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Mekrath's Tower

Mind Flayer Temple

(Chapter 2 or 3)

 
 
 
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  Quest Menu    Temple District    Temple District Sewers    Planar Prison  

 

 

         

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.