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Mekrath's
Tower
You should
have gained this quest from Raelis Shai in the lower level of the Five
Flagon's Inn in the Bridge
District. Enter Mekrath's Tower, and head for room #4. Kill
Mekrath
and then check the area for items. Watch out for traps. You will free
Haer Dalis when you return to the main room of this area. Be careful for
the room full of Umber Hulks along the path to room
#5. In the Alter in
room #5, you will find the Portal Gem. Grab it any any other items of
interest, and then hit the exit.
One thing that
I want to point out is that the exit staircase has 2 directions that you
can go. If you pay close attention, you will notice that you can go up
or down the staircase. Going up will take you to a balcony in the Bridge
District. Going down will allow you to exit through the Temple District
Sewers.
After freeing
Haer Dalis, return to Raelis Shai (In the Five Flagon's Inn in the
Bridge District). You will be asked to guard them while
they open a portal. You can agree or refuse it is up to you. If you
agree, a few monsters will pop out and attack you, and then a Bounty
Hunter will appear and take the actors away. If you want to take part in
this quest, jump into the portal behind them. This will begin your
quest: Rescue Raelis Shai and Haer Dalis from the Planar Prison.
If you do not want to do this quest... Walk away.
Click here
for Planar Prison Area map and walkthrough.
Mind
Flayer Temple
This
area is optional. I begin by mentioning that because the area
happens to be very difficult. The Mind Flayers in the area are as
annoying as they come. Each room marked on the map is full of them (well
room #1 isn't but room #2 and
#3 are). The good news is that you will
gain a lot of exp if you do this area (about 100,000, but that is just a
rough guess). Also, you can locate the "Wand of Wonder"
and the "Hammer of Thunderbolts +3". Instead of
breaking the area down as normal, I will just give you a few pointers.
>
Often,
monsters can not open doors. This holds true for the Mind Flayers. Once
you clear the first room, you can always fall back to it, and close the
door behind you. This will give you a chance to take a break from the combat, and
even rest if you like.
>
Cast spells
that will prevent your party from being charmed or controlled.
>
Haste your
fighters and have them all attack the same target. If you are hasted,
you should be able to do "hit and run" attacks, falling back to a room and
closing the door behind you.
>
If one of your
group members is charmed and begins attacking other members, cast
"Hold Person" on them until the charm spell wears off.
I hope that
helps, and good luck.... You will need it.
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