a door to the east. Go through this door to battle 4 orc sergeants and 2 orc shamen. When they are dead, take the potion of moderate healing and salve of moderate healing they drop. Exit these rooms using the north door. In the corridor beyond you should see another door in the north wall. Go through it and take care of the 3 orc sergeants, orc shaman, orc warlock and orc witchdoctor in the room beyond. Collect the potion of serious healing they drop, then investigate the chests in the west of the room. One holds gold, whilst the other contains a small platinum key, a hammer of splintering and quiver of arrows +2. The corridor dead-ends to the east, so it’s back to the large room lined with kegs, where you fought the warlock, witchdoctor and shaman group. Exit this room using the south door (small platinum key used). Head due south until you reach a wall. You should find a door that leads south. Go through it to witness a battle between 2 orc sergeants, an orc warlock, 2 skeleton knights, a skeleton lord and 3 ancient zombies. Take the gold left over when all the enemies are dead, then exit via the south door. Head along the SE passage, past the brewery, until you reach an unexplored open area. Head north and go through the door in the east wall. Here you will fight 4 ancient zombies and a shambling ghast. When this latest threat is dead, exit the room and head north a few more paces. You will come to a second door in the east wall. Go through it into an empty room. From here you can see a club in the next room. Take the club to find it is in fact the Brewmaster's Cudgel. Look behind you as soon as you have the cudgel as 4 ghasts and a shambling ghast attempt to ambush your party. Take the gold they drop and prepare to move on. Return to the east, this time passing south of the Brewer’s Room, until you reach a corridor going NE. Half-way along the corridor you will come to two doors. In the room to the north is an empty chest, that was emptied of its contents by someone with the initial “N”. In the room to the south there are 3 skeleton knights, 2 skeleton lords and 2 ancient zombies. This group drops the Soul Biter when killed. Return to the corridor and continue east. At the end of the corridor turn south. You will arrive at a large area with a circular arrangement of open arches. In the centre of these arches is a pillar holding dead bodies. As you approach this pillar you will be ambushed by Lizardfolk. The group consists of 4 lizardfolk, 2 warriors and 2 taskmasters. Having defeated this group, travel due east from the pillar until you arrive at a junction. At the junction, turn south into a corridor. The east door in this corridor hides 2 lizardfolk warriors, 3 scavengers and a taskmaster. When defeated they drop a scroll of bull’s strength, a salve of moderate healing and a potion of serious healing. Return tot he corridor, and then back north to the junction. From here turn your party east. You will soon encounter 2 lizardfolk warriors, a lizardfolk taskmaster and 2 lizardfolk healers. From here go through the door to the east to fight 3 lizardfolk warriors and a faith healer. This group drops a salve of moderate healing and a potion of moderate healing. Exit the room again and follow the east wall north. You will eventually come to a door leading east. Beyond this door is a library, where you will find a trapped chest holding an idolon and some low quality gemstones. Exit using the door you entered by and go through the door directly to the west. Here you will encounter 2 lizardfolk warriors, a taskmaster and a faith healer. The door south leads to an empty room, so return to the corridor and continue moving north until you reach a junction. From here, follow the north wall SW until you arrive at a door (north). Travel north through an empty room to a tiny library. Collect the Scroll of Protection from Evil and the Scroll of Haste from the tables, before leaving the rooms and returning NE to the junction. Continue east past the first junction, turning north at the second. Only a few paces along the new passage there is a door in the east wall. When you attempt to open the door (trapped) you will be ambushed form behind by 2 lizardfolk warriors and 2 taskmasters. This group drops some gold when killed. Go inside the room to find 2 lizardfolk healers and a faith healer. When you have defeated these lizardfolk, 2 stone lizardfolk, a taskmaster and a lizardfolk will attack from outside the room. When you defeated all the lizardfolk, return to the room to find the Waters of Life. Anyone drinking from these waters will be completely healed. NOTE: You MUST drink from the waters to complete the quest. --Quest Complete— Waters of Life Exit the room using the west door and continue in that direction until you come to another door in the north wall. In the room beyond are two doors. The one to the north leads to an empty room whilst the one to the west conceals 2 lizardfolk scavengers, 2 taskmasters and a faith healer. Exit the mini-complex of rooms using the north door and travel NE until you find a door leading east. Behind the door you will find 2 lizardfolk warriors, 2 scavengers and a healer. Kill them to receive some gold. On the table you will find two city records books. Exit the room and travel north again. There is a secret door in the east wall, with a second secret door in the room beyond. The room beyond is empty but for another door leading north. Go through it to find an open area littered with bodies. Cross this open area to find a door in the north wall. There are two rooms here. The first contains bodies and some common weapons, whilst the second contains a chest full of gold. When you leave these rooms again you will be attacked by the monsters that killed the dead around you - 3 arraccats and a guard arraccat. Travel back through the secret doors, then south to the corridor. Follow the corridor to an open area, and from there hug the north wall eastwards. You will find a door leading north. Behind it are 3 lizardfolk scavengers, 2 healers and a lizardfolk warlord. When you defeat this group you will receive another Brewer’s Key and some Windswept Armour. The nearby stairs lead down to the Halls of Stone. Exit the room and travel east. You will arrive at another door leading north. Go through it, and then enter the room to the east to find a note. Exit those rooms and continue hugging the north wall eastwards. The next door to the north leads to a room housing steps down to the Deep Halls. At this point turn your party south to find a door in the south wall. Go through that door, then west through a second. You will find yourself in a room full of orog bodies. When you exit this room using the south door you will be attacked by 3 lizardfolk scavengers, a warrior, a healer and a taskmaster. This group drops some gold when killed. Exploration of the open area the lizardfolk were in reveals nothing but an empty room in the NE. Leave this area using the same door you entered by and turn east again. You will have to break through the barrier before you can travel any further. Once past the barrier continue going east. You will pass two doors – the first leads to an empty room, whilst the second room houses a door to the surface and a chest of gold. To the south is the complex housing the friendly orogs. Eventually you will arrive at this fountain. When you approach it you will hear Faeril's voice. She will tell you that the water is poisoned and mention that the orogs to the south can be parleyed with. Continue moving east, past the fountain, passing a door to the north (the room beyond the door holds more stairs down to the Halls of Stone), until you reach a second door in the north wall. Go through it, then turn east again until you arrive at a corridor. Follow the corridor north until you reach a pair of doors. Go through the east door to find the tomb of Hachaam Selorn. When you do so you will recieve the Baneblade Rivener quest. You should also notice the God of Fire and Stone quest has been added to your journal. The rest of the corridor and the room to the west are empty, so its time to head back to the friendly orog complex. Travel through the complex to exit by the SE door, then hug the east wall south until your route is blocked. At this point, follow the south wall west until you reach a junction. Go south at the junction, you will pass two doors, one to the east (trapped) and one west. Both doors lead to empty rooms. Go through the door to the west to arrive at an empty library. Exit the library through the south door, then travel west. You will have to fight 2 orog guardsmen. You will also be accosted by 3 orog healers and an orog veteran from the south. The first group of orogs drop a cold brass key and a potion of critical healing, whilst the group from the south drop some gold. To the north of where you first spotted the orog guardsmen there is a door. Got through it to find two drunk orogs. Leave again through the south door and go to the room where the orogs that just attacked you came from. Exit the room via the west door to enter a corridor. Go through the door in the west wall to find 2 orog hunters, an orog guardsman and a veteran. Collect the scroll of shield and salve of serious healing from the floor, then got the NE of the room to find a chest. Inside the chest is Fruhvogel's Pendent. Exit this room using the south door. You will have to fight 2 orog hunters, 2 guardsmen, 2 orogs and a veteran. This group drops some gold. From there travel west, then north around the library to find another cruel glyph. Return to the open area and cross it to the south. There are two doors in the south wall, one normal and one secret. Travel south using either door, moving across the room and out the south door. If you used the secret door, you will find a second secret door at the south of the room. You will now be in a passage that runs E-W. Travel eastwards. As the area starts to open out you will be confronted by 2 orog hunters, 2 guardsmen, 2 orogs and a cult mage. When you kill this mage you discover he had the Dumathoin and a wand of magic missiles. Continue moving east when they are dead, going past (for the moment) the door in the east wall. When you arrive at a second door, go through it to do battle with 4 skeleton lords and 2 skeleton knights. When they are dead the gold and the topaz band from the two chests, then go down the stairs. You will find yourself back in the Main Halls. On the floor, at the side of the stairs, you will find the lockpick and a dagger +1. The lockpick can be used to open the nearby door - completeing the Main Halls. Return upstairs and again, and go west, back to the door we past a few moments before. Enter the room to find two orog veterans. These orogs are the ones Faeril mentioned earlier, so when a parley is offered, listen to them. Tell them you have killed the mage and they will allow you to pass up the stairs unhindered. If a fight breaks out between the two, either leave them too it or side with the more rational of the two. When the conversation is completed go upstairs to... ---The Tower, ground floor--- The ground floor of the tower is guarded by 4 skeleton lords. When you have killed them take note of the locked door to the east as you will be using it later. Take the stairs up again to... ---The Tower, Upper Floor--- The upper floor is guarded by 3 soulless orogs. Again, when you have defeated them, move upwards to... ---The Room of Words--- Here you will have to battle 3 cult mages. When you defeat the three mages you find this note, the Eye of Ranman, a second note and a skeletal arm with the ring of calling. The next set of steps takes you to the tower top. However, there is nothing to do up here, so it's back down to the Halls of Light, where we shall return to the Rhonglyn. NOTE: At this point it is possible to trigger the Helm Cleaver quest but I will not be doing so in this walkthrough. When you reach the Rhonglyn, use the blue gem to go to the… ---Speculum--- Exit the arrival area of the speculum using the east passage to enter the Hall of Wizards. Here you will meet the ghost Caalenfaire and the talking skull Volun. Speak with them and Caalenfaire will release the ring of calling. They also tell you to seek out Odeline and Harldain, giving you two new quests. --Quests Received— Guardian’s Tale Heartbeat --Quests Completed— Bone Whispers (No pic as a bug prevented this objective completing) Named Talibund With the ring of calling now in your possession, head back to the Halls of Light and the gate of Mythanthor. The ring of calling is used automatically when you approach the gate and you are transported to The City Heights. --Quest Complete— Reach City Heights --City Heights— NOTE: I explored this area at night so did not note locations of undead due to the "roaming undead" factor. Directly behind your group when you emerge from the dungeons are a group of 4 orcs, 2 orc sergeants and 2 orc witch doctors. Killing this group rewards you with chainmail +3, a potion of serious healing and a salve of serious healing. You also gain access to the Hall of Wizards, the door to which the orcs were guarding. Go inside and speak to Caalenfaire to receive the Memory's Whiplash quest. --Quest Received-- Memory's Whiplash That done, return to the City Heights. Go southeast down the first flight of stairs and turn your party east. As soon as you have cleared the stairs, head north to find a sealed gate. There is a ruined just to the east. Moving further east you will find a path leading out of the city heights. Mark the path on your map and continue past it. Return to the foot of stairs and go SE down the second flight. Once down, turn your party east to discover the entrance to the Sullymarsh. Don't go through the gate yet. Instead, take your party south the edge of the map, then turn them west. After walking most of the length of the map you will spot some blueglow moss to the north. Just a few paces north of the moss a group of orcs is waiting to ambush you. This group is made up of 5 orc sergeants and an orc witch doctor. When you have defeated this group, continue west until you reach the edge of the map. There is a flight of stairs just to the north. At the first corner of the stairs there are two Margoyles. If you were to continue following the stairs after defeating the Margoyles you would end up in Nightingale Court. Return to the foot of the stairs and move northwest. You will shortly arrive at the amphitheatre. Mark this spot on your map as you will be returning here later. On the steps NE of the amphitheatre there are 2 margoyles and 2 gargoyles. Kill them to receive a scroll of chill touch and a potion of critical healing. Move north from the amphitheatre. You will have to battle another 5 gargoyles. When they are dead, follow the cliff to the north eastwards. You will eventually come to a set of stairs going north. These lead to a ramp. The east branch takes you to the orreries, whilst following the ramp north reveals an undead feasting on a lizard. The undead feaster is a Mohrg. When the Mohrg is dead collect the Bow of Accuracy from the dead lizardfolk. Return to the foot of the stairs and start moving east. You will then encounter 3 Arraccats. Kill them to gain access to a chest containing a dagger +2 and 2 potions of full healing. The city heights have now been fully explored. Return to the gate in the east to travel to the… --Sullymarsh— As soon as you enter the Sullymarsh you will be accosted by 4 gargoyles and a gargoyle leader. This little group drop a Cerulean Ring. With the gargoyles out of the way, follow the path eastwards. After you cross the first bridge a voice will speak to you. --Quest Updated— Baneblade Rivener South of this spot you should see a spinning spire. Guarding this spire are 3 shambling ghasts and 2 ancient zombies. Move east again, crossing a second bridge and going past 2 Ormyrrs, who invite you to go and see the king. At the end of the path you will find Chief Pujik. The outcome of the conversation varies, but in my case it resulted in my group being to leave and not return. I duely left, heading north to find 3 mad Ormyrr. These pleasant fellows want to feast on the “sacred meat” – your party’s brains. When you have killed them, take their handaxe +3. Explore this area to find stairs to the Glim-gardens in the north, some blueglow moss in the NW and 2 gargoyles and a gargoyle leader to the SW of the ruined wall. When you have finished exploring, head back south to confront Chief Pujik about the mad Ormyrrs. This time you will end up having to fight Pujik and two other Ormyrrs. When you kill Pujik, he drops his axe and it shatters. The ask frees the evil from the nearby pool, returning it to the pool of radiance. He also drops a Longspear +3 and a small shield +2. --Quest Completed-- Pujik's Pool Cleansed With Pujik defeated, two friendly Ormyrrs come to thank you and offer to trade. They also talk to you about the area you are in, triggering the following quests. --Quests Received— Cold Knight Hungry Idol Thirsty Ground Stone Mouth Ashes Burning When the Ormyrr are gone, head up the nearby stairs and break the staff that is there. You will release a green orb, triggering the Planets above quest. --Quest Received— The Planets Above Go back down stairs and return to the west, crossing both bridges before turning north. You will come across 2 skeleton knights, 2 skeleton lords and 2 shambling ghasts. Take the gold they drop and travel north again to find some doors down to the Deep Halls. Further exploration reveals the rest of the Sullymarsh to be empty, so return to the NW and the stairs leading up to the... --Glim-Gardens— When you arrive in the Glim-Gardens, follow the footpath north. You will shortly find yourself in combat mode. Look to the east to find a battle between 3 margoyles, 2 gargoyles, 2 ghast, a shambling ghast and a ghoul. None of the combatants are friendly towards you, so kill them all then take the potion they drop. Return to the path and continue moving north until you come to a ruined fountain. From here. turn west towards some stairs. You will be attacked from the north by 3 ghouls and 3 shambling ghasts. This little group drop some gold when killed. If you were to then continue up the stairs you would find yourself in the Windrider Glade. From the stairs travel north to find 3 ancient zombies, 2 skeleton lords and a shambling ghast. Kill them to receive some more gold. Continue travelling north until you reach a cliff, then turn your party east. You will soon come across some blueglow moss. Once you have made use of the moss, resume your journey east until you reach some stairs. Go up the stairs to find 3 margoyles and a gargoyle, who drop some gold. If you were to follow the path behind the margoyles, you would arrive at a road to the House of Gems. For now, however, return back down the stairs and resume the journey east. It won't be long before you encounter 4 shambling ghasts. The door these ghasts are guarding leads into the Halls of Stone. You can’t go beyond the first room for now because of the Glyph of Song sealing the door. Once again, from here, resume travelling east until you encounter 4 ghasts and 2 skeleton lords. This group drops some gold. Go through the door they were guarding. You will find yourself in the Cold Knight’s Barrow. If one of your characters touches the sword they will Eadred, a level 8 paladin. However, that character will then be frozen in the tomb themselves. Doing so also completes the frozen knight quest. --Quest Completed-- Frozen Knight NOTE: If you wish to complete the quest without taking Eadred with you, simply have one of your characters touch the sword, speak to Eadred, then have him touch the sword once the conversation is over. IMPORTANT: If keeping Eadred in your group, remember to remove all important items from the dismissed character’s inventory first. When you are satisfied with your group, exit the barrow. Travel east until you reach the cliff, then turn your party south. You will have to fight an orc warlord, 2 orc sergeants, 4 ancient zombies and 2 shambling ghasts. Collect their gold before continuing to move south. As you near the southern end of the Glim-Gardens you will encounter 4 shambling ghasts, who drop some gold. Look to the west at this stage as you will also be ambushed by 6 ghast. This group drops a potion of moderate healing and a salve of moderate healing. Once all the undead are defeated, go west to discover the thirsty ground. --Quest Completed-- Thirsty Ground If you need to you can rest in the ruins just to the north of the thirsty ground. From the thirsty ground, travel west back to the ruined fountain. From there take the NE pass to find 5 skeleton knights and 5 skeleton lords. Kill them to receive a potion of serious healing. Just to the east of these skeletons is another spinning spire. Finally, return to the ruined fountain and turn your party north. Walk onto the paving slabs and they will collapse beneath you, depositing your party in an... --Ancient Tomb— When you arrive in the tomb, your only option is to travel along the path to the east. When it opens out, you should see a door to the north. Open it to find 2 ghasts and a spectre. Watch your back as 2 master shadows will come at you from behind. Once they are all dead, open the chest (trapped) to find The Stone Mouth. There is also a necklace of safe footfalls. Exit the room and continue moving east, crossing a junction into a corridor. Open the door to the south to find a Dark Naga. Investigate the chests (trapped) it was guarding to find gauntlets of ogre size, boots of the tortoise and Alaric's charm. In the east wall you should see a secret door. Go through it to find a small room containing a chest. Look in the chest to obtain the blade of destruction and some Arcane Mail. Return to the corridor and head east, then turn north until you reach a junction. From the junction you should see a door to your north. Go through it to encounter a Master Spectre. When you have killed the spectre, move into the room to the north. On the table you will find the word of singing. Return to the corridor and follow it around to the north and west until it dead ends. There should be a corridor leading away to the east. Follow it until you arrive at a door in the north wall. Go through the door to fight 4 skeleton lords. Retrieve the idolon from the chest nearby. There is nothing else here, so travel south and east until you are at the junction near the master spectre room. This time follow the east path. You will eventually arrive at a door sealed with the glyph of song. The glyph is unsealed as you approach, allowing you to move into the corridor beyond. From there travel north to arrive in the Halls of Stone. As soon as you enter the halls you will be attacked by 2 spectres. Take the potion of moderate healing and the salve of moderate healing they drop. Also take the Full Plate +2 from the nearby chest. The door to the south is one of the two sealed by the Glyph of Song. Open it, then travel west to the second glyph sealed door. Open the second door to find the door to the Glim-Gardens. Once in the Glim-Gardens, travel west to the stairs that lead to the... ---House if Gems--- Having come from the House of Gems, you will find yourself back in the tower, where some friendly orogs will ask to parley with you. Agree to parley to learn about the helm cleaver. If you agree to help them you will get the Helm Cleaver quest. --Quest Received-- Helm Cleaver Quest Head down stairs to the Halls of Light, then travel to one of the two doors sealed with the cruel glyph. There you will meet more orogs who teach your party the cruel word. Use it to open the door. Pass through the small room into the main chamber. Here you will have to fight 1 Archmage, 2 Mages and 4 soldiers. Try to take out the Cult Archmage first, but don't attack the orogs as they are your allies. When you have killed this group take the 2 potions of full healing and the stronghold key that they drop. More Orogs will then approach to challenge you to a dual (if they don't appear, sleep to get them to come. You will have to fight the cult members again though). Accept the dual, and move your chosen fighter into the small room to the SW. When you defeat the orog champion you will be offered the Helm Cleaver. You can choose to take it and complete the quest, or you can let them keep the helm cleaver to receive. NOTE if you take the gloves the helm cleaver quest will not complete. Before you leave, look around to find a chest holding a scroll of Bull's Strength and an idolon. With the helm cleaver quest concluded, return to the house of gems using the same route as you came. --House of Gems 2-- Once back in the house of gems, go up the stairs. You will arrive in the room were Harldain's ghost is trapped, but you cannot talk to him yet. Exit this room using the door to the west. You should now be back outside. Go around the roof of the house of gems until you encounter 2 Margoyles. Defeat the margoyles, then continue north and west around the roof until you reach some stairs. Go down these stairs to find 4 arraccats and a Black Arraccat. Kill all the arraccats, go to the west to find a woman of silver flame. Pull the sword from the woman's chest to release her and purge the pool. (Item received Flame Blade) --Quest Completed-- Spawnpool --Quest Updated-- Ashes Burning With the pool cleansed you can now talk to Harldain, so return to the room where his ghost lingers. By speaking with him you will receive the second part of the wizard's torc - Wizard's Torc (complete). Harldain will also release the green planet you found back in Stillwater. --Quest Updated-- Planets Above When you have finished speaking to Harldain, leave the House of Gems, and return to the glim-gardens. From there head west to the… --Windrider Glade--