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- Menzoberranzan Walkthrough
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-
- THE VILLAGE AND AREA
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- 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.
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- 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
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- 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.
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- MENZOBERRANZAN
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- 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.
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- HOUSE DO'URDEN
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- 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.
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- 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.
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- Noble's Area 2:
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- 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.
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- 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.
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