Menzoberranzan

Menzoberranzan

16.10.2013 17:16:43
Menzoberranzan

Walkthrough

THE VILLAGE AND AREA

Just exit the tavern out into the village. Grab some buckets
from outside the tavern. Head over to the burning house in the
southeast corner of the village and use (by putting in your hand
and swinging them) the buckets by every little fire. When you
run out of water, head over to the well in the center of the
city to refill. Once the fire has been put out (you will get a
message), go to the guardhouse and get the NPC there to join
you. Return to the tavern and talk to the barkeep. Get the
helmet from him. Leave the tavern and head east to the woods
outside the village. Enter the house in the middle of the area.
Talk to the old man (Vermulean) and he will tell you that you
will need special gems to enter the Underdark. Leave the
cottage, and go east to the next area. Go to the east of the
area and enter the cave on the eastern edge of it. Collect all
four gems from this Verbeeg lair and exit, head back to
Vermulean and he will enchant all the gems to protect you from
the Underdark. Distribute the gems, one to each character.
Leave, go back to the Icewind Dale Plains 1 and this time head
south. On the way, you will meet up with Drizzt who will join
you if asked (he's a level 15 ranger with magical weapons). Now,
head south to the next area. Just enter the cavern in the
south-east part of this useless area. You have now entered the
Underdark.

THE UNDERDARK

These areas are generally useless, so it's just a matter of
making it to the exit. In the first level, you must go down the
stairs in the south to level 2. On level two you will appear in
the eastern part. Make your way to the north and take the
stairs up which are there. Keep in mind that to get through the
webbed portals, you have to drink a passweb potion. On level 1
again, you will appear in the northwest corner of the level.
Walk down to the southwest, and before taking the stairs down
right in the southwestern corner, take the pickaxe close to
them. Now back on level 2, you will appear right in the south.
Head up all the way to the northwest corner of the level and use
the doorway there to enter the Underground Lake which is just a
useless little area with one easy monster. Leave the
underground lake through the other exit and you will now appear
a little south of where you exited. Now just head south until
you come to a webbed passage with ochre jellies behind it. Just
kill them and proceed through the doorway to the dwarven mines.

DWARVEN MINES

Make your way to the entrance to the temple of Dumathoin in the
north part of the mines. There is absolutely nothing else here.

TEMPLE OF DUMOTHAIN LEVEL 1

Go to the head of the eastern hammer, enter through the secret
door, push the button, go to the room slightly west, and
retrieve the Holy Symbol. Go two rooms south, and get into the
room on the east side with the key in it. Pick up the key
therein (you will spy on a conversation between the savant and a
priestess) and go to the room north-east, and open it using the
key you just found. Kill the savant, and take his key. Use it
to open the western most little room, and go down the stairs to
level 2.

TEMPLE OF DUMOTHAIN LEVEL 2

Go to the south part of this level, retrieve the key, go to the
north eastern room, use the key to open the teleportal, use it,
push the button on the south wall, go west, open the door,
retrieve the horn, enter the teleportal in the west. Go to the
south west, push the button (in the head of the hammer on the
south wall) go through the opened door. Use the horn by the
statue of the dwarf holding a chalice. Take the chalice,
proceed east, long the south wall. The door will open to let
you through (make sure you have both the holy symbol and the
chalice) and go down stairs to level 3.

TEMPLE OF DUMOTHAIN LEVEL 3

On this level, retrieve the key in the north western part of the
level, and the axe key in the north east. Also, you will need
the diamond from the room right below the one with northwestern
key in it. Your characters will tell you there is a diamond in
the room, just locate it, and use your pick axe by it. Take the
diamond, use the axe key to open the doors in the centre of the
level, then use the other key to open the door to the eastern
part of the level. Use the diamond on the fountain, and after
you get all the goodies, proceed down the southern corridor to
the exit, and follow the stairs up, and up again back to the
mines level. Here, Drizzt will get captured, and taken away
from your party. Proceed through the doorway into the cavern of
Galeb Dhur.

CAVERN OF THE GALEB DHUR

Make your way to the center of the cavern and talk to the stone
face there. It will quest you for a necklace and it will open
a way there. Get the necklace from the northwestern part of the
level and return to the face. It will now open a new way to the
west. Just make your way to the exit and the cavern of the
driders.

CAVERN OF THE DRIDERS

This is a big and useless area. Just make sure that you collect
the three blue gems from this level (if you have some from
previous levels, then you only need to collect enough so that
you have three in total). Then make your way to the teleportal
marked on the map. You will get teleported into a closed off
area with more teleportals in it. Just teleport around until
you end up in the small room in the middle. Then just use the
exit. In the much smaller second cavern just find the Drider
Mage who will give you a special scroll with which you can get
by a web which is unpassable by any other means. Return to the
first drider cave and make your way to the webbed chasm. Your
characters will tell you when to use the scroll, and when they
do you should use it to get by that web. When you do you will
end up by the underground river. Talk to the ferryman and he
will take you across for three blue gems. This is just a
useless ride while assorted monsters get to take swings at you.
At the end of the boat ride, you will be placed in a useless
area called approach to Menzoberranzan. There is absolutely
nothing useful here, so just find the way out and you are now in
the city of Menzoberranzan.

MENZOBERRANZAN

First, head over to the Merchant Bazaar and find the store of
Ssar Tarrell. Talk to her about the Drider mage and she will
direct you to a sorceror in the Tower of Sorcere. Leave the
Merchant Bazaar and head over to the Tower of Sorcere. Talk to
the mage in the western section, northern room, and he will
offer to help you if you can bring him a music box. Return to
the Merchant Bazaar, and find the other shopkeeper. He will
offer to trade the music box for the helmet from the inkeeper on
the surface. Refuse and he will tell you to find Trincia's
Gauntlets for him instead. Go to the north-eastern mantle
cavern and get the Trincia's Gauntlets. Return to the merchant
and exchange them for the music box. As you leave the store,
the helmet will get stolen by a thief from house Do'Urden, but
there is nothing you can do about it. Return to the sorceror
and he will give you a scroll which will allow you to return the
drider to human form. Leave the tower and go to House Baenre.
You will release the drider, and the inkeeper from the surface
will get killed. Now leave and return to Ssar Tarrell. She will
tell you that the prisoners and Drizzt have been taken to house
Do'Urden. She will also tell you about a wizard from house Fey
Branche who will help you get into house Do'Urden. Go to house
Fey Branche and talk to that wizard in the south western part of
the structure. He will change your entire party to drowish
appearance, and he will tell you about Rizzen Do'Urden in the
Carpathian Tavern who can help you get into house Do'Urden.
Also, he will inform you about the Spider Helmet which was
stolen from you. Return to the merchant's bazaar and talk to
the witch once again. Ask her to contact Vermulean and he will
reveal one of the stones as the one needed to activate the
spider helm. You will also receive this stone. Now go to the
Carpathian Tavern and talk to Rizzen. He will give you the
password for the house, but he will be unable to give you the
insignias and will instead direct you to Jarlaxle in Glovellius'
Tavern. Go there and talk to Jarlaxle. He will quest you for a
necklace from the second Mantle Cavern. Go to the north-western
Mantle Cavern and get the necklace from the secret room in the
middle. Return with it to Jarlaxle and he will inform you of a
drow patrol from house Do'Urden in the first mantle cavern. Go
there and in the south-western corner of the cavern you will
encounter the patrol. Wipe them out and take their insignias.
Now go to house Do'Urden in the western part of the city.

HOUSE DO'URDEN

Commoner's Area:

Talk to the two guards and they will allow you to pass. Now
retrieve the key from the northern part of the level and use it
to open one of the three doors leading west. Now retrieve the
key from the southern rooms to open one of the next three doors.
The last key is located right in the north-west corner of the
level, behind the illusionary wall. You will walk by the
prisoners' cell, but you cannot rescue them yet. Just open the
door at the end of the corridor in the south-west and go to the
big doors to "float" up to the first Noble's Area.

Noble's Area 1:

You will soon come to a big door which is guarded and you cannot
pass through it yet. Just go to the northern part, find the
elevator up, and take it.

Noble's Area 2:

Make your way to the teleportal in the very northwestern corner
of the level. You will appear in a maze in the south. Continue
west and pass through the illusionary wall into a room with the
Spider Helmet. You will be attacked by Rizzen and some
fighters, wipe them out and pass through the illusionary wall to
the east. Get the chest and take the helmet and key out of it.
If you want you can now put the gem which Vermulean gave you
into the helmet to make it a lot better (-4AC). Take the
teleportal at the end of that niche and return to the elevator.
Take it down.

Noble's Area 1 Again:

Now you can pass through that big door using the key you just
found. Go to the southwestern part of the level and get the key
from the room near where Twinkle and Icingdeath, Drizzt's
scimitar's are stored. Now go to the north-west corner and open
the door there. Follow the rooms and go through the illusionary
wall in the last one. Get the blue key. You can now open one
of the three doors leading into the western part of the level.
Open up one of them and you will be attacked by Vierna Do'Urden,
a wimpy priestess.

Go through the teleportal in the western wall into the chapel.
Matron Malice is preparing to sacrifice Drizzt as you walk in.
You will first have to get rid of the Handmaiden of Lloth which
will block your way, so make sure you have Drizzt's scimitar's
equipped with someone. Then, go after Malice herself. She is
very wimpy, so it's not a big problem. When Malice is dead, the
Do'Urden house will supposively be attacked. Just bump off all
the drow who will appear in the room, especially the no-name
priestess. Once that priestess is dead, the game is over and
you get your final animation.

THE END.

 
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