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- MENZOBERRANZAN WALK THROUGH
-
- Produced by JULIAN and CARYL TANDY
-
- OVERVIEW AND SET UP
-
- MENZOBERRANZAN usually referred to as MENZO is a typical
- CRPG from SSI.
- You generate 2 characters from the usual assortment of
- Fighters, Thieves,
- Clerics, Mages, Rangers and Paladins. With the standard 6
- race types: Elves,
- Half Elves, Dwarves, Halflings, Gnomes and Humans. The
- best option (bearing
- in mind that for most of the game the other 2 NPC's that
- join your party are
- 2 from a Drow Fighter, Gnome Thief and a
- Fighter/Thief/Mage bird) is a Half
- Elf Mage, and either a Dwarf Fighter/Cleric or if you
- feel adventurous a
- Human Paladin. Your characters will start between level 5
- and level 7 and you do have the option to super stat them
- to all 18's.
- The basic plot is that the Drow have raided your village
- and take captive
- most of its population. Your task is to journey into the
- Underdark and rescue them from the city of
- Menzoberranzan. The game is very linear, (links to the 3
- sections are given below), and is an excellent
- introduction to CRPG's as it is fairly easy to comp
- lete, with a standard fairly user friendly interface. A
- full set of maps (viewable in MSDOS Edit) accompany this
- Walk through.
-
- ABOVE GROUND
-
- THE VILLAGE
-
- After generating your characters and watching the Intro.
- you start in the
- local Inn. This is the point at which the Drow attack the
- village and your
- task is to put out the fire in the store rooms. You must
- head E to the well,
- then collect 12 buckets and fill them with water. Use the
- buckets on each point of fire on the storeroom (SE
- building on Village.Map). When the fire is out go N to
- the Guardhouse and get Baldassar (4th lvl Fighter) to
- join you. Get the equipment from the
- Guardhouse and then travel around the village collecting
- other equipment. Finally go to the Inn to collect your
- reward (nice +2 helm) and then exit the village by the
- Eastern Gate.
-
- THE WOODS
-
- Go South and talk to the injured Drow. Go east and talk
- to Maeldithar (4th lvl Centaur Ranger), who is willing to
- join you. Go north to Vermulean's Cottage (see Woods.Map)
- and speak to Vermulean. Leave the area by heading
- Eastward after Vermulean's cottag
- e.
-
- ICEWIND DALE PLAINS 1
-
- Go to the gap in the Southern Mountains (see
- Icedale1.Map) and talk to Drizzt (lvl 15 Drow Ranger). He
- must join you in order to complete the game and comes
- equipped with the best weapons and armour in the game.
- Once you have Drizzt proceed N to the cave
- that is Drizzt's Hideout. Collect all the equipment in
- the hideout (a button in the NE wall opens a secret
- passage to the Eastern half of the hideout). Then proceed
- E to the Leucrotta's Lair.
-
- LEUCROTTA'S LAIR
-
- The purpose of this cave is to find the 4 gems needed to
- survive in the Underdark. All 4 are located in the NE
- corner of the caves (see Gemcave.Map). You will need
- either a jump spell or will need to find the potion of
- jumping in order to retrieve all the
- Gems. There is also a helm of disguise located in the S.
- Take all 4 gems back to Vermuleans Cottage and get him to
- magic them into protection against radiation gems. Then
- go to the point where you found Drizzt and proceed S.
-
- ICEWIND DALE PLAINS 2
-
- Go SE and get Vonar (lvl 5/4/4 Fighter/Mage/Thief) to
- join you (if you don't get Vonar you will have to
- complete the later half of the game with only 3
- characters). Wander around the whole area picking up
- goodies and killing everything that moves as one o
- f the Trog Frogs has a scroll of Improved Identify. Go to
- the mine entrance in the SE corner (see Icedale2.Map) and
- before you enter the Underdark save the game as there is
- no turning back once you get into the mine cart.
-
- UNDERDARK
-
- UNDERDARK 1 / 2 and THE LAKE
-
- There is not a lot on this level other than a fairly dark
- and tedious slog up and down via various dead ends. On
- the first level (see Underlv1.Map) Manahath (lvl 5 Dwarf
- Fighter) must be spoken to in order to get the Descent
- map. A ladder in the SW leads
- down to level 2 (see Underlv2.Map), you will then need
- passweb to get through the N section in order to find the
- ladder back up to level 1. The ladder back down is
- located in the SW corner via a secret wall. By this
- ladder is a pickaxe which should be tak
- en for later on. From the SW of level 2 head N via a
- flight area, a secret wall and a passweb. There is a map
- NPC called Borenorak (lvl 4 Dwarf Cleric) who whilst
- giving you valuable information should not be added to
- the party. The entrance to the lake i
- s in the NW corner. Fight the Aboleth in the lake (see
- Lake.Map) then follow the stepping stones back to level
- 2. Work your way S to find the exit to the Dwarven Mines.
-
- DWARVEN MINES
-
- Go NE to the Secret Door with the frieze on it. Use read
- languages spell to translate the wall and then fight your
- way around to the N (see Dmine.Map), where the entrance
- to the Temple of Dumathoin is located. Watch out for
- Azarell (lvl 6 Elf Fighter) who
- is really a handmaiden of Lolth. There is no entrance to
- the NE area from this level.
-
- TEMPLE OF DUMATHOIN LEVEL 1
-
- Go W and collect the pickaxe if you do not already have
- one (see Temple1.Map). Listen in to the conversation from
- the Mid E room. Get the Silver Moon Key in order to
- unlock the NE room where after killing the Darro Savant
- you will get the Silver Star key
- and several interesting books. Looking at the map you
- should see the corridors form two hammer shapes running
- N/S. Go into the E hammer head, push the button behind
- the E secret wall to allow you to get through the W
- secret wall where the Holy Symbol of D
- umathion is hidden. Use the Silver Star key on the W
- hammer head and go down to the next level.
-
- TEMPLE OF DUMATHOIN LEVEL 2
-
- Get the Silver Circle key from the South. Free the
- prisoner Valkverdling (lvl 6 Gnome Thief) and include him
- in the party. Use the Silver Circle key in the NE and use
- the teleport. Press the hidden switch on the S wall (see
- Temple2.Map) and get the horn f
- rom the NW. Teleport out and then blow the horn at the
- middle statue in the SE room, this will free the chalice.
- Proceed along the S passage way with the holy symbol,
- horn and chalice and go down to the 3rd level.
-
- TEMPLE OF DUMATHOIN LEVEL 3
-
- Clear all the rooms you can before using the Silver Axe
- Key (see Temple3.Map), making sure you collect all the
- gems in the walls including the Diamond. Use the Silver
- Axe key and then the Silver Circle key. Offer the diamond
- to the fountain, use the chali
- ce for healing and pick up the Axe of Hurling. Clean out
- the N rooms before proceeding S to the Temple Exit.
-
- TEMPLE OF DUMATHOIN EXIT
-
- After 2 ascents (see Templex.map) the lights will go out
- and Drizzt will be kidnapped. Before this happens remove
- his armour, and if you can, let someone else wear it.
- Drizzts weapons and Panther figurine will always
- disappear when he goes. Keep ascending
- until you reach the caves of the Myconid.
-
- MYCONID CAVES
-
- Search all of the N area picking up the Jade Spider (see
- Mushroom.Map), before going into the large cave in the
- middle of the map. Once you enter this room the wall
- behind you closes and you should proceed SE to talk to
- the Mushroom Men. They will lead yo
- u to the King of the Myconids and you should undertake
- his quest. When you get the antidote cure Valkverdling
- and then proceed SW through the opening provided by the
- King and pass through the exit to the Mouth Cave.
-
- MOUTH CAVE
-
- Speak to the Mouth (see Mouth.Map) in the Wall and accept
- his quest, to find the stone necklace. After picking up
- the necklace continue N and W as there are lots of
- goodies to be picked up, including Brogonars Stone,
- before returning with the necklace. Gi
- ve the Mouth the necklace and then head SW to the Caverns
- of the Drider.
-
- DROW CAVES
-
- This is the largest level in the game and if it is not
- completed in the correct order a huge area will remain
- unexplored, and although there are no "game critical"
- items missed, some useful spells will not be found. From
- the entrance go NE and pass throug
- h teleport 1 (see Drowcave.Map). Completely search this
- area and head NW to the entrance back to another area of
- the Myconid Caves. Explore this area (see Mushroom.Map)
- but do not go through the one way exit in the SE corner.
- Return to the Drow caves and
- go back through teleport 1. Go through teleports 2 then 3
- then 4 after searching each area. Go down to the lower
- level of the caves, Pick Vonar back up and talk to the
- Drider who will give you a scroll of transform to spider.
- Leave level 2 via the E exit
- and proceed NW to the Chasm. Use the scroll provided by
- the Drider and then head NE to the Entrance to the
- Underground River.
-
- UNDERGROUND RIVER
-
- After paying the ferryman his gems, get into the boat.
- There is nothing you can do from this point onwards,
- other than fight the aerial attackers. The boat will be
- guided by the current and when it stops get out and go to
- the entrance to Menzoberranzan.
-
- MENZOBERRANZAN
-
- APPROACHES TO MENZOBERRANZAN
-
- Follow your left (see Appro.map) and you will soon be at
- the entrance to the city of Menzoberranzan. To move
- around the city just click on the location to which you
- wish to travel.
-
- BAZAAR
-
- Go to Galenthas Goods shop (see Bazzaar.map) and trade in
- the helm. Go to Ssar Tafell's shop and speak to her. She
- will then send you on a quest to the Sorcere Tower.
-
- SORCERE TOWER
-
- Use the teleport to get up to the 2nd level (see
- Sorcere.map) and then speak to the Mage in the WS room.
- He will trade in the healing box for the bits needed to
- release the Drider spirit from House Baenare. Leave the
- Tower and enjoy the video clips, befor
- e returning to Ssar Tafell in the Bazaar. She will allow
- you to speak with Vermulean who will identify the gem of
- Lolth. You must then go to the House Fey Blanch.
-
- HOUSE FEY BLANCH
-
- This area is well worth fully exploring (see Feyb.map),
- as there are some goodies and lots of experience points.
- Find Gumsznar in the SW room and talk to him. He will
- then turn you into Drow, and send you to see Rizzen
- Do'urden in Carpathians Tavern. Rizz
- en will tell you the password and give you a map to House
- to House Do'urden. You must then go to Gollvelius' Tavern
- where you must speak with the rouge Jarlaxle.
-
- MANTLE CAVERNS
-
- Jarlaxle will send you to the Mantle caverns to return
- his Necklace. Mantle Cavern 1 (NE) is worth exploring
- (see Mantle1.map) and contains some good items (+2 Sword,
- gauntlets), before going to Mantle Cavern 2 (NW). The
- necklace can be found in the middl
- e of the cave behind a secret wall (see Mantle2.map).
- Finish the cavern and return to Jarlaxle. You will then
- have to return to Mantle Cavern 1, kill the Drow Patrol
- in the SW corner and get the 4 insignia. Then proceed to
- House Do'urden.
-
- HOUSE DO'URDEN
-
- Give the password to the guards to enter the Commoner
- Area. Get the Gold Red Gem key from the mid N room (see
- Housedca.map) and go West. Get the Gold Green Gem key
- from the S room and go through the N door. Find the
- Secret Door and get the White Circle Ke
- y from the NW room. Go through the S door, past the
- villagers cell, unlock the White Circle door and teleport
- up to the Noble Area lvl 1. You can not enter the W area
- until you have seen Rizzen again, so go NW (see
- Housedn1.map) and teleport up to Nobles
- Area lvl 2.
-
- Go through the secret door in the NW (see Housedn2.map)
- and teleport to the S of the main corridor. Go SW through
- the secret door, kill Rizzen, get the Gold Black Gem key
- and the helm. Add the Gem of Lolth to the helm of
- spiders. Teleport back to the NE a
- nd return to Nobles lvl 1.
-
- The guards will now have disappeared and you can use the
- Black Gem key to open the W door. Go to the SW room and
- get the Gold Circle key. Go W and get Drizzts weapons.
- Unlock the Gold Circle door in the NW. Go through the
- Secret wall and get the Gold Blue
- Gem key. Open the Blue Gem door and before entering the
- teleport prepare for the final battle. Kill Matron
- Do'urden, free Drizzt and the villagers and watch the
- video graphics finish.
-
- This walk through was produced by Julian and Caryl Tandy
- email carju@celtic.co.uk. This file is free to copy and
- distribute please pass on the location of this file to
- anyone who needs help. Many thanks to all on
- News:comp.sys.ibm.pc.games.rpg who encoura
- ged us on this work and thanks to SSI for MENZOBERRANZAN.
-
-